< Street Fighter 6 | Dhalsim
m (→Links and Starters: added note about yoga blast whiffing on crouchers) |
(→Normal Hit: added 1mk > 63214lp) |
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| {{clr|M|4MK}} > {{clr|M|63214MP}} || Anywhere || 1500 || +33 || {{clr|7|Easy}} || || WIP | | {{clr|M|4MK}} > {{clr|M|63214MP}} || Anywhere || 1500 || +33 || {{clr|7|Easy}} || || WIP | ||
|- | |||
| {{clr|M|1MK}} > {{clr|L|63214LP}} || Anywhere || WIP || +33 || {{clr|7|Easy}} || Meterless knockdown from a low. || WIP | |||
|- | |- | ||
| {{clr|M|2MK}}, {{clr|M|1MK}} > {{clr|H|63214HK}} || Anywhere || 1740 || +42 || {{clr|3|Hard}} || Has to hit the opponent at max range slide to work. || WIP | | {{clr|M|2MK}}, {{clr|M|1MK}} > {{clr|H|63214HK}} || Anywhere || 1740 || +42 || {{clr|3|Hard}} || Has to hit the opponent at max range slide to work. || WIP |
Revision as of 09:00, 25 January 2024
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Links and Starters
Notes:
- Any combo ender that leaves you +40 or higher will leave you plus if you instantly teleport afterward. For example, ending a combo with 63214HK leaves you +42, making an instant teleport after this ender leave you +3.
- Any combo ending with 63214HK will whiff if the opponent was crouching as you started the combo, unless you use a move to force stand like 4MP.
- 1HK can be linked after any combo ending with 63214HK in the corner.
Normal Hit
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
2LP/5LK > 236HP/236MPHP | Anywhere | ~1050/1370 | ~ -2/+49 | Very Easy | Has to be point blank for 236HP to connect after 5LP > 2LP. 2LP can hit at almost max range for 236MPHP to connect. Both fireballs can connect from further away if starting with 5LK. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236MPHP) knocks down (~ +49). Frame advantage changes slightly based on spacing. | Link |
5LP/2LP/1LK, 2LP > 63214HK (> 236236K) | Anywhere | ~1530/3930 | +42/19 | Easy | Has to be done point blank if starting with 5LP > 2LP, same as above. 63214HK can connect from slightly further if starting with just one 2LP. It's not worth spending meter on 63214KK - just use the above combo if you want to spend meter. | Link |
5LK > 63214LP | Anywhere | 1020 | +33 | Easy | Has to be done somewhat close so that 63214LP can reach. | Link |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214HK (> 236236K) | Anywhere | ~1799/3799 | +42/19 | Medium | Standard light confirm BnB. Does more damage, carries further, and doesn't have a range requirement like the other combos, but is meter-hungry. Up to three 2LPs can be linked to start this combo if done at point blank range. | Link |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP, 2MK/2HK/236236MP | Anywhere | ~1805/1973/2471 | +11/33/31 | Medium | Same as above but with OD ender (63214PP) , which leads into slides or any super. 2MK leads into a reset, while 2HK gives better damage and a knockdown. 236236K ender will do slightly less damage than the above combo if you start with more than one light, but will deal slightly more if you do start with one light (so not really worth doing). | Link |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP, 5HK (> 236236HP) | Anywhere | 1931/2615 | +39/34 | Medium | 5HK ender does slightly less damage but leaves the opponent further away compared to 2HK ender in above combo. Does a bit more damage than 236236MP ender in above combo, but 236236HP will whiff if the combo was started with more than two jabs or if 5LK connected from too far away. | Link |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214KK > 214214HK | Anywhere | ~2873 | ~ +56 | Medium | Same as 5th combo but with Level 2 ender (214214HK), which requires a cancel instead of a link and can be canceled from OD Blast (63214KK) instead of OD Flame (63214PP) for slightly more damage. Frame advantage seems somewhat variable depending on when you do it, but is still quite plus. Doesn't do much more damage than the 5th combo with Level 1 ender (236236MP), but leaves you plus enough for a teleport mixup and has good corner carry. | Link |
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
2MP > 236HP/236MPHP | Anywhere | 1200/1600 | ~ -2/+49 | Very Easy | Has to be close enough so that 236HP can hit, further away they will be forced to block. 2MP can hit from slightly further away if ending with 236MPHP. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236MPHP) knocks down (~ +49). Frame advantage changes slightly based on spacing. | Link |
2MP > 63214LP | Anywhere | 1400 | +33 | Easy | More damage and knockdown than 236HP ender in above combo but has to be done slightly closer or else 63214LP will whiff. | Link |
2MP > DR~4MK > 63214HK (>236236K) | Anywhere | 1926/3960 | +42/19 | Medium | 2MP has to connect closer than with the 63214HP ender. | WIP |
2MP > DR~4MK > 63214HP | Anywhere | 1926 | ~ +45 | Medium | Main combo from 2MP. Tricky (but possible) to get 4MK after a nearly max range 2MP. | Link |
2MP > DR~4MK > 63214PP, 2HK/236236MP/214214HK/236236K | Anywhere | WIP | +19/31/33/59 | Medium | Same as above but with OD ender (63214PP) , which leads into sweep or any super. 2MP has to be done fairly close or else 236236K will whiff. | WIP |
2MP > DR~4MK > 63214PP, 5HK (, 236236HP) | Anywhere | 2126/3158 | +39/34 | Medium | Does a bit more damage than 236236MP ender in the above combo, but 2MP has to be done decently close or else 236236HP will whiff. | WIP |
2MP > DR~4MK, 4MK > 63214HK (> 236236K) | Anywhere | WIP | +42 | Medium | Stricter range requirement than 63214MP combo below. | WIP |
2MP > DR~4MK, 4MK > 63214MP | Anywhere | 2048 | +33 | Medium | Higher damage but stricter range requirement than the above combo. Also loses out on teleport mixup afterward since 63214MP only leaves you +33. | Link |
4MP/1MK > 63214HK | Anywhere | 1400 | +42 | Easy | More damage and knockdown but will whiff when outside of 63214LP range. | WIP |
4MK > 63214MP | Anywhere | 1500 | +33 | Easy | WIP | |
1MK > 63214LP | Anywhere | WIP | +33 | Easy | Meterless knockdown from a low. | WIP |
2MK, 1MK > 63214HK | Anywhere | 1740 | +42 | Hard | Has to hit the opponent at max range slide to work. | WIP |
j.MK, 4MK > 63214HK | Anywhere | 1820 | +42 | Medium | Done when very close to the ground, like after falling from an air teleport. Can also be started with j.MP for less damage. | WIP |
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
(j.HP/j.HK), 1HP > 63214HP | Anywhere | 2000/2280 | +45 | Easy | If 1HP hits at further ranges then you'll have to do 63214MP. | WIP |
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
(Yoga Arch Connects), 5HK/2HK/5HP | Anywhere | 1400/1500/1600 | +41/32/6 | Easy | Meterless combo from Yoga Arch. | WIP |
(Yoga Arch Connects), DR~4MP > 63214HP | Anywhere | WIP | WIP | Medium | WIP | |
(Yoga Arch Connects), DR~4MP > 63214PP, 2HK/236236MP/236236HP | Anywhere | WIP | WIP | Medium | One hit of 63214PP will whiff. 236236MP does slightly more damage than 236236HP but requires being closer and is overall less consistent. | WIP |
(Yoga Arch Connects), DR~4MP > 63214KK > 214214HK | Anywhere | WIP | WIP | Medium | Level 2 ender | WIP |
Punish Counter Combos
Regular Hit
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5LP, 4MP > 63214HK | Anywhere | 1950 | +42 | Easy | +4f punish combo. Starting with 2LP is pointless since the rest of the combo will whiff when started outside of 5LP range anyway. | WIP |
4MK, 4MK > 63214MP/63214HK | Anywhere | 2040/2280 | +33/42 | Easy | +7f punish combo. 63214HK does more damage and grants more plus frames but requires the opponent to be standing. | WIP |
1HP, 4MK > 63214MP/63214HK | Anywhere | 2280/2520 | +33/42 | Easy | +10f punish combo. 63214HK does more damage and grants more plus frames but requires the opponent to be standing. | WIP |
5HK, (DR~)1HP/4HP > 63214HP | Anywhere | 2720/2820 | +45 | Easy | +17f punish combo. Cancel into Drive Rush to link the 1HP/4HP if further away. Use 4HP for a bit more damage if really close to opponent. | WIP |
5HK, DR~2MP > 63214MP | Anywhere | 2082 | +33 | Easy | Further range variant of the above combo. | WIP |
(Instant Air Yoga Float), j.HK, 1HP > 63214HP | Anywhere | 2440 | +45 | Easy | Yoga Float punish combo. Typically used to punish a whiffed throw. | WIP |
Drive Impact
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
DI, 4HP > 63214HP | Anywhere | 2520 | +45 | Very Easy | WIP | |
DI, 4HP > 63214HK > 236236K | Anywhere | 4520 | +42 | Easy | Level 3 ender without spending Drive Gauge. If not using super, it's better to use the above combo instead since it gives 3 extra frames of advantage and the same damage. | WIP |
DI, 4HP > 63214HK, 214214K | Corner | 4200 | WIP | Easy | Level 2 ender. Corner only. | WIP |
DI, 4HP > 63214PP, 2HK/236236MP | Anywhere | 2780/3500 | WIP | Easy | You can also do 236236HP super for slightly less damage. | WIP |
Teleport Openers
Basic Teleport Combo
Medium
8PPP/KKK (instant), 6LP, 4MK>63214HK/63214MP
Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move
Drive Impact Counter
Punch it out
Medium
(in-air) 2LK/MK/HK in front of opponent or at tip of feet, 2LP, 2LP, 2LP
If anticipating drive impact, drill kick to front of opponent and jab it out