< Street Fighter 6 | Elena
(Created page with "{{Character Subnav SF6 | chara=Elena }} == Combo Notation Guide == Click "Expand" for information about combo notation in SF6: {{ComboKey-SF6}} TO-DO {{Character Subnav SF6 | chara=Elena }} {{Navbox-SF6}} Category: Street Fighter 6") |
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== Day 1 BnBs == | |||
Basic combos to get started. | |||
{{SF6-ComboTable | |||
| Header = | |||
| Items = | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|L|2LP}}>{{clr|L|2LP}}>{{clr|L|2LP}}>{{clr|H|623HK}} | |||
| Position = Anywhere | |||
| Damage = 1590 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Easy}} | |||
| Notes = Simple light string confirm | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|L|2LK}}>{{clr|L|2LP}}>{{clr|L|2LP}}>{{clr|L|214LK}} | |||
| Position = Anywhere | |||
| Damage = 1190 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Easy}} | |||
| Notes = Low string to catch people walking away from pressure. Have to cancel {{clr|L|214LK}} on 1st possible frame or it will not combo. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|2MP}}>{{clr|M|214MK}} | |||
| Position = Anywhere | |||
| Damage = 1600 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Easy}} | |||
| Notes = Safejump from a medium. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|j.HP}},{{clr|H|2HP}}>{{clr|H|214HK}}, {{clr|M|236MK}} (>SA3) | |||
| Position = Anywhere | |||
| Damage = 5280 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Easy}} | |||
| Notes = Basic jump-in combo with optional SA3 cancel. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = DI (blocked) / PC DI {{clr|H|5HP~HP}}>{{clr|H|623HK}} | |||
| Position = Anywhere | |||
| Damage = 2800 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Easy}} | |||
| Notes = | |||
| Video = | |||
|}} | |||
}} | |||
Revision as of 14:09, 8 June 2025
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) |
Day 1 BnBs
Basic combos to get started.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP>2LP>2LP>623HK | Anywhere | 1590 | - | - | Easy | Simple light string confirm | |
2LK>2LP>2LP>214LK | Anywhere | 1190 | - | - | Easy | Low string to catch people walking away from pressure. Have to cancel 214LK on 1st possible frame or it will not combo. | |
2MP>214MK | Anywhere | 1600 | - | - | Easy | Safejump from a medium. | |
j.HP,2HP>214HK, 236MK (>SA3) | Anywhere | 5280 | - | - | Easy | Basic jump-in combo with optional SA3 cancel. | |
DI (blocked) / PC DI 5HP~HP>623HK | Anywhere | 2800 | - | - | Easy |