Heavy Starters
Easy
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== Punish Counters == | |||
<tabber> 5HP = | |||
{{TheoryBox | |||
| Title = {{clr|H|5HP}} | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = {{clr|PC|PC}} {{clr|H|5HP}} | |||
| content = To Do | |||
}} | |||
|-| 5HK = | |||
{{TheoryBox | |||
| Title = {{clr|H|5HK}} | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = {{clr|PC|PC}} {{clr|H|5HK}} | |||
| content = {{clr|PC|PC}} {{clr|H|5HK}} will crumple the opponent. To Do | |||
}} | |||
</tabber> | |||
== Links & Chains == | == Links & Chains == |
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) |
Blocked DI wallsplat in the corner.
To Do
PC 5HK will crumple the opponent. To Do
A non-comprehensive list of important links and chains Terry has access to.
Combo | Notes |
---|---|
5LP | Sample Text |
2LK | Sample Text |
2LP, | Sample Text |
5MK | Sample Text |
2MK | Sample Text |
Combo | Notes |
---|---|
CH 2LP/5LP, | Sample Text |
CH 5MP | Sample Text |
CH 2MP | Sample Text |
CH 5MK | Sample Text |
CH 2MK | Sample Text |
CH 5HP | Sample Text |
PC 5HP | Sample Text |
PC 5HK | Sample Text |
Combo | Notes |
---|---|
DR 5LP | Sample Text |
DR 2LK | Sample Text |
DR 5MP | Sample Text |
DR 2MP | Sample Text |
DR 5HP | Sample Text |
Street Fighter 6 (SF6) |
General |
FAQ •
Controls •
HUD •
Glossary •
Movement •
Offense •
Defense •
Gauges •
|
Characters |
Data |
A.K.I. •
Akuma •
Blanka •
Cammy •
Chun-Li •
Dee Jay •
Dhalsim •
Ed •
E. Honda •
Guile •
Jamie •
JP •
Juri •
Ken •
Kimberly •
Lily •
Luke •
M. Bison •
Mai •
Manon •
Marisa •
Rashid •
Ryu •
Terry •
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