m (→Day 1 BnBs) |
m (:nerd: 214pp doesnt wallsplat the followup does) |
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| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|10|214PP}}, {{clr|4|DR}} {{clr|H|6HP~6HP~HK}} | | Combo = {{clr|10|214PP}}~6P, {{clr|4|DR}} {{clr|H|6HP~6HP~HK}} | ||
| Position = ~32% to 25% | | Position = ~32% to 25% | ||
| Damage = 2405 | | Damage = 2405 | ||
Line 99: | Line 99: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|10|214PP}},{{clr|4|DR}} {{clr|H|5HP}}>{{clr|L|236LP}},{{clr|H|623HP}} | | Combo = {{clr|10|214PP}}~6P,{{clr|4|DR}} {{clr|H|5HP}}>{{clr|L|236LP}},{{clr|H|623HP}} | ||
| Position = ~32% to 25% | | Position = ~32% to 25% | ||
| Damage = 2719 | | Damage = 2719 | ||
Line 109: | Line 109: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|10|214PP}},{{clr|H|4HK}}>{{clr|L|236[HP](lvl.2)}}, {{clr|H|214HK}} | | Combo = {{clr|10|214PP}}~6P,{{clr|H|4HK}}>{{clr|L|236[HP](lvl.2)}}, {{clr|H|214HK}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3060 | | Damage = 3060 | ||
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|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|10|214PP}},{{clr|H|4HK}}>{{clr|L|236[HP](lvl.2)}}, {{clr|4|DR}} {{clr|H|2HP}}>{{clr|M|214MK}},{{clr|L|623LP}}>SA3 | | Combo = {{clr|10|214PP}}~6P,{{clr|H|4HK}}>{{clr|L|236[HP](lvl.2)}}, {{clr|4|DR}} {{clr|H|2HP}}>{{clr|M|214MK}},{{clr|L|623LP}}>SA3 | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5064 | | Damage = 5064 |
Revision as of 07:31, 24 May 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) |
Day 1 BnBs
LIGHT STARTERS
s.LP, c.LP, s.LK, 623HP
s.LP, c.LP, 214LK, 623HP
CH c.LP, s.MP-MP, 214LK, c.HK
c.LK, c.LP, s.LK, DR s.LP, c.HP, 214LK, c.HK
MEDIUM STARTERS
c.MP, s.MP-MP, 214LK, 623HP
c.MP, s.MP-MP, 214LK, c.HK
c.MK, DR s.HP, s.MK, 214LK, c.HK
s.MP-MP, DR s.HK, s.HP, 214HK
HEAVY STARTERS
s.HK, s.MK, 214LK, 623HP
To Corner:
s.HK, s.MK, DR s.HK, s.HP, 214HK
DRIVE IMPACT
Side Switch:
PC DI, Grab
Midscreen:
PC DI, c.HP, 214LK, 623HP
Midscreen to Corner:
PC DI, s.HP, 214PP-f.P, DR b.HK, (charge)236MP, 623HP
Corner:
PC DI, s.HP, 214PP-f.P, b.HK, (charge) 236PP, DR c.HP, 214MK, 623LP, LVL 3
PUNISH COUNTER
Corner:
PC 214HP, c.HP, 214PP-f.P, b.HK, (charge) 236PP, DR c.HP, DR b.HK, 214HP-f.P, 623 LP, LVL 3
Midscreen:
PC s.HK, c.HP, DR s.HK, s.HP, DR s.HK, s.HP, 214HP-f.P, LVL 3
PC 214HP, c.HP, DR s.HK, s.HP, DR s.HK, s.HP, 214HP-f.P, LVL 3
ANTI AIR COMBOS j.MP, j.236PP, DR b.HK, 236HK-HK, 623HP
j.MP, j.236HP, DR c.HK
s.HK, LVL 1
j.MP, j.236PP, DR b.HK, 236HK-HK, LVL 2, MK-Hk, 214HK
b.HK, 236KK-236P, DR b.HK, 236HK-K, LVL3
STUN COMBO
j.HK, s.HP, 214PP-f.P, b.HK, (charge) 236PP, DR c.HP, DR b.HK, 214HP-f.P, 623 LP, LVL 3
Combo Theory
214PP wallsplats can be extended starting from ~32% screen. At max range you will need to DR into long normals, but these will whiff up close.
Damages will differ from below depending on the initial normal used.
214PP Wall splats | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
214PP~6P, DR 6HP~6HP~HK | ~32% to 25% | 2405 | 3 | 0 | Easy | Easy extension | |
214PP~6P,DR 5HP>236LP,623HP | ~32% to 25% | 2719 | 3 | 0 | Easy | Slightly harder extension for more damage. | |
214PP~6P,4HK>236[HP](lvl.2), 214HK | Corner | 3060 | 2 | 0 | Medium | Simple extension requiring timing with lvl.2 fireball | |
214PP~6P,4HK>236[HP](lvl.2), DR 2HP>214MK,623LP>SA3 | Corner | 5064 | 2 | 0 | Hard | Difficult extension with lvl.2 fireball into DR that allows for SA3 finisher |
Combo Lists
Drive Rush Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DR 6MP, 5MK>214LK,623HP | Anywhere | 2680 | - | - | Easy | Drive Rush overhead combo to start offense. KD +29 | |
DR 6MP, 5MK>214HK | Anywhere | 2580 | - | - | Easy | Alternatively end with 214HK for more corner carry and better oki (KD +33). |