Street Fighter 6/Ken/Combos: Difference between revisions

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! Combo !! Position !! Damage !! Difficulty !! Notes  
! Combo !! Position !! Damage !! Difficulty !! Notes  
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| {{clr|7|2LP}}, {{clr|7|214LK}}, > {{clr|9|623MP}} || Anywhere || 1970 || {{clr|7|Medium}} || C.lp is plus enough to allow ''linking'' into lk tatsu, which itself enables numerous combos.
| {{clr|7|2LP}}, {{clr|7|214LK}}, > {{clr|9|623MP}} || Anywhere || 1970 || {{clr|4|Medium}} || C.lp is plus enough to allow ''linking'' into lk tatsu, which itself enables numerous combos.
|-
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|9|623HP}} <br> {{clr|7|2LP}} ~ {{clr|7|2LK}} ~ {{clr|7|5LP}} > {{clr|9|623HP}} <br> {{clr|7|5LP}} ~ {{clr|7|5LP}} ~ {{clr|7|5LP}} > {{clr|9|623HP}} || Anywhere || 1690/1690/1790|| {{clr|10|Very Easy}} || Pressure String, and a Confirm String in one.
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|9|623HP}} <br> {{clr|7|2LP}} ~ {{clr|7|2LK}} ~ {{clr|7|5LP}} > {{clr|9|623HP}} <br> {{clr|7|5LP}} ~ {{clr|7|5LP}} ~ {{clr|7|5LP}} > {{clr|9|623HP}} || Anywhere || 1690/1690/1790|| {{clr|10|Very Easy}} || Pressure String, and a Confirm String in one.

Revision as of 16:14, 6 July 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)


Normal Hit Meterless

Light Confirm Combos
Combo Position Damage Difficulty Notes
2LP, 214LK, > 623MP Anywhere 1970 Medium C.lp is plus enough to allow linking into lk tatsu, which itself enables numerous combos.
2LK ~ 2LP ~ 5LP > 623HP
2LP ~ 2LK ~ 5LP > 623HP
5LP ~ 5LP ~ 5LP > 623HP
Anywhere 1690/1690/1790 Very Easy Pressure String, and a Confirm String in one.
2LP ~ 2LP ~ 5LK > 623HP Anywhere 1790 Easy Far light confirm, use 1 less 2LP if farther away.
2LP, 5MP ~ 5HP > KK > 623K, 623HP Anywhere 2440 Medium Close up midscreen 5MP Link. Maximum damage and side switches.
2LP, 5MP ~ 5HP > KK > 214K Anywhere 1640 Easy Close up midscreen 5MP link. Corner carry.
2LP, 5MP > 214LK, 623MP Anywhere 2130 Easy Close up midscreen 5MP link. Compromise of Damage and Corner Carry with no side swap.
2LP, 5MP ~ 5HP > 236MK > dl.6HK, 623HP Corner 2480 Medium Close up corner 5MP link. Does more damage than a Jinrai Loop but less stylish.


Heavy Confirm Combos
Combo Position Damage Difficulty Notes
5HP > 623HP Anywhere 2200 Easy Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety.
5HP > KK > 623P Anywhere 2500 Medium Stand HP harder confirm. Higher damage, better corner carry but harder to confirm.
j.HP, 2HP > 214LK > 623MP Anywhere 3070 Easy Max damage Jump-in midscreen.
j.HP, 2HP > 236HK > dl.6LK, 236LK > 6LK, 623HP Corner 3430 Hard Max damage Jump-in corner.

Punish Counter Hit Meterless

Combo Position Damage Difficulty Notes
2LP, 2HP > KK > 623P Anywhere 2440 Hard 4f Punish Counter with Ken's run ender. 2LP can be switched with 5LP for additional range all KK > enders can be used; KK > 214K for corner carry, KK > 623P for damage, and KK > 623K > 623HP for a sideswitch.
2LP, 2HP > 214LK, 623MP Anywhere 2550 Hard Max damage 4f Punish Counter
623HK, 2LP, 5MP ~ 5HP > KK > 623P Anywhere 2720 Medium Long range punish counter confirm. The ender can be substituted for KK > 214K/623K.
KK > 214K, 2MP > 214LK, 623MP Anywhere 3405 Medium Another long range punish counter confirm. You could alternatively do 5MP ~ 5HP > Run 623P/214K/623K after 214K.
5HK, KK > 623P Anywhere 2150 Easy The timing can be a bit tricky due to 5HK's recovery and the need to cancel KK into 623P fairly early.

Jinrai Loops

Welcome to the slippery slope
Combo Position Damage Difficulty Notes
5MP ~ 5HP > 236LK > dl.6LK, 236LK > 6LK, 623HP Anywhere 2330 Hard Only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP.
236HK > dl.6LK, 236LK > 6LK, 623HP Anywhere 2600 Hard



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