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| Recipe = ... > 4MP~HK jc.MP > j.214214K > ... | | Recipe = ... > 4MP~HK jc.MP > j.214KK > j.214214K > ... | ||
| content = Cammy's air super increases her damage output, but using any of her charged heavy specials will switch sides | | content = Cammy's air super increases her damage output, but using any of her charged heavy specials will switch sides. | ||
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Revision as of 17:52, 18 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
Basic, reliable, and easy. Any light pressure string can be ended with 5LP or 5LK and convert into Spiral Arrow for a knockdown. MK Spiral is preferred because both LK and MK Spiral have the same startup, while MK Spiral travels further. 623HK or a super can be used instead for more damage at the expense of midscreen okizeme.
Cammy has to be point blank for this link to work, but is rewarded with great corner carry and more damage than a regular light confirm.
Most useful after a jump-in. Shows how useful 2HP is as a starter, as it's also a common meaty tool for Cammy. 236HK combos after her cancelable medium and heavy buttons for great damage and similar okizeme to the lighter versions of Spiral Arrow.
4MP is much easier to confirm after a jump-in, and is fast enough to combo off a cross-up j.LK.
Counterhit
Scores a bit more damage by linking into 5HP, which consequently allows 236HK to end the combo.
Punish Counter/Drive Rush
... > DRC 5MP, 2HP, 2MP
Picking an Ender
2MP/2MK/5HP > 236HK
Juggle Extenders
Cammy's air super increases her damage output, but using any of her charged heavy specials will switch sides.