Street Fighter 6/Terry/Combos: Difference between revisions

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(Created page with "{{Character Subnav SF6 | chara=Terry }} == Combo Notation Guide == Click "Expand" for information about combo notation in SF6: {{ComboKey-SF6}} TO-DO {{Character Subnav SF6 | chara=Terry }} {{Navbox-SF6}} Category: Street Fighter 6")
 
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TO-DO
== Starter Combos ==
 
{{TheoryBox
| Title      = Light Confirms
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
 
}}
 
{{TheoryBox
| Title      = Medium Starters
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
 
}}
 
<tabber> Midscreen =
{{TheoryBox
| Title      = Heavy Starters
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
 
}}
 
|-| Corner =
{{TheoryBox
| Title      =
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
 
}}
</tabber>
 
 
<tabber> Punish Counter =
{{TheoryBox
| Title      = Drive Impact
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = PC DI
| content    =
}}
|-| Corner Wallsplat =
{{TheoryBox
| Title      = Drive Impact
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = DI,
| content    = Blocked DI wallsplat in the corner.
}}
</tabber>
<br>





Revision as of 01:54, 23 September 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)

Starter Combos

Light Confirms
Very Easy



Medium Starters
Easy



Heavy Starters
Easy



Easy




Drive Impact
Easy


PC DI

Drive Impact
Easy


DI,

Blocked DI wallsplat in the corner.




SF6 Navigation

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