< Street Fighter 6 | Dhalsim
m (→Normal Hit: updated frame advantages for 236P ender. corrected 2MP >236P damage values) |
m (→Normal Hit: updated wording for 2MP > 63214LP) |
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| {{clr|M|2MP}}, {{clr|H|236HP}}/{{clr|10|236PP}} || Anywhere || 1200/1600 || ~ -2/+49 || {{clr|10|Very Easy}} || Has to be close enough so that {{clr|H|236HP}} can hit, further away they will be forced to block. Ending with {{clr|H|236HP}} leaves you ~ -2, whereas ending with the OD version ({{clr|10|236PP}}) knocks down (~ +49). Frame advantage changes slightly based on spacing. || WIP | | {{clr|M|2MP}}, {{clr|H|236HP}}/{{clr|10|236PP}} || Anywhere || 1200/1600 || ~ -2/+49 || {{clr|10|Very Easy}} || Has to be close enough so that {{clr|H|236HP}} can hit, further away they will be forced to block. Ending with {{clr|H|236HP}} leaves you ~ -2, whereas ending with the OD version ({{clr|10|236PP}}) knocks down (~ +49). Frame advantage changes slightly based on spacing. || WIP | ||
|- | |- | ||
| {{clr|M|2MP}} > {{clr|L|63214LP}} || Anywhere || 1400 || +33 || {{clr|7|Easy}} || More damage and knockdown but will whiff | | {{clr|M|2MP}} > {{clr|L|63214LP}} || Anywhere || 1400 || +33 || {{clr|7|Easy}} || More damage and knockdown but will whiff if {{clr|M|2MP}} is not done close enough. || WIP | ||
|- | |- | ||
| {{clr|M|2MP}} > {{clr|4|DR}}~{{clr|M|4MK}} > {{clr|H|63214HP}} || Anywhere || 1926 || +45 || {{clr|4|Medium}} || Main combo from {{clr|M|2MP}}. Tricky (but possible) to get {{clr|M|4MK}} after a max range {{clr|M|2MP}}. || WIP | | {{clr|M|2MP}} > {{clr|4|DR}}~{{clr|M|4MK}} > {{clr|H|63214HP}} || Anywhere || 1926 || +45 || {{clr|4|Medium}} || Main combo from {{clr|M|2MP}}. Tricky (but possible) to get {{clr|M|4MK}} after a max range {{clr|M|2MP}}. || WIP |
Revision as of 12:03, 14 October 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
Notes:
- Any combo ender that leaves you +40 or higher will leave you plus if you instantly teleport afterward. For example, ending a combo with 63214HK leaves you +42, making an instant teleport after this ender leave you +3.
- 1HK can be linked after any combo ending with 63214HK in the corner.
Normal Hit
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5LP/2LP/1LK, 2LP > 236HP/236PP | Anywhere | ~1050/1370 | ~ -2/+49 | Very Easy | Has to be point blank to make sure 2LP into 236HP works. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236PP) knocks down (~ +49). Frame advantage changes slightly based on spacing. | WIP |
5LP/2LP/1LK, 2LP > 63214HK (>236236K) | Anywhere | ~1530/3930 | +42/19 | Easy | Point blank, same as above. It's not worth spending meter on 63214KK - just use the above combo if you want to spend meter. | WIP |
5LK > 63214LP | Anywhere | 1020 | +33 | Easy | Has to be done somewhat close so that 63214LP can reach. | WIP |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214HK (> 236236K) | Anywhere | ~1799/3799 | +42/19 | Medium | Standard light confirm BnB. Does more damage, carries further, and doesn't have a range requirement like the other combos, but is meter-hungry. Up to three 2LPs can be linked to start this combo if done at point blank range. | WIP |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP, 2MK/2HK/236236MP | Anywhere | ~1805/1973/2471 | +11/33/31 | Medium | Same as above but with OD ender (63214PP) , which leads into slides or any super. 2MK leads into a reset, while 2HK gives better damage and a knockdown. 236236K ender will do slightly less damage than the above combo if you start with more than one light, but will deal slightly more if you do start with one light (so not really worth doing). | WIP |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP > 214214HK | Anywhere | ~2771 | ~ +59 | Medium | Same combo as above but with Level 2 ender (214214HK), which requires a cancel instead of a link. Frame advantage seems somewhat variable depending on when you do it, but is still quite plus. Only does a jab's worth more damage than the above combo with Level 1 ender (236236MP), so probably not worth doing most of the time. It does leave you plus enough for a teleport mixup, however. | |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP, 5HK (, 236236HP) | Anywhere | ~1931/2615 | +39/34 | Medium | Does a bit more damage than 236236MP ender in the fifth combo, but 236236HP will whiff if the combo was started with more than two jabs or if 5LK connected from too far away. | WIP |
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
2MP, 236HP/236PP | Anywhere | 1200/1600 | ~ -2/+49 | Very Easy | Has to be close enough so that 236HP can hit, further away they will be forced to block. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236PP) knocks down (~ +49). Frame advantage changes slightly based on spacing. | WIP |
2MP > 63214LP | Anywhere | 1400 | +33 | Easy | More damage and knockdown but will whiff if 2MP is not done close enough. | WIP |
2MP > DR~4MK > 63214HP | Anywhere | 1926 | +45 | Medium | Main combo from 2MP. Tricky (but possible) to get 4MK after a max range 2MP. | WIP |
2MP > DR~4MK > 63214PP, 2HK/236236MP/214214HK/236236K | Anywhere | WIP | +19/31/33/59 | Medium | Same as above but with OD ender (63214PP) , which leads into sweep or any super. 2MP has to be done fairly close or else 236236K will whiff. | WIP |
2MP > DR~4MK > 63214PP, 5HK (, 236236HP) | Anywhere | 2126/3158 | +39/34 | Medium | Does a bit more damage than 236236MP ender in the above combo, but 2MP has to be done decently close or else 236236HP will whiff. | WIP |
4MP/1MK > 63214HK | Anywhere | 1400 | +42 | Easy | More damage and knockdown but will whiff when outside of 63214LP range. | WIP |
4MK > 63214MP | Anywhere | 1500 | +33 | Easy | WIP | |
2MK, 1MK > 63214HK | Anywhere | 1740 | +42 | Hard | Has to hit the opponent at max range slide to work. | WIP |
j.MK, 4MK > 63214HK | Anywhere | 1820 | +42 | Medium | Done when very close to the ground, like after falling from an air teleport. Can also be started with j.MP for less damage. | WIP |
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
(j.HP/j.HK), 1HP > 63214HP | Anywhere | 2000/2280 | +45 | Easy | If 1HP hits at further ranges then you'll have to do 63214MP. | WIP |
Punish Combos
Drive Impact
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
DI, 4HP > 63214HP | Anywhere | 2520 | +45 | Very Easy | WIP | |
DI, 4HP > 63214HK > 236236K | Anywhere | 4520 | +42 | Easy | Level 3 ender without spending Drive Gauge. If not using super, it's better to use the above combo instead since it gives 3 extra frames of advantage and the same damage. | WIP |
DI, 4HP > 63214HK, 214214K | Corner | 4200 | WIP | Easy | Level 2 ender. Corner only. | WIP |
DI, 4HP > 63214PP, 2HK/236236MP | Anywhere | 2780/3500 | WIP | Easy | You can also do 236236HP super for slightly less damage. | WIP |
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