Street Fighter 6/Cammy/Combos: Difference between revisions

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{{ComboKey-SF6}}
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== Day 1 Combos ==


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

Revision as of 19:46, 17 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)

Day 1 Combos

Links and Starters

Normal Hit

Light Confirm (Corner Carry)
Very Easy


2LP/2LK~5LP~5LP > 236MK

Works at point blank, further ranges may need to drop the second 5LP. 2LK hits low as a starter, while 2LP brings extra damage. 1440 DMG.

Light Confirm (Damage)
Very Easy


2LP~5LP~5LP > 623MK

Works at point blank, further ranges may need to drop the second 5LP. 1510 DMG.

Light Confirm (1 Bar)
Very Easy


2LP~5LP~5LP > 236236K

1 Bar variant of the normal Light Confirm for some extra damage and corner carry. 2210 DMG, 1 Su.

Jab Punish
Very Easy


5LP, 4MP~5HK jc j.MP > j.214HK

Jump cancel combo for 4 frame punishes. Beware of the short range needed for the 4MP to hit in a real match. 2010 DMG.

Jab Punish (2 Bar)
Easy


5LP, 4MP~5HK jc j.MP > j.214KK > j.214214K, 623[HK]

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.

Jump-in
Very Easy


j.HK, 2HP, 2MP > 236HK

Standard jump-in combo. 623HK may be an alternative ender some extra damage, but I keep getting 236236K instead when I try it. 2680 DMG.

Jump-in (3 Bar/CA)
Very Easy


j.HK, 2HP, 2MP > 236236P

Meter variant of the Jump-in Combo. 236236K works as a 1 bar alternative ender. 4780-5130 DMG.

Jump-in Cross-up
Very Easy


j.LK, 4MP~5HK jc j.MP > 214HK

When you're looking to cross-up with your jump in. 2060 DMG.

Jump-in Cross-up (2 Bar)
Easy


j.LK, 4MP~5HK jc j.MP > 214KK > 214214K, 623[HK]

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.



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