< Street Fighter 6 | Ken
Combo Notation Guide
Notation | Meaning |
---|---|
> | Cancel the previous move to the following move. |
, | Link the previous move to the following move. |
~ | Cancel the previous special to the following special. |
(X) | A move in brackets must whiff (not hit). If an attack is accompanied by a number in brackets, only allow that many hits to connect. |
jX | Jumping action. |
dl.X | Briefly delay the action. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively. |
X/Y | Do either X move or Y move in a combo. |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Links and Starters
Normal Hit Meterless
Light Confirm
Very Easy
2LK > 2LP > 5LP xx 623 HP
5LP > 5LP > 5LP xx 623 HP
2LP > 2LK > 5LP xx 623 HP
5LP > 5LP > 5LP xx 623 HP
2LP > 2LK > 5LP xx 623 HP
Pressure String, and a Confirm String in one.
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Far Light Confirm
Easy
2LP , 2LP, 5LK xx 623 HP
Use 1 less 2LP if farther away.
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Close Up Midscreen Stand MP Link
Easy
2LP , 5MP > HP xx KK xx 623 K , 623 HP (Side Switch Max Damage, 2440)
2LP , 5MP > HP xx KK xx 214 K (Corner Carry, 1640)
2LP , 5MP > HP xx KK xx 623 P (Compromise of Damage and Corner Carry with no side swap, 2180)
2LP , 5MP xx 214 LK xx 623 MP (Max Damage, no side swap, 2310)
2LP , 5MP > HP xx KK xx 214 K (Corner Carry, 1640)
2LP , 5MP > HP xx KK xx 623 P (Compromise of Damage and Corner Carry with no side swap, 2180)
2LP , 5MP xx 214 LK xx 623 MP (Max Damage, no side swap, 2310)
}}
Close Up Corner Stand MP Link
Med
2LP , 5MP > HP xx 236 MK > dl.F-HK , 623 HP
Does more damage than a Jinrai Loop but less stylish
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Stand HP easier confirm
Easy
5HP xx 623 HP
Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety.
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Stand HP harder confirm
Med
5HP xx KK xx 236 P
Higher damage, better corner carry harder to confirm.
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Max damage Jump in midscreen
Easy
J.HP , 2HP xx 214LK , 236 MP
Jinrai Loops
}}
Welcome to the slippery slope
Hard
Stand MP Jinrai Loop = 5MP > HP xx 236 LK > dl.F-LK , 236 LK > F-LK , 623 HP (2330)
HK Jinrai, Jinrai Loop = 236 HK > dl.F-LK , 236 LK > F-LK , 632 HP (2600)
HK Jinrai, Jinrai Loop = 236 HK > dl.F-LK , 236 LK > F-LK , 632 HP (2600)
Jinrai Loops are only optimal after a long combo if done from a Stand MP Target Combo or after a Crouch HP.