< Street Fighter 6 | Dhalsim
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| Recipe = 8PPP/KKK (instant), 6LP, 4MK | | Recipe = 8PPP/KKK (instant), 6LP, 4MK>63214HK/63214MP | ||
| content = Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move | | content = Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move | ||
}} | }} |
Revision as of 07:31, 10 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) |
Links and Starters
Normal Hit
Light Confirm
Easy
24LK, 2LP>26PP
LP, 2LP>26PP
24LK, 2LP>63214HK
2LP, 2LP~2LP, 4MP>63214HK
2MK, 4MK~2HP, 4MK>63214HK
LP, 2LP>26PP
24LK, 2LP>63214HK
2LP, 2LP~2LP, 4MP>63214HK
2MK, 4MK~2HP, 4MK>63214HK
Medium Confirm
Easy
4MP>63214HK
4MP>63214HK, 1HK
2MK, 4MK~2HP, 4MK>63214HK
4MP>63214HK, 1HK
2MK, 4MK~2HP, 4MK>63214HK
Drive Impact Punish
Easy
DI, 4HP~4HP, 63214MP+HP, HK, Lvl 1 Super
Teleport Openers
Basic Teleport Combo
Medium
8PPP/KKK (instant), 6LP, 4MK>63214HK/63214MP
Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move
Drive Impact Counter
Punch it out
Medium
(in-air) 2LK/MK/HK in front of opponent or at tip of feet, 2LP, 2LP, 2LP
If anticipating drive impact, drill kick to front of opponent and jab it out