< 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
Very Easy
6MK, 5LK, 214LP > 214214P
6MK, 5LK > 214KK~HK
6MK, 5LK > 214KK~HK
Whiffs outside close range.
Counter Hit
CH Sunrise Heel
Very Easy
CH 6MK, 2MP, 214LP > 214214P
CH 6MK, 2MP > 214KK~HK
CH 6MK, 2MP > 214KK~HK
CH 5HP
Very Easy
CH 5HP, 2MP, 214LP > 214214P
CH 5HP, 2MP > 214KK~HK
CH 5HP, 2MP > 214KK~HK
Whiffs at max range.
CH 2HP
Very Easy
CH 2HP, 2MP, 214LP > 214214P
CH 2HP, 2MP > 214KK~HK
CH 2HP, 2MP > 214KK~HK
Whiffs outside close range.
Punish Counter
PC 2HP
Very Easy
PC 2HP, 5HP, 214MP > 214214P
PC 2HP, 5HP > 214KK~HK
PC 2HP, 5HP > 214KK~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.
Punishes
Anti-air
Face Breaker
Very Easy
4HK
Can special cancel into Jus Cool or Double Air Slasher for pressure.
Jackknife Maximum
Very Easy
[2]8HK
[2]8MK, [2]8HK
[2]8MK, [2]8HK
HK is air invincible. MK is riskier but has combo potential if properly spaced.