< Street Fighter 6 | Dee Jay
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
Normal Hit
Sunrise Heel to Machine Gun Uppercut confirm
Very Easy
6MK, 5LK, 214LP
Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut. Whiffs outside close range.
Sunrise Heel to OD Maximum Strike confirm
Very Easy
6MK, 5LK > 214KK~dl.HK
Spends Drive Gauge to set up more damaging combos. Whiffs outside close range.
Counter Hit
CH Sunrise Heel
Very Easy
CH 6MK, 2MP, 214LP > 214214P
CH 6MK, 2MP > 214KK~dl.HK
CH 6MK, 2MP > 214KK~dl.HK
CH 5HP
Very Easy
CH 5HP, 2MP, 214LP > 214214P
CH 5HP, 2MP > 214KK~dl.HK
CH 5HP, 2MP > 214KK~dl.HK
Whiffs at max range.
CH 2HP
Very Easy
CH 2HP, 2MP, 214LP > 214214P
CH 2HP, 2MP > 214KK~dl.HK
CH 2HP, 2MP > 214KK~dl.HK
Whiffs outside close range.
Punish Counter
PC 2HP
Very Easy
PC 2HP, 5HP, 214MP > 214214P
PC 2HP, 5HP > 214KK~dl.HK
PC 2HP, 5HP > 214KK~dl.HK
PC Greatest Sobat
Very Easy
PC 236236K, 5HP, 214PP
Enders
OD Maximum Strike
Very Easy, Easy
236HK
dl.Headliner Sunrise Festival~HP/HK
Drive Rush > HP > 214HP > 214214HP
dl.Headliner Sunrise Festival~HP/HK
Drive Rush > HP > 214HP > 214214HP
Save meter with Double Rolling Sobat, or cash out meter for big damage and swag.