Heavy Starters
Easy
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| {{clr|M|5MP}} || Anywhere || 1000 || 0 || 0 || {{clr|7|Very Easy}} || Simple Combo starting with {{clr|M|5MP}} | | {{clr|M|5MP}} || Anywhere || 1000 || 0 || 0 || {{clr|7|Very Easy}} || Simple Combo starting with {{clr|M|5MP}} | ||
|- | |- | ||
| {{clr|M|2MK}}>{{clr|4|DRC}} {{clr|M|2MP}}, {{clr|H|5HP}}>{{clr|H|236HK}}>{{clr|H|214HK}}, {{clr|H|623HP}}{{clr|5|(>SA3)}} || Anywhere || 2129 (3979) || 0 || 0 || {{clr|7|Easy}} || DRC cashout with {{clr|M|2MK}} | | {{clr|M|2MK}}>{{clr|4|DRC}} {{clr|M|2MP}}, {{clr|H|5HP}}>{{clr|H|236HK}}>{{clr|H|214HK}}, {{clr|H|623HP}}{{clr|5|(>SA3)}} || Anywhere || 2129 (3979) || 0 || 0 || {{clr|7|Easy}} || {{clr|4|DRC}} cashout with {{clr|M|2MK}} | ||
|- | |- | ||
| {{clr|H|5HP}}>{{clr|H|236HK}}>{{clr|L|236LP}}, {{clr|4|DR}} {{clr|M|5MP}}~{{clr|H|HK~HK}} || Anywhere || 2841 || 0 || 0 || {{clr|8|Medium}} || {{clr|4|DR}} Extension for {{clr|H|236HK}}. Can whiff if at max {{clr|H|5HP}} range. | | {{clr|H|5HP}}>{{clr|H|236HK}}>{{clr|L|236LP}}, {{clr|4|DR}} {{clr|M|5MP}}~{{clr|H|HK~HK}} || Anywhere || 2841 || 0 || 0 || {{clr|8|Medium}} || {{clr|4|DR}} Extension for {{clr|H|236HK}}. Can whiff if at max {{clr|H|5HP}} range. | ||
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| {{clr|H|j.HP}} || Anywhere || 1000 || 0 || 0 || {{clr|7|Easy}} || | | {{clr|H|j.HP}}, {{clr|H|5HP}}>{{clr|H|236HK}}>{{clr|H|214HK}}, {{clr|H|623HP}} || Anywhere || 1000 || 0 || 0 || {{clr|7|Easy}} || Common heavy combo structure. If you delay {{clr|H|HDP}} you can get more damage | ||
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| {{clr| | | {{clr|H|DI}} (blocked), {{clr|H|2HP}}>{{clr|M|214MK}}, {{clr|H|623HP}}|| Corner || 2192 || 1 || 0 || {{clr|7|Easy}} || Simple combo starting with {{clr|H|Drive Impact}} | ||
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| PC {{clr| | | PC {{clr|H|DI}}, delay, {{clr|5|MP}}~{{clr|H|HK~HK}}|| Anywhere || 2590 || 1 || 0 || {{clr|7|Easy}} || Simple combo starting with {{clr|H|Drive Impact}}, requiring small delay. | ||
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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) |
Blocked DI wallsplat in the corner.
To Do
PC 5HK will crumple the opponent. To Do
A non-comprehensive list of important links and chains Terry has access to.
Combo | Notes |
---|---|
5LP | Sample Text |
2LK | Sample Text |
2LP, | Sample Text |
5MK | Sample Text |
2MK | Sample Text |
Combo | Notes |
---|---|
CH 2LP/5LP, | Sample Text |
CH 5MP | Sample Text |
CH 2MP | Sample Text |
CH 5MK | Sample Text |
CH 2MK | Sample Text |
CH 5HP | Sample Text |
PC 5HP | Sample Text |
PC 5HK | Sample Text |
Combo | Notes |
---|---|
DR 5LP | Sample Text |
DR 2LK | Sample Text |
DR 5MP | Sample Text |
DR 2MP | Sample Text |
DR 5HP | Sample Text |
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5LP>5LP>5LP>623HP | Anywhere | 1530 | 0 | 0 | Easy | A simple light confirm. |
2LK>2LP>2LP>236LK | Anywhere | 1070 | 0 | 0 | Easy | Low string looping into +3 strike/throw but very unsafe oB -9 |
5MP | Anywhere | 1000 | 0 | 0 | Very Easy | Simple Combo starting with 5MP |
2MK>DRC 2MP, 5HP>236HK>214HK, 623HP(>SA3) | Anywhere | 2129 (3979) | 0 | 0 | Easy | DRC cashout with 2MK |
5HP>236HK>236LP, DR 5MP~HK~HK | Anywhere | 2841 | 0 | 0 | Medium | DR Extension for 236HK. Can whiff if at max 5HP range. |
j.HP, 5HP>236HK>214HK, 623HP | Anywhere | 1000 | 0 | 0 | Easy | Common heavy combo structure. If you delay HDP you can get more damage |
DI (blocked), 2HP>214MK, 623HP | Corner | 2192 | 1 | 0 | Easy | Simple combo starting with Drive Impact |
PC DI, delay, MP~HK~HK | Anywhere | 2590 | 1 | 0 | Easy | Simple combo starting with Drive Impact, requiring small delay. |
Street Fighter 6 (SF6) |
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