< Street Fighter 6 | Ryu
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
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2LK ~ 2LP ~ 5LP > 214LK/623HP | Anywhere | 1270/1690 | Very Easy | Your basic light confirm. |
2MK > 214MK/236MK | Anywhere | 1220/1380 | Very Easy | Though 2MK combos to almost all versions of your specials on normal hit, focus mainly on these two. Medium Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Medium Tatsu has great corner carry. Note that any instance of Medium Tatsu from here on out can be swapped with Heavy Tatsu for slightly more damage and a side swap. |
5MP, 2MP > 214MK/236MK/623HP | Anywhere | 1920/2080/2320 | Very Easy | This is a consistent combo that works when you aren't right next to the opponent. |
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 | Heavy Shoryu is your highest damage meterless 6HP combo. Tatsu gives you corner carry and oki. |
6HP, 2MP, 5LK > 421MK/236LK | Anywhere | 2030/2090 | Easy | Light Donkey Kick gives you space to pop Denjin. This Medium Tatsu ender does do more damage compared to the above, but the oki is worsened midscreen as a you can only dash forward and jab if the backroll. |
5MP > 4HP > 236HK > 623LP | Corner | 3210 | Easy | This is your highest damage meterless combo without a jump-in PERIOD. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
PDR, 5MP > 214MK/236MK/623HP | Anywhere | 1920/2080/2320 | Average | This is a core part of your Drive Rush strike mixup, 2MK being the other. |
Any Medium/Heavy Starter > 214PP > 214214P | Anywhere | 2900-3800 | Average | Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge. |
Any Medium/Heavy Starter > 236KK, 623HP | Midscreen | 1980-2880 | Average | Midscreen combo extension. Replace Shoryu with level 1 for more damage. Cancel Shoryu to level 3 for even more. |
Starter > 236KK > 214214P | Midscreen | 2940-3840 | Average | Another route into level 2 that does a hair more damage. |
(6HP, 5MP)/(5MP, 4HP) > 236KK, 4HK > 623HP | Midscreen | 2600/2980 | Above Average | You can only squeeze in the 4HK if you end your starter really close to them. You can NOT cancel the 4HK into level 1. If you wanna spend super, you have to cancel into level 3. |
Starter > 214KK > DRC, 5MP > 214MP, 623HP | Corner | 2528-3550 | Average | Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. |
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623LP, 236236K | Corner | 4505-5541 | Hard | High damage level 3 corner combo. Has a link between 5HP and 4HP, after Heavy Donkey Kick, and a tight cancel from Shoryu into level 3. |
jHP, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP, 236236K | Corner | 6145 | Hard | Only possible on a jump-in, DP punish or stun. You can omit the j.HP and start with 5HP > DRC for 5909. |