< Street Fighter 6 | Terry
m (→Heavy Starters) |
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== Links and Starters == | == Links and Starters == | ||
=== Light Starters === | === Light Starters === | ||
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|- | |- | ||
! Combo !! Position !! Damage !! Drive !! Super!! Difficulty !! Notes | ! Combo !! Position !! Damage !! Drive !! Super!! Difficulty !! Notes | ||
|- | |||
| {{clr|M|5MP}}~{{clr|H|HK}}~{{clr|H|HK}} || Anywhere || 0000/2400 || 0* || 0 || {{clr|7|Easy}} || Power Dunk Target Combo. Requires {{clr|PC|CH}}/{{clr|PC|PC}}/{{clr|DR|DR}} or a juggle state. | |||
|- | |- | ||
| {{clr|M|2MK}}/{{clr|M|2MP}}>236{{clr|L|LP}}/{{clr|M|4MP}} || Anywhere || 1300/1460/2400 || 0 || 0 || {{clr|7|Easy}} || Simple crouching {{clr|M|Medium}} confirm into fireball (mostly safe). | | {{clr|M|2MK}}/{{clr|M|2MP}}>236{{clr|L|LP}}/{{clr|M|4MP}} || Anywhere || 1300/1460/2400 || 0 || 0 || {{clr|7|Easy}} || Simple crouching {{clr|M|Medium}} confirm into fireball (mostly safe). | ||
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| {{clr|H|5HP}}>{{clr|H|236HK}}>{{clr|L|236LP}}, {{clr|4|DR~5MP}}~{{clr|H|HK~HK}} || Anywhere || 2841 || 0.5 || 0 || {{clr|8|Medium}} || {{clr|4|DR}} extension off of {{clr|H|236HK}}. {{clr|4|DR~5MP}} can whiff at max range. {{clr|4|+25}} KD. | | {{clr|H|5HP}}>{{clr|H|236HK}}>{{clr|L|236LP}}, {{clr|4|DR~5MP}}~{{clr|H|HK~HK}} || Anywhere || 2841 || 0.5 || 0 || {{clr|8|Medium}} || {{clr|4|DR}} extension off of {{clr|H|236HK}}. {{clr|4|DR~5MP}} can whiff at max range. {{clr|4|+25}} KD. | ||
|} | |} | ||
=== Punish Counter === | |||
{| class="wikitable" style="margin:auto;width:100%" | |||
|- | |||
! Combo !! Position !! Damage !! Drive !! Super!! Difficulty !! Notes | |||
|- | |||
| {{clr|H|5HK}}>{{clr|H|236HK}}>{{clr|H|214HP}} || Anywhere || 2560 || 0 || 0 || {{clr|7|Easy}} || Corner Carry Combo. {{clr|4|+44}} KD. | |||
== Day 1 Combo Dump == | == Day 1 Combo Dump == |
Revision as of 00:15, 9 October 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) |
Links and Starters
Light Starters
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5LK/2LP>236LK/214MP | Anywhere | 1070 | 0 | 0 | Easy | Simple 2-hit Light>Special confirm. L Power Charge +3/+4 OH. M Burn Knuckle +30f KD. |
5LP>5LP>5LP>623HP | Anywhere | 1530 | 0 | 0 | Easy | Basic Far-Light confirm into DP. |
2LK>2LP>2LP>236LK | Anywhere | 1070 | 0 | 0 | Easy | Low string looping into +3 strike/throw but very unsafe oB -9. |
2LK>2LP>214MP | Anywhere | 1070 | 0 | 0 | Easy | Low string into 214MP. Burn Knuckle +30 KD. |
Medium Starters
Combo | Position | Damage | Drive | Super | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
5MP~HK~HK | Anywhere | 0000/2400 | 0* | 0 | Easy | Power Dunk Target Combo. Requires CH/PC/DR or a juggle state. | |
2MK/2MP>236LP/4MP | Anywhere | 1300/1460/2400 | 0 | 0 | Easy | Simple crouching Medium confirm into fireball (mostly safe). | |
2MK/2MP > 236MK/214MP/(623HDP) | Anywhere | 1940 | 0 | 0 | Easy | Simple Crouching Medium into riskier follow-ups if blocked. |
Heavy Starters
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5HP>236HK>214HP | Anywhere | 2560 | 0 | 0 | Easy | Corner Carry Combo. +44 KD. |
5HP>236HK>214HK, 623HP | Anywhere | 2720 | 0 | 0 | Easy | Bread & Butter Combo. +27 KD. |
5HP>236HK>236LP, DR~5MP~HK~HK | Anywhere | 2841 | 0.5 | 0 | Medium | DR extension off of 236HK. DR~5MP can whiff at max range. +25 KD. |
Punish Counter
Combo | Position | Damage | Drive | Super | Difficulty | Notes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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5HK>236HK>214HP | Anywhere | 2560 | 0 | 0 | Easy | Corner Carry Combo. +44 KD.
Day 1 Combo Dump
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