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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}}/(''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2870 | | | Damage = 2870/3390 |
| | Drive = 0 | | | Drive = 0 / {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = The highest damage meterless combo available following a PC Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. | | | Notes = The {{clr|9|HP Shoryuken}} ender represents the highest damage meterless combo available following a PC Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. As of the ''22/05/2024'' balance patch, Denjin Charged Hashogeki's startup was shortened by 1 frame, enabling a natural combo out of {{clr|8|2MK}}; the follow-up juggle requires only a little Drive Gauge (in the form of a {{clr|4|Parry Drive Rush}}) to give some huge returns. See ''Advanced/Niche Combos'' below for more post-Hashogeki juggles. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|7|236LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2860 | | | Damage = 2750 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into ''Denjin'' Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''. | | | Notes = An alternative starting route for the combo above, also meterless, but this one ends in {{clr|7|LK Donkey Kick}}, allowing a safe Denjin Charge at midscreen or a safe jump in the corner. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst. | | | Notes = The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst. |
| |}}
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| {{SF6-ComboTableItem
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| | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|9|623HP}}
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| | Position = Anywhere
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| | Damage = 3312
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| | Drive = {{drive sf6}}
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| | Super = 0
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| | Difficulty = {{clr|8|Medium}}
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| | Notes = {{clr|4|Parry Drive Rush}} can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is ''{{clr|9|5HP}} > {{clr|9|HP Shoryuken}}'' (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as ''{{clr|9|5HP}} > {{clr|7|LP Hashogeki}}, {{clr|9|2HK}}'' exist and do similar damage, for more of which see ''Advanced/Niche Combos'' below (note that the {{clr|9|2HK}} does not give a Hard Knockdown, as the opponent is already in a juggle state).
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |