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=== | ===Counter-hit=== | ||
{{TheoryBox | {{TheoryBox | ||
| Title = | | Title = Counter-hits | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr|2|Easy}} | | Difficulty = {{clr|2|Easy}} | ||
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| Recipe = CH 5LP {{sf6-adv|VP|(+6)}}, 5LP > 5MP > 214HP <br> CH 5MP {{sf6-adv|VP|(+6)}}, 5LP > 5MP > 236K~P~P <br> CH 2MP {{sf6-adv|VP|(+5)}}, 5LP > 5MP > 236K~P~P <br> CH 3HK {{sf6-adv|VP|(+5)}}, 5LP > 5MP > 236K~P~P <br> CH 2HP {{sf6-adv|VP|(+5)}}, 5LP > 5MP > 236K~P~P | | Recipe = CH 5LP {{sf6-adv|VP|(+6)}}, 5LP > 5MP > 214HP <br> CH 5MP {{sf6-adv|VP|(+6)}}, 5LP > 5MP > 236K~P~P <br> CH 2MP {{sf6-adv|VP|(+5)}}, 5LP > 5MP > 236K~P~P <br> CH 3HK {{sf6-adv|VP|(+5)}}, 5LP > 5MP > 236K~P~P <br> CH 2HP {{sf6-adv|VP|(+5)}}, 5LP > 5MP > 236K~P~P | ||
| content = | | content = | ||
Basic idea is always the same. Honda has a variety of meaty normals, and if any of them | Basic idea is always the same. Honda has a variety of meaty normals, and if any of them counter-hit, he can confirm into 5LP target combo and a special move of his choice. | ||
}} | }} | ||
Revision as of 01:12, 13 December 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
2LK/2LP > 2LP > [4]6MP
2LK/2LP > 2LP > [2]8HK
Standard confirms off crouching light normals. Sumo Slam ([2]8K) gives best damage and good oki, leaving Honda right next to the opponent as they wake up. However, 2LP into buttslam will whiff against crouching opponents and requires a down charge, making it inconsistent for hitconfirms.
Confirming into MP Headbutt gives solid damage and causes a knockdown. Honda can Drive Rush to get oki midscreen after Headbutt, or just gets it for free in the corner. MP Headbutt is the sweet spot for consistent confirms; HP Headbutt has too much startup and LP Headbutt travels slow enough that it can drop at the outer end of 2LP range.
Confirming into LP Hands is the easiest option, requiring no charge, but typically gives the worst damage. Leaves the opponent standing with Honda at slight frame advantage, but they will usually be pushed outside of Oicho Throw range. If Honda has Sumo Spirit, then confirming into LP Hands becomes more lucrative, since Honda can extend afterward into an additional special.
5LP > 5MP > [4]6HP
5LP > 5MP > 236K~P~P
Double Slap target combo puts opponents into a juggle state where Honda can cancel into almost any special.
5MP (close), 2LP > 214LP
5MP/2MP > [4]6HP
5MP is plus on block and gives enough advantage on hit to link 2LP afterwards.
5HK (far) > 214HP
5HK (far) > 236K~P~P
5HP (close) > 214HP/236K~P~P/[4]6HP
5HK hits twice. At longer ranges, only the second hit will connect (and it whiffs against crouching). The second hit has slightly worse cancel options than the first hit.
The first hit of 5HK at close range will combo into Taiho Cannon Lift, which launches and is Honda's best combo starter. This makes it ideal to land after Drive Impact, as a punish, after a jump-in, or from a Drive Rush.
5HP can only be regularly special-canceled on the early active frames at close range. At farther range, it can only be canceled into Enhanced Hands.
5HP/2HP > 214HP, 2LP > [4]6MP/[2]8HK
5LP > 5MP > 214HP, [4]6MP/214MP/[2]8KK
Using Sumo Spirit to gain access to Enhanced Hundred Hand Slap gives Honda the following primary benefits in his combos:
- He can link 2LP after any grounded version of Hands, and then either cancel into MP Headbutt or LP Hands again.
- He can cancel 22P Clap into Hands, which gives extra damage and lets him confirm light normals into stronger versions of 214P.
- He can cancel 5HP (far)/2HP into Enhanced Hands, letting him score combos off these normals when he would normally be unable to.
- Hitting an airborne opponent with Enhanced Hands (such as after Double Slap) ground bounces them, allowing Honda to juggle with another special.
Counter-hit
CH 5MP (+6), 5LP > 5MP > 236K~P~P
CH 2MP (+5), 5LP > 5MP > 236K~P~P
CH 3HK (+5), 5LP > 5MP > 236K~P~P
CH 2HP (+5), 5LP > 5MP > 236K~P~P
Basic idea is always the same. Honda has a variety of meaty normals, and if any of them counter-hit, he can confirm into 5LP target combo and a special move of his choice.
Drive Impact
DI Crumple, 5HK(1) > 236K~2P, e.214HP, [4]6HP/214MP
DI Wallsplat, 5HK(2) > 22P > e.214HP, [4]6HP/214MP
DI Stun, 22K, neutral jump j.8HP, land, 5HK(2) > 22P > e.214MP, 2LP > [4]6MP
Using Meter
OD Moves
2LP > 2LP > 22P > e.214PP, 5LP > 5MP > 236K~P(~P)
5HP > e.214PP, 5LP > 5MP > 236K~P(~P)
[Corner Only] 5HK(1) > 236K~2P, e.214HP, 214LP, [2]8KK
OD Sumo Slam does the same damage as HK Sumo Slam - the only difference is that it is possible to land it in more combos than non-OD Sumo Slam.
5HP > 236KK~2P > e.214HP, [4]6HP
OD Sumo Dash does not enable any new combos compared to non-OD Sumo Dash. It does do more damage, however.
Drive Rush
5MP/2MP > 66 > 5HK(2) > 236K~2P, etc.
5HK (far) > 66 > 5HK(2) > 236K~2P, etc.
Most of Honda's special-cancelable pokes can be Drive Rushed into 5HK to confirm into a launcher combo. With the extra hitstun from Drive Rush, the second hit of 5HK now combos into 236K~2P.
Drive Rush 5MP (+8), 5HK(1) > 236K~2P etc.
Drive Rush 2HP (+7), 5LP > 5MP > 236K~P(~P)
Drive Rush 3HK (+7), 5LP > 5MP > 236K~P(~P)
Drive Rush 6HK (+5), 5LP > 5MP > 236K~P(~P)
Supers
5HK(1) > 236K~2P, e.214HP, 236236P
5HK (or anything) > 214PP > [4]646K
2LP > 2LP > 214LP > 214214P
5HK(1) > 236K~2P, [4]6HP/214HP > 214214P
Level 1 super can juggle after either Taiho Launcher or the ground bounce from Enhanced Hands.
Level 2 super mainly combos from OD Hands but can also juggle in the same places that Level 1 super can.
Level 3 super is easy to combo into from any version of Hands, Honda can also cancel Headbutt into level 3 if he is very close (usually in the corner or after a Taiho Launcher juggle).