Street Fighter 6/Rashid/Combos: Difference between revisions

From SuperCombo Wiki
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!  Combo !! Notes  
!  Combo !! Notes  
|-  
|-  
| ||  
| 5MP/2MP, 5LP/5LK || Somewhat unlikely to happen, but good to know regardless. Less rewarding from 5MP but easier to confirm than the TC.
|-
| 5MP~HK || Simple and straight-forward starter for a lot of what Rashid wants to do. Extends very easily with OD Arabian Cyclone.
|-
| 5MK, 5MP || Relatively standard link, usually used from a jump-in combo.
|}
|}


{{TheoryBox
{{TheoryBox
| Title      = link from special
| Title      = MP Arabian Cyclone
| Oneliner  =  
| Oneliner  = Corner only.
| Difficulty =  
| Difficulty = {{clr|1|Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    =  
| Recipe    = ... > 214MP, 5LP/5LK > ...
| content    =  
| content    =  
}}
}}
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!  Combo !! Notes  
!  Combo !! Notes  
|-  
|-  
| ||  
| CH 5LP/5LK/2LP, 5MP || Hit-confirmable link for more damage.
|-
| CH 5MP, 2MK || Very consistent, thanks to 2MK's great reach.
|-
| CH 236LP, 5LK || Good to know, as 236LP hits three times and can blast through Drive Impact's armor.
|}
|}



Revision as of 11:45, 24 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)

Day 1 BnBs

Jump-In Combo
Easy


j.HK, 5MK, 5MP > 214MK

Basic introduction to how Rashid's linking options work. Anytime he can land 5MK, linking into 5MP is the best choice. If this proves too difficult when starting out, substitute the 5MK, 5MP link for 5HP.

Light Confirm
Very Easy


2LK 2LP 2LP > 236LP/236MP

The choice is up to you as the player whether you want a standing mixup from a safer special move or a knockdown from an unsafe special move. If you're having trouble confirming, go for 236LP.

Drive Impact
Very Easy


PC HP+HK, 5HP > 214MK

Basic combo from a Drive Impact.

Drive Impact



Links and Starters

Normal Hit

Links and Chains
Combo Notes
5MP/2MP, 5LP/5LK Somewhat unlikely to happen, but good to know regardless. Less rewarding from 5MP but easier to confirm than the TC.
5MP~HK Simple and straight-forward starter for a lot of what Rashid wants to do. Extends very easily with OD Arabian Cyclone.
5MK, 5MP Relatively standard link, usually used from a jump-in combo.
MP Arabian CycloneCorner only.
Easy


... > 214MP, 5LP/5LK > ...

Counter Hit

Counterhit Links
Combo Notes
CH 5LP/5LK/2LP, 5MP Hit-confirmable link for more damage.
CH 5MP, 2MK Very consistent, thanks to 2MK's great reach.
CH 236LP, 5LK Good to know, as 236LP hits three times and can blast through Drive Impact's armor.
CH special



Punish Counter/Drive Rush

-4 Punishes
Combo Notes

-5 Punishes
Combo Notes

-6 Punishes
Combo Notes

-7 Punishes
Combo Notes

-8 Punishes
Combo Notes



Raw Drive Rush
Combo Notes

Drive Rush Cancel
Combo Notes

Picking an Ender



Extenders



Using Tornados

TO DO




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