Street Fighter 6/Ken/Combos: Difference between revisions

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(used an expandable template for Combo Notation Guide to make sure it stays consistent across characters)
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{{Character Subnav SF6 | chara=Ken }}
{{Character Subnav SF6 | chara=Ken }}


==Combo Notation Guide==
== Combo Notation Guide ==
{|class="wikitable sortable"
Click "Expand" for information about combo notation in SF6:
! Notation !! Meaning
 
|-
{{ComboKey-SF6}}
| '''>''' || 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).<br />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'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}


== Links and Starters ==
== Links and Starters ==

Revision as of 04:01, 16 April 2023


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

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

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)
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 623 P

Higher damage, better corner carry harder to confirm.

Max damage Jump in midscreen
Easy


J.HP , 2HP xx 214LK , 236 MP
Max damage Jump in corner
Hard


J.HP , 2HP xx 236HK > dl.F+LK, 236 LK > F+LK, 623 HP

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 , 623 HP (2600)

Jinrai Loops are only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP.


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