< Street Fighter 6 | Dhalsim
m (→Normal Hit) |
(→Combo Enders: updated some things to reflect changes) |
||
Line 33: | Line 33: | ||
| ...{{clr|H|63214HK}}, {{clr|H|214214HK}} || Corner || 4000 || +50 || Level 2 ender that doesn't cost Drive Gauge but can only be done in the corner. | | ...{{clr|H|63214HK}}, {{clr|H|214214HK}} || Corner || 4000 || +50 || Level 2 ender that doesn't cost Drive Gauge but can only be done in the corner. | ||
|- | |- | ||
| ...{{clr|10|63214KK}} > {{clr|H|214214HK}} || Anywhere || | | ...{{clr|10|63214KK}} > {{clr|H|214214HK}} || Anywhere || 3800 || +54 || Level 2 ender that can be done anywhere but requires Drive Gauge. Requires using {{clr|10|63214KK}} instead of {{clr|H|63214HK}}. With the removal of the 20% scaling from {{clr|10|63214KK}}, this is actually a decent ender now. It does carry the opponent quite far and is very plus, too. Does more damage and has a faster startup compared to the {{clr|10|63214PP}} version, but has less range and frame advantage. | ||
|} | |} | ||
Line 59: | Line 59: | ||
| ...{{clr|10|63214PP}}, {{clr|M|236236MP}}/{{clr|H|236236HP}}/{{clr|L|236236LP}} || Anywhere || 2900/2840/2720 || +25-31/+28-35/+27-30 || Universal level 1 ender. Frame advantage varies depending on when the super is performed. {{clr|M|236236MP}} is the preferred ender due to it dealing the most damage. {{clr|H|236236HP}} is for further ranges where {{clr|M|236236MP}} would whiff. {{clr|L|236236LP}} is only useful if {{clr|10|63214PP}} connects from particularly far away. || WIP | | ...{{clr|10|63214PP}}, {{clr|M|236236MP}}/{{clr|H|236236HP}}/{{clr|L|236236LP}} || Anywhere || 2900/2840/2720 || +25-31/+28-35/+27-30 || Universal level 1 ender. Frame advantage varies depending on when the super is performed. {{clr|M|236236MP}} is the preferred ender due to it dealing the most damage. {{clr|H|236236HP}} is for further ranges where {{clr|M|236236MP}} would whiff. {{clr|L|236236LP}} is only useful if {{clr|10|63214PP}} connects from particularly far away. || WIP | ||
|- | |- | ||
| ...{{clr|10|63214PP}}, {{clr|H|5HK}} > {{clr|H|236236HP}} || Close || 3232 || +34 || Higher damage level 1 ender, but requires the opponent to be close or else {{clr|H|236236HP}} will whiff. It is possible to end with {{clr|M|236236MP}} in the corner, but a single hit will whiff and it will deal less damage than {{clr|H|236236HP}}. || [https://youtu.be/sYD0PPi3uoc Link] | | ...{{clr|10|63214PP}}, {{clr|H|5HK}} > {{clr|H|236236HP}} || Close || 3232 || +34 || Higher damage level 1 ender, but requires the opponent to be close or else {{clr|H|236236HP}} will whiff. It is possible to end with {{clr|M|236236MP}} instead in the corner, but a single hit will whiff and it will deal less damage than {{clr|H|236236HP}}. || [https://youtu.be/sYD0PPi3uoc Link] | ||
|- | |- | ||
| ...{{clr|10|63214PP}} > {{clr|H|214214HK}} || Anywhere || 3600 || +58 || Level 2 ender that can be done anywhere but requires Drive Gauge. | | ...{{clr|10|63214PP}} > {{clr|H|214214HK}} || Anywhere || 3600 || +58 || Level 2 ender that can be done anywhere but requires Drive Gauge. Requires using {{clr|10|63214PP}} instead of 63214P. Has more range and frame advantage compared to the {{clr|10|63214KK}} version, but does less damage and has a slower startup. || WIP | ||
|} | |} | ||
Line 76: | Line 76: | ||
| ...{{clr|H|236236HP}} || Anywhere || 2040 || ~+27 || More range but less damage than {{clr|M|236236MP}} and more damage but less range than {{clr|L|236236LP}}. Can get more damage than {{clr|M|236236MP}} if comboed from {{clr|H|5HK}}, but that requires the opponent to be close. Can get more frame advantage depending on the combo, but won't be enough for teleport mixup (+40). | | ...{{clr|H|236236HP}} || Anywhere || 2040 || ~+27 || More range but less damage than {{clr|M|236236MP}} and more damage but less range than {{clr|L|236236LP}}. Can get more damage than {{clr|M|236236MP}} if comboed from {{clr|H|5HK}}, but that requires the opponent to be close. Can get more frame advantage depending on the combo, but won't be enough for teleport mixup (+40). | ||
|- | |- | ||
| ...{{clr|10|214214K}} || Anywhere || 2800 || ~+50 || Very plus ender that sends the opponent far. Can get even more frame advantage depending on the combo. Heavy version is preferred since it goes the furthest horizontally, making it more likely to connect | | ...{{clr|10|214214K}} || Anywhere || 2800 || ~+50 || Very plus ender that sends the opponent far. Can get even more frame advantage depending on the combo. Heavy version is preferred since it goes the furthest horizontally, making it more likely to connect (although it doesn't matter for some combos anyway). Tends to whiff or miss some hits if connected directly from a normal without being point-blank. | ||
|- | |- | ||
| ...{{clr|10|236236K}} || Anywhere || 4000 || +19 || Frame advantage is always the same. Will only scale down to 50% damage at worst. | | ...{{clr|10|236236K}} || Anywhere || 4000 || +19 || Frame advantage is always the same. Will only scale down to 50% damage at worst. |
Revision as of 15:55, 23 May 2024
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) |
Combo Enders
- Any combo ender that leaves you +40 or higher will leave you plus if you teleport afterward. For example, ending a combo with 63214HK leaves you +42, making an instant teleport after this ender leave you +3.
- Any combo ending with 63214HK will whiff if the opponent was crouching as you started the combo, unless you use a move to force stand like 4MP.
236P
Ender | Position | Damage | Advantage | Notes |
---|---|---|---|---|
...236HP | Anywhere | 600 | ~-2 | Meterless combo ender that doesn't require the opponent to be standing and can be comboed from lights. Frame advantage changes slightly based on spacing. -2 assumes point-blank range. Heavy version is preferred since it is faster and therefore more likely to combo. |
...236MPHP | Anywhere | 1000 | ~+49 | Combo ender that doesn't require the opponent to be standing and can be comboed from lights. Frame advantage changes slightly based on spacing. +49 assumes point-blank range. MPHP version is preferred since it is faster and therefore more likely to combo. |
63214K
Ender | Position | Damage | Advantage | Notes |
---|---|---|---|---|
...63214HK | Anywhere | 1200 | +42 | Meterless knockdown that leaves you plus enough for oki with an immediate teleport afterward. Requires the opponent to be hit while standing or for them to be hit with a move that forces stand (such as 4MP). |
...63214HK > 236236K | Anywhere | 4800 | +19 | Level 3 cancel from 63214HK. Does a lot more damage but has worse frame advantage. |
...63214HK, 1HK | Corner | 2100 | +40 | Free extra damage with 1HK. Corner only. |
...63214HK, 214214HK | Corner | 4000 | +50 | Level 2 ender that doesn't cost Drive Gauge but can only be done in the corner. |
...63214KK > 214214HK | Anywhere | 3800 | +54 | Level 2 ender that can be done anywhere but requires Drive Gauge. Requires using 63214KK instead of 63214HK. With the removal of the 20% scaling from 63214KK, this is actually a decent ender now. It does carry the opponent quite far and is very plus, too. Does more damage and has a faster startup compared to the 63214PP version, but has less range and frame advantage. |
63214P
Ender | Position | Damage | Advantage | Notes | Video |
---|---|---|---|---|---|
...63214LP | Anywhere | 800 | +33 | Usually done from certain lights or mediums. | N/A |
...63214MP | Anywhere | 900 | +33 | Usually done from certain mediums or heavies. | N/A |
...63214HP | Anywhere | 1200 | +45 | Meterless knockdown with enough frame advantage for oki with a teleport afterward. Teleport needs to be delayed slightly to prevent opponent from teching out of range after it. | WIP |
...63214HP > 236236K | Close | 4800 | +19 | Level 3 cancel from 63214HP. Does a lot more damage but has worse frame advantage. Has to be done close or else 236236K will whiff. | WIP |
...63214PP, 2MK | Anywhere | 1300 | +5-11 | Meterless follow-up that leaves the opponent point-blank, allowing for a mixup. Can be useful for going on offense without switching sides with a 63214HK teleport setup. Frame advantage varies depending on when 2MK is performed. | WIP |
...63214PP, 5HK | Anywhere | 1600 | +39 | Meterless follow-up that leaves the opponent far away with good frame advantage. 5HK can be canceled into a charged fireball or a regular safe fireball. | WIP |
...63214PP, 2HK | Anywhere | 1700 | +31-33 | Meterless follow-up that keeps the opponent close. Frame advantage varies slightly depending on when 2HK is performed. Doing forward dash or 2LK after is recommended to allow for a mixup even with back tech. Forward dash will leave you +6-8 and 2LK will leave you +5-7. | WIP |
...63214PP, 5HP | Anywhere | 1800 | +2 | Highest damage meterless follow-up that leaves the opponent far away but has poor frame advantage. | WIP |
...63214PP, 236236MP/236236HP/236236LP | Anywhere | 2900/2840/2720 | +25-31/+28-35/+27-30 | Universal level 1 ender. Frame advantage varies depending on when the super is performed. 236236MP is the preferred ender due to it dealing the most damage. 236236HP is for further ranges where 236236MP would whiff. 236236LP is only useful if 63214PP connects from particularly far away. | WIP |
...63214PP, 5HK > 236236HP | Close | 3232 | +34 | Higher damage level 1 ender, but requires the opponent to be close or else 236236HP will whiff. It is possible to end with 236236MP instead in the corner, but a single hit will whiff and it will deal less damage than 236236HP. | Link |
...63214PP > 214214HK | Anywhere | 3600 | +58 | Level 2 ender that can be done anywhere but requires Drive Gauge. Requires using 63214PP instead of 63214P. Has more range and frame advantage compared to the 63214KK version, but does less damage and has a slower startup. | WIP |
Supers
All supers can be canceled into from all special-cancelable normals (including 5LP, but the timing is difficult) for extra damage without having to spend Drive Gauge or having to deal with combo scaling.
Ender | Position | Damage | Advantage | Notes |
---|---|---|---|---|
...236236LP | Anywhere | 1920 | ~+24 | Furthest reaching variant with the least damage. Use if the opponent is too far for the other two versions to connect. Can get more frame advantage depending on the combo, but won't be enough for teleport mixup (+40). |
...236236MP | Anywhere | 2100 | ~+24 | Highest damage variant with the least range. Generally the go-to level 1 ender. Can get more frame advantage depending on the combo, but won't be enough for teleport mixup (+40). |
...236236HP | Anywhere | 2040 | ~+27 | More range but less damage than 236236MP and more damage but less range than 236236LP. Can get more damage than 236236MP if comboed from 5HK, but that requires the opponent to be close. Can get more frame advantage depending on the combo, but won't be enough for teleport mixup (+40). |
...214214K | Anywhere | 2800 | ~+50 | Very plus ender that sends the opponent far. Can get even more frame advantage depending on the combo. Heavy version is preferred since it goes the furthest horizontally, making it more likely to connect (although it doesn't matter for some combos anyway). Tends to whiff or miss some hits if connected directly from a normal without being point-blank. |
...236236K | Anywhere | 4000 | +19 | Frame advantage is always the same. Will only scale down to 50% damage at worst. |
Links and Starters
Notes:
- Any combo ender that leaves you +40 or higher will leave you plus if you teleport afterward. For example, ending a combo with 63214HK leaves you +42, making an instant teleport after this ender leave you +3.
- Any combo ending with 63214HK will whiff if the opponent was crouching as you started the combo, unless you use a move to force stand like 4MP.
Normal Hit
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
5LP/1LK > 2LP... | Anywhere | 570/470 + Ender | Very Easy | Light starter. Up to three lights can be chained if point blank. | N/A |
2LP/5LK > 236HP/236MPHP | Anywhere | ~1050/1370 | Very Easy | Has to be point blank for 236HP to connect after 5LP > 2LP. 2LP can hit at almost max range for 236MPHP to connect. Both fireballs can connect from further away if starting with 5LK. | Link |
2LP > 63214HK | Anywhere | ~1530 | Easy | Has to be done point blank if starting with 5LP > 2LP, same as above. 63214HK can connect from slightly further if starting with just one 2LP. Can be started with 5LK but there's no reason to do that at this range. | Link |
2LP/5LK > 236236MP | Anywhere | ~2250 | Easy | Level 1 ender without spending Drive Gauge. | WIP |
2LP/5LK > 236236K | Anywhere | ~3770 | Easy | Level 3 ender without spending Drive Gauge. Overall best light confirm route into level 3 - 63214HK ender requires the opponent to be standing, and DR~5LP... ender costs 3 bars of Drive Gauge along with dealing nearly identical damage to this combo. | WIP |
5LK > 63214LP | Anywhere | 1020 | Easy | Has to be done somewhat close so that 63214LP can reach. Not a useful combo - just use 4MK or 1HP at this range. | Link |
2LP/5LK > DR~5LP, 4MP... | Anywhere | ~1187 + Ender | 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. See "Medium Confirm Combos" section for follow-ups. | Link |
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
2MP > 236HP/236MPHP | Anywhere | 1200/1600 | Very Easy | Has to be close enough so that 236HP can hit, further away they will be forced to block. 2MP can hit from slightly further away if ending with 236MPHP. | Link |
2MP > 63214LP/63214PP.../DR~4MK/4MP... | Anywhere | 1400/Variable | Easy | More damage and knockdown than 236HP ender in above combo but has to be done slightly closer or else 63214LP will whiff. 63214PP will connect from a bit further than 63214LP. Tricky (but possible) to get 4MK after a nearly max range 2MP. DR~4MP deals slightly more damage and forces stand but has less range, more startup, and can't combo into 63214HP or link into 4MK compared to 4MK. | Link |
2MP > 236236MP/236236LP | Anywhere | 2700/2520 | Easy | Level 1 ender without spending Drive Gauge. Use 236236LP if 2MP connects around max range. | WIP |
4MP > 63214HK/63214PP.../DR~1HP... | Anywhere | 1900/Variable | Easy | 4MP follow-ups. There's no reason to end with 63214MP since 4MP forces stand, and 63214HK does more damage along with granting more frame advantage. | WIP |
4MK > 63214HK/63214MP/63214PP.../DR~1HP... | Anywhere | 1800/1500/Variable | Easy | 4MK follow-ups. | WIP |
DR~4MK > 63214HP DR~4MK, 4MK... |
Anywhere | 1800/Variable | Easy | Follow-ups from Drive Rush 4MK. | WIP |
1MK > 63214HK/63214LP/63214PP.../DR~4MK... | Anywhere | 1460/1140/Variable | Easy | 1MK follow-ups. Same as 4MK except needing to opt for 63214LP instead of 63214MP and overall doing less damage. | WIP |
4MP/4MK/1MK > 236236MP/236236K | Anywhere | ~2700/4600 | Medium | Super enders without spending Drive Gauge. Damage numbers assume 4MK as the starter. 1MK deals slightly less damage and 4MP deals slightly more. | WIP |
2MK, 2LP... | Anywhere | 740 + Ender | Medium | Easier, but less rewarding link from slide. Can be ended with any applicable light ender. 5LP will whiff if slide was done from far away enough, so it's better to opt for 2LP for the range. | WIP |
2MK, 1MK/4MK... | Anywhere | 900/980 + Ender | Hard | Harder, but more rewarding link from slide. Has to hit the opponent at max range slide to work. See above for 1MK/4MK follow-ups. | WIP |
DR~2MK, 1HP... | Anywhere | 1140 + Ender | Medium | Harder, but more rewarding link from Drive Rush slide. Doesn't have to hit from absolute max range (drive rush slide can be up to +13), but still has to connect from quite far and is less consistent than 1MK/4MK or 2LP. | WIP |
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
1HP > 63214MP/63214HP/63214PP.../DR~1HP... | Anywhere | 1700/2000/Variable | Easy | 1HP follow-ups. If 1HP hits at further ranges then you'll have to do 63214MP. | WIP |
DR~1HP (max range) > 63214HP DR~1HP, 4MK... |
Anywhere | 2000/Variable | Easy | Follow-ups from Drive Rush 1HP. 63214HP will always combo if 1HP connects from Drive Rush, so always opt for that ender over 63214MP here. | WIP |
1HP/5HK > 236236MP/236236LP/236236K | Anywhere | 2900/2720/4800 | Easy | Super enders without spending Drive Gauge. Use 236236LP if 5HK connects from further away. | WIP |
5HK > DR~1HP... | Anywhere | 1480 + Ender | Easy | 5HK has to connect from fairly close for 1HP to combo - just about outside of 2MP range. | WIP |
(Instant Air Yoga Float), j.HK, 2MP/4MK/4MP/1HP... | Anywhere | 1280/1360/1440 + Ender | Easy | Confirm from j.HK at Yoga Float height. 1HP will only connect if j.HK connects from further away. Use 2MP if j.HK connects at max range. | WIP |
(Instant Air Yoga Float), j.HP, 2MP/1HP... | Anywhere | 1280/1440 + Ender | Easy | Confirm from j.HP at Yoga Float height. Use 2MP if j.HP connects from further away. | WIP |
236LK, (Instant Air Yoga Float), (Yoga Arch connects), j.HP (while moving forward), 1HP > 236HK, 4MP > 63214HK/236236MP/DR~1HP... | Corner | Variable | Medium | DI stun combo. Not worth going into 63214PP from 4MP due to combo scaling. Don't go into DR~1HP unless trying to squeeze out as much damage as possible with a Level 3 ender - the scaling makes it otherwise worse than just doing a meterless ender. | WIP |
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
(Yoga Arch Connects), 5HK/2HK/5HP | Anywhere | 1400/1500/1600 | +41/32/6 | Very Easy | Meterless combo from Yoga Arch. | WIP |
(Yoga Arch Connects), DR~4MP > 63214HP | Anywhere | WIP | WIP | Medium | WIP | |
(Yoga Arch Connects), DR~4MP > 63214PP, 2HK/236236MP/236236HP | Anywhere | WIP | WIP | Medium | One hit of 63214PP will whiff. 236236MP does slightly more damage than 236236HP but requires being closer and is overall less consistent. | WIP |
(Yoga Arch Connects), DR~4MP > 63214KK > 214214HK | Anywhere | WIP | WIP | Medium | Level 2 ender | WIP |
Counter Hit Combos
Regular Hit
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
1MK > 63214MP/DR~1HP... | Anywhere | 1320/Variable | Easy | 1MK follow-ups on counter hit. | WIP |
(Instant Air Yoga Float) j.MP, 236236MP/236236LP | Anywhere | 2520/2376 | Easy | Use 236236LP if j.MP connects at max range, otherwise use 236236MP for more damage. | WIP |
1HP (max range) > 63214HP | Anywhere | 2160 | Easy | Counter hit allows 63214HP to connect from max range instead of having to opt for 63214MP. | WIP |
Punish Counter Combos
Regular Hit
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
5LP, 4MP/4MK... | Anywhere | 990 + Ender | Easy | Starting with 2LP is pointless since the rest of the combo will whiff when started outside of 5LP range anyway. | WIP |
5LK > 63214MP | Anywhere | 1170 | Very Easy | WIP | |
4MK > 63214HP | Anywhere | 1920 | Very Easy | WIP | |
4MK/1HP, 4MK... | Anywhere | 1320/1560 + Ender | Easy | Link into a second 4MK. | WIP |
(Instant Air Yoga Float), j.MP, 2MP... | Anywhere | 1320 + Ender | Easy | Usually done when punishing a close fireball. | WIP |
5HK, 1HP.../4HP... | Anywhere | 1760/1860 + Ender | Easy | Cancel into Drive Rush to link the 1HP/4HP if further away. DR~1HP can hit from max range if delayed. Use 4HP for a bit more damage if really close to opponent. DR~4HP can still hit from decently far away if timed well - a little less than 5HK's max range. | WIP |
(Instant Air Yoga Float), j.LP (whiff), 5HK, 1HP.../4HP... | Anywhere | 1760/1860 + Ender | Easy | Same combo as above but used as a punish for command throws. Command throws have enough whiff recovery to cancel out of the float and go for 5HK. Starting with j.HK/j.HP will do less damage due to jump-in scaling. | WIP |
5HK, 5HK.../2HK/5HP | Anywhere | 1760 + Ender/1860/1960 | Easy | Longer ranged options that don't require a DRC. 2HK will require you to be closer to the opponent - around the distance of a 2MP. | WIP |
DR~5HK > 6PPP, 5LP > 2LP... | Anywhere | 1500 + Ender | Easy | Side switch teleport combo. Can be ended with any applicable light ender. Teleporting with 6KKK will cause the 2LP to whiff. | WIP |
(Instant Air Yoga Float), j.HK, 1HP... | Anywhere | 1600 + Ender | Easy | Yoga Float punish starter. Typically used as a shimmy. | WIP |
Drive Impact
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
DI, 4HP > 63214HK/63214MP/236236MP/63214PP.../DR~1HP... | Anywhere | 2520/2310/3144/Variable | Easy | 4HP normally isn't a good starter since it scales the next hit to 80%. However, Drive Impact already scales the first hit to 80%, meaning the second will always be 70% regardless of starter. Use 63214MP if 4HP connects from further away. | WIP |
DI, 6PPP, 4MK > 63214MP/236236MP/236236K | Anywhere | 2070/2904/4240 | Easy | Side switch after a Drive Impact. Only the first hit of 63214PP will connect and it won't lead into anything else so don't do that. | WIP |
DI, 6PPP, 4MK > DR~1HP > 63214HP/236236HP | Anywhere | 2524/2944 | Easy | Not worth ending with 236236HP unless you really need the 40 extra points of damage compared to the level 1 ender in the above combo. Level 3 ender will do less damage than the above combo so definitely avoid that. | WIP |
DI, j.6PPP, j.LK, 5HK > 236MK/236HK, 6KKK | Anywhere | 1760 | Medium | Side switch combo that does less damage but sets up offense with Yoga Arch. Use 236MK if the opponent is in the corner. Use 236HK otherwise. 5HK can cancel into 236236LP but some of the hits will whiff and it will do overall less damage than the above combos. If in the corner, it's probably better to just avoid this combo overall and go for a Drive Rush to set up offense after one of the above combos. | WIP |
Teleport Openers
Basic Teleport Combo
Medium
9PPP/KKK (instant), j.LP, 4MP/4MK/1HP...
Teleport approximately one frame above jump - the air jab provides 7-9 frames of advantage if instantly done after a teleport. Delaying the jab slightly can give 11-12 frames of advantage, allowing a link into 1HP for better damage.