< Street Fighter 6 | Dee Jay
(Add Sunrise Heel Confirm) |
|||
Line 10: | Line 10: | ||
=== Normal Hit === | === Normal Hit === | ||
{{TheoryBox | {{TheoryBox | ||
| Title = Sunrise Heel | | Title = Sunrise Heel confirm to Machine Gun Uppercut | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr|1|Very Easy}} | | Difficulty = {{clr|1|Very Easy}} | ||
Line 19: | Line 19: | ||
| Recipe = 6MK, 5LK, 214LP | | Recipe = 6MK, 5LK, 214LP | ||
| content = Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut. | | content = Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut. | ||
}} | |||
{{TheoryBox | |||
| Title = Sunrise Heel confirm to OD Maximum Strike | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 2240 | |||
| Meter = 2 drive | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 6MK, 5LK > 214KK~dl.HK | |||
| content = Spends Drive Gauge to set up more damaging combos | |||
}} | }} | ||
Revision as of 13:13, 3 June 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
Sunrise Heel confirm to Machine Gun Uppercut
Very Easy
6MK, 5LK, 214LP
Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut.
Sunrise Heel confirm to OD Maximum Strike
Very Easy
6MK, 5LK > 214KK~dl.HK
Spends Drive Gauge to set up more damaging combos