(Adding some initial combos) |
|||
Line 10: | Line 10: | ||
=== Normal Hit === | === Normal Hit === | ||
{{TheoryBox | {{TheoryBox | ||
| Title = Light Confirm | | Title = Light Confirm (Low) | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr|1|Very Easy}} | | Difficulty = {{clr|1|Very Easy}} | ||
Line 17: | Line 17: | ||
| Anchor = | | Anchor = | ||
| Youtube = | | Youtube = | ||
| Recipe = 2LK | | Recipe = 2LK~2LP~5LP > 236MK | ||
| content = Simple light confirm | | content = Simple light confirm. Starting with 5LP brings extra damage but doesn't hit low. 1340 DMG. | ||
}} | |||
{{TheoryBox | |||
| Title = Light Confirm (Corner Carry) | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 1440 | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 2LP~5LP~5LP > 236MK | |||
| content = Works at point blank, further ranges may need to drop the second 5LP. 1440 DMG. | |||
}} | |||
{{TheoryBox | |||
| Title = Light Confirm (Damage) | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 1510 | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 2LP~5LP~5LP > 623MK | |||
| content = Works at point blank, further ranges may need to drop the second 5LP. 1510 DMG. | |||
}} | |||
{{TheoryBox | |||
| Title = Light Confirm (1 Bar) | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 2210 | |||
| Meter = 1 Su | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 2LP~5LP~5LP > 236236K | |||
| content = 1 Bar variant of the normal Light Confirm for some extra damage and corner carry. 2210 DMG, 1 Su. | |||
}} | |||
{{TheoryBox | |||
| Title = Jab Punish | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 2010 | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 5LP, 4MP~5HK jc j.MP > j.214HK | |||
| content = Jump cancel combo for 4 frame punishes. Beware of the short range needed for the 4MP to hit in a real match. 2010 DMG. | |||
}} | |||
{{TheoryBox | |||
| Title = Jab Punish (2 Bar) | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = 3116 | |||
| Meter = 2 Su, 2 Dr | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 5LP, 4MP~5HK jc j.MP > j.214KK > j.214214K, 623[HK] | |||
| content = Meter variant of the Jab Punish combo. Don't charge the 623HK if you don't want to side switch. 3116 DMG, 2 Su, 2 Dr. | |||
}} | |||
{{TheoryBox | |||
| Title = Jump-in | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 2680 | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = j.HK, 2HP, 2MP > 236HK | |||
| content = Standard jump-in combo. 623HK may be possible for some extra damage, but I keep getting 236236K instead when I try it. 2680 DMG. | |||
}} | |||
{{TheoryBox | |||
| Title = Jump-in (3 Bar/CA) | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 4780-5130 | |||
| Meter = 3 | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = j.HK, 2HP, 2MP > 236236P | |||
| content = Meter variant of the Jump-in Combo. 236236K works as a 1 bar alternative ender. 4780-5130 DMG. | |||
}} | |||
{{TheoryBox | |||
| Title = Jump-in Cross-up | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = 2060 | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = j.LK, 4MP~5HK jc j.MP > 214HK | |||
| content = When you're looking to cross-up with your jump in. 2060 DMG. | |||
}} | |||
{{TheoryBox | |||
| Title = Jump-in Cross-up (2 Bar) | |||
| Oneliner = | |||
| Difficulty = {{clr|2| Easy}} | |||
| Damage = 3166 | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = j.LK, 4MP~5HK jc j.MP > 214KK > 214214K, 623[HK] | |||
| content = Meter variant of the Jump-in Cross-up combo. Don't charge HK if you don't want to side switch. 3166 DMG, 2 Su, 2 Dr. | |||
}} | }} | ||
Revision as of 15:41, 4 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
Simple light confirm. Starting with 5LP brings extra damage but doesn't hit low. 1340 DMG.
Works at point blank, further ranges may need to drop the second 5LP. 1440 DMG.
Works at point blank, further ranges may need to drop the second 5LP. 1510 DMG.
1 Bar variant of the normal Light Confirm for some extra damage and corner carry. 2210 DMG, 1 Su.
Jump cancel combo for 4 frame punishes. Beware of the short range needed for the 4MP to hit in a real match. 2010 DMG.
Meter variant of the Jab Punish combo. Don't charge the 623HK if you don't want to side switch. 3116 DMG, 2 Su, 2 Dr.
Standard jump-in combo. 623HK may be possible for some extra damage, but I keep getting 236236K instead when I try it. 2680 DMG.
Meter variant of the Jump-in Combo. 236236K works as a 1 bar alternative ender. 4780-5130 DMG.
When you're looking to cross-up with your jump in. 2060 DMG.
Meter variant of the Jump-in Cross-up combo. Don't charge HK if you don't want to side switch. 3166 DMG, 2 Su, 2 Dr.