Street Fighter 6/Manon/Combos: Difference between revisions

From SuperCombo Wiki
Line 30: Line 30:
| Recipe    = 2LK > 5LP xx 214LK
| Recipe    = 2LK > 5LP xx 214LK
| content    = Confirming light hits into 5LP allows for a 214LK ender for hard knockdown. Can also be ended with 214MK for greater corner carry
| content    = Confirming light hits into 5LP allows for a 214LK ender for hard knockdown. Can also be ended with 214MK for greater corner carry
}}
{{TheoryBox
| Title      = Light Confirm (Medal)
| Oneliner  =
| Difficulty = {{clr|2|Medium}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 2LK > 5LP DR 5LP > 4HP > 236LP
| content    =
}}
}}
{{TheoryBox
{{TheoryBox
Line 53: Line 64:
| content    =  
| content    =  
}}
}}
=== Punish Counter ===
=== Punish Counter ===
{{TheoryBox
{{TheoryBox

Revision as of 18:56, 19 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

Light Confirm
Very Easy


2LK > 2LP xx 236LK
Light Confirm into hard knockdown
Easy


2LK > 5LP xx 214LK

Confirming light hits into 5LP allows for a 214LK ender for hard knockdown. Can also be ended with 214MK for greater corner carry

Light Confirm (Medal)
Medium


2LK > 5LP DR 5LP > 4HP > 236LP
Medium Confirm
Very Easy


2MP > 5LK xx 236LK
j.HK Confirm
Very Easy


j.HK > 4HP xx 236MP

Punish Counter

PC4HP Starter (Anti DP)
Easy


PC 4HP > 236PP ~ HK > 4HP > 236HP
PC4HP Starter (Anti DP)
Medium


PC 4HP > 236PP ~ HK > 4HP > 236HK > 236LP
PC4HP Starter (Safejump)
Medium


PC 4HP > 236MP ~ K, 236KK, 214MK, 9 jHK



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry