Street Fighter 6/Ryu/Combos

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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)


Bread and Butter Combos

Meterless Combos
Combo Position Damage Difficulty Notes
2LK ~ 2LP ~ 5LP > 214LK/623HP Anywhere 1270/1690 Very Easy Your basic light confirm.
2MK > 214MK/214HK/214MK Anywhere 1220/1300/1380 Very Easy Though 2MK combos to almost all versions of your specials on normal hit, focus mainly on these three. Medium Tatsu has great corner carry and oki while Heavy Tatsu gives you a sideswap. Medium Donkey kick is safer than Tatsu and leaves you open to pop a Denjin charge. Choose what would be most beneficial at that moment.
5MP, 4HP > 236HK/623HP Anywhere 2440/2520 Very Easy You have to be point blank for the 4HP to link after the 5MP. 4HP is your ONLY normal that meterlessly combos into Heavy Donkey Kick.
6HP, 2MP > 214MK/623HP Anywhere 1910/2260 Very Easy Shoryu is your highest damage meterless 6HP combo. Tatsu gives you corner carry and oki.
6HP, 2MP, 5LK > 421MK/236LK Anywhere 2030/2090 Easy Donkey Kick gives you space to pop Denjin. This Tatsu ender does do 120 more damage compared to the above, but the oki is worsened midscreen.
5MP > 4HP > 236HK > 623LP Corner 3210 Easy This is your highest damage meterless combo without a jump-in PERIOD.



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