< Street Fighter 6 | Ken
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) |
Normal Hit Meterless
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2LP, 214LK, > 623MP | Anywhere | 1970 | Medium | C.lp is plus enough to allow linking on reaction into lk tatsu, which itself enables numerous combos. |
2LK ~ 2LP ~ 5LP > 623HP 2LP ~ 2LK ~ 5LP > 623HP 5LP ~ 5LP ~ 5LP > 623HP |
Anywhere | 1690/1690/1790 | Very Easy | Pressure String, and a Confirm String in one. |
2LP ~ 2LP ~ 5LK > 623HP | Anywhere | 1790 | Easy | Far light confirm, use 1 less 2LP if farther away. |
2LP, 5MP ~ 5HP > KK > 623K, 623HP | Anywhere | 2440 | Medium | Close up midscreen 5MP Link. Maximum damage and side switches. |
2LP, 5MP ~ 5HP > KK > 214K | Anywhere | 1640 | Easy | Close up midscreen 5MP link. Corner carry. |
2LP, 5MP > 214LK, 623MP | Anywhere | 2130 | Easy | Close up midscreen 5MP link. Compromise of Damage and Corner Carry with no side swap. |
2LP, 5MP ~ 5HP > 236MK > dl.6HK, 623HP | Corner | 2480 | Medium | Close up corner 5MP link. Does more damage than a Jinrai Loop but less stylish. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
5HP > 623HP | Anywhere | 2200 | Easy | Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety. |
5HP > KK > 623P | Anywhere | 2500 | Medium | Stand HP harder confirm. Higher damage, better corner carry but harder to confirm. |
j.HP, 2HP > 214LK > 623MP | Anywhere | 3070 | Easy | Max damage Jump-in midscreen. |
j.HP, 2HP > 236HK > dl.6LK, 236LK > 6LK, 623HP | Corner | 3430 | Hard | Max damage Jump-in corner. |
Punish Counter Hit Meterless
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2LP, 2HP > KK > 623P | Anywhere | 2440 | Hard | 4f Punish Counter with Ken's run ender. 2LP can be switched with 5LP for additional range all KK > enders can be used; KK > 214K for corner carry, KK > 623P for damage, and KK > 623K > 623HP for a sideswitch. |
2LP, 2HP > 214LK, 623MP | Anywhere | 2550 | Hard | Max damage 4f Punish Counter |
623HK, 2LP, 5MP ~ 5HP > KK > 623P | Anywhere | 2720 | Medium | Long range punish counter confirm. The ender can be substituted for KK > 214K/623K. |
KK > 214K, 2MP > 214LK, 623MP | Anywhere | 3405 | Medium | Another long range punish counter confirm. You could alternatively do 5MP ~ 5HP > Run 623P/214K/623K after 214K. |
5HK, KK > 623P | Anywhere | 2150 | Easy | The timing can be a bit tricky due to 5HK's recovery and the need to cancel KK into 623P fairly early. |
Jinrai Loops
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
5MP ~ 5HP > 236LK > dl.6LK, 236LK > 6LK, 623HP | Anywhere | 2330 | Hard | Only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP. |
236HK > dl.6LK, 236LK > 6LK, 623HP | Anywhere | 2600 | Hard |