Street Fighter 6/JP/Combos: Difference between revisions

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{{ComboKey-SF6}}
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== Bread and Butter Combos ==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Meterless Combos
|-
!  Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 2LK ~ 2LP ~ 2LP > 236LP || Anywhere || 1410 || Very Easy || Simple low confirm into LP Striborg
|-
| 5HK, 2MP > 236MP || Anywhere || 2360|| Easy || Best meterless combo midscreen, but works anywhere. Confirmable after jump-ins or Drive Impact crumples. At maximum range, 2MP into MP Striborg can whiff, use LP Striborg instead. If using MP Striborg in the corner, you can juggle level 1 at the end.
|-
| 5HK ~ 5HP > 236MP || Anywhere || 2260 || Very Easy || If 5HK is used at max range, 2MP will whiff. Target combo is a bit weaker but is more reliable at long-range.
|-
| 6HK > 236HP, 5HP > 22LP || Corner || 2900 || Easy || Staple corner combo using 6HK's launch.
|}


== Links and Starters ==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
=== Normal Hit ===
|+ Drive Rush Combos
{{TheoryBox
|-
| Title      = Light Confirm
!  Combo !! Position !! Damage !! Difficulty !! Notes
| Oneliner  =
|-
| Difficulty = {{clr|1|Very Easy}}
| 5HK, 2MP > Drive Rush, 2HP > 236HP, 236MK, 22HP || Anywhere || 3262 || Medium || Simple three bars extension from any medium normal. Throws the opponent fullscreen away.
| Damage    =
|-
| Meter      =
|}
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
}}
 


{{Character Subnav SF6 | chara=JP }}
{{Character Subnav SF6 | chara=JP }}

Revision as of 11:26, 10 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)

Bread and Butter Combos

Meterless Combos
Combo Position Damage Difficulty Notes
2LK ~ 2LP ~ 2LP > 236LP Anywhere 1410 Very Easy Simple low confirm into LP Striborg
5HK, 2MP > 236MP Anywhere 2360 Easy Best meterless combo midscreen, but works anywhere. Confirmable after jump-ins or Drive Impact crumples. At maximum range, 2MP into MP Striborg can whiff, use LP Striborg instead. If using MP Striborg in the corner, you can juggle level 1 at the end.
5HK ~ 5HP > 236MP Anywhere 2260 Very Easy If 5HK is used at max range, 2MP will whiff. Target combo is a bit weaker but is more reliable at long-range.
6HK > 236HP, 5HP > 22LP Corner 2900 Easy Staple corner combo using 6HK's launch.
Drive Rush Combos
Combo Position Damage Difficulty Notes
5HK, 2MP > Drive Rush, 2HP > 236HP, 236MK, 22HP Anywhere 3262 Medium Simple three bars extension from any medium normal. Throws the opponent fullscreen away.


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