< Street Fighter 6 | Ken
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| Title = Far Light Confirm | | Title = Far Light Confirm | ||
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| Title = Close Up Midscreen Stand MP Link | | Title = Close Up Midscreen Stand MP Link | ||
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| Recipe = 2LP , 5MP > HP xx KK xx 623 K , 623 HP (Side Switch Max Damage, 2440) <br> 2LP , 5MP > HP xx KK xx 214 K (Corner Carry, 1640) <br> 2LP , 5MP > HP xx KK xx 623 P (Compromise of Damage and Corner Carry with no side swap, 2180) <br> 2LP , 5MP xx 214 LK xx 623 MP (Max Damage, no side swap, 2310) | | Recipe = 2LP , 5MP > HP xx KK xx 623 K , 623 HP (Side Switch Max Damage, 2440) <br> 2LP , 5MP > HP xx KK xx 214 K (Corner Carry, 1640) <br> 2LP , 5MP > HP xx KK xx 623 P (Compromise of Damage and Corner Carry with no side swap, 2180) <br> 2LP , 5MP xx 214 LK xx 623 MP (Max Damage, no side swap, 2310) | ||
| content = | | content = | ||
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| Title = Stand HP easier confirm | | Title = Stand HP easier confirm | ||
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| Title = Stand HP harder confirm | | Title = Stand HP harder confirm | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}} | ||
| Damage = 2500 | | Damage = 2500 | ||
| Meter = | | Meter = | ||
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| content = Higher damage, better corner carry harder to confirm. | | content = Higher damage, better corner carry harder to confirm. | ||
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== Jinrai Loops== | == Jinrai Loops== | ||
{{TheoryBox | {{TheoryBox | ||
| Title = | | Title = |
Revision as of 10:59, 23 December 2022
Combo Notation Guide
Notation | Meaning |
---|---|
> | Cancel the previous move to the following move. |
, | Link the previous move to the following move. |
~ | Cancel the previous special to the following special. |
(X) | A move in brackets must whiff (not hit). If an attack is accompanied by a number in brackets, only allow that many hits to connect. |
jX | Jumping action. |
dl.X | Briefly delay the action. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively. |
X/Y | Do either X move or Y move in a combo. |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Links and Starters
Normal Hit Meterless
Light Confirm
Very Easy
2LK > 2LP > 5LP xx 623 HP
5LP > 5LP > 5LP xx 623 HP
2LP > 2LK > 5LP xx 623 HP
5LP > 5LP > 5LP xx 623 HP
2LP > 2LK > 5LP xx 623 HP
Pressure String, and a Confirm String in one.
Far Light Confirm
Easy
2LP , 2LP, 5LK xx 623 HP
Use 1 less 2LP if farther away.
Close Up Midscreen Stand MP Link
Easy
2LP , 5MP > HP xx KK xx 623 K , 623 HP (Side Switch Max Damage, 2440)
2LP , 5MP > HP xx KK xx 214 K (Corner Carry, 1640)
2LP , 5MP > HP xx KK xx 623 P (Compromise of Damage and Corner Carry with no side swap, 2180)
2LP , 5MP xx 214 LK xx 623 MP (Max Damage, no side swap, 2310)
2LP , 5MP > HP xx KK xx 214 K (Corner Carry, 1640)
2LP , 5MP > HP xx KK xx 623 P (Compromise of Damage and Corner Carry with no side swap, 2180)
2LP , 5MP xx 214 LK xx 623 MP (Max Damage, no side swap, 2310)
Close Up Corner Stand MP Link
Med
2LP , 5MP > HP xx 236 MK > dl.F-HK , 623 HP
Does more damage than a Jinrai Loop but less stylish
Stand HP easier confirm
Easy
5HP xx 623 HP
Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety.
Stand HP harder confirm
Medium
5HP xx KK xx 236 P
Higher damage, better corner carry harder to confirm.
Max damage Jump in midscreen
Easy
J.HP , 2HP xx 214LK , 236 MP
Jinrai Loops
Welcome to the slippery slope
Hard
Stand MP Jinrai Loop = 5MP > HP xx 236 LK > dl.F-LK , 236 LK > F-LK , 623 HP (2330)
HK Jinrai, Jinrai Loop = 236 HK > dl.F-LK , 236 LK > F-LK , 632 HP (2600)
HK Jinrai, Jinrai Loop = 236 HK > dl.F-LK , 236 LK > F-LK , 632 HP (2600)
Jinrai Loops are only optimal after a long combo if done from a Stand MP Target Combo or after a Crouch HP.