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)
Starter Combos
Normal Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5LK/2LP>236LK/214MP
Anywhere
1070
0
0
VeryEasy
Simple 2-hit Light>Special confirm. L Power Charge+3/+4 OH. M Burn Knuckle +30f KD.
5LP>5LP>5LP>623HP
Anywhere
1530
0
0
Very Easy
Your basic far light confirm.
2LK>2LP>2LP>236LK
Anywhere
1070
0
0
Very Easy
Low string looping into +3 strike/throw but very unsafe oB -9.
2LK>2LP>214MP
Anywhere
1070
0
0
Very Easy
Low string into 214MP +30 KD.
Counter Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
Anywhere
Easy
Normal Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2MP > 236MK/214MP/(623HDP)
Anywhere
1300/1460/2400
0/
0
Very Easy/Easy
{{SF6-ComboTable
| Header = Counter Hit
| Items =
Anywhere
Easy
Normal Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5HP>236HK>214HP
Anywhere
2560
0
0
Easy
Bread & Butter Corner Carry Combo. +44 KD.
| Combo = 5HP>236HK>236LP, PDR,5MP~HK~HK
| Position = Anywhere
| Damage = 2841
| Drive = 2
| Super = 0
| Difficulty = Easy
| Notes = DR Extension for 236HK. Can whiff if at max 5HP range.
|}}
Punish Counters
Links & Chains
A non-comprehensive list of important links and chains Terry has access to.
<tabber>
Normal Hit =
Combo
Notes
5LP
Sample Text
2LK
Sample Text
2LP,
Sample Text
5MK
Sample Text
2MK
Sample Text
Combo
Notes
CH 2LP/5LP,
Sample Text
CH 5MP
Sample Text
CH 2MP
Sample Text
CH 5MK
Sample Text
CH 2MK
Sample Text
CH 5HP
Sample Text
PC 5HP
Sample Text
PC 5HK
Sample Text
Combo
Notes
DR5LP
Sample Text
DR2LK
Sample Text
DR5MP
Sample Text
DR2MP
Sample Text
DR5HP
Sample Text
Day 1 Combo Dump
Combo
Position
Damage
Drive
Super
Difficulty
Notes
5LP>5LP>5LP>623HP
Anywhere
1530
0
0
Easy
A simple light confirm.
2LK>2LP>2LP>236LK
Anywhere
1070
0
0
Easy
Low string looping into +3 strike/throw but very unsafe oB -9
5MP
Anywhere
1000
0
0
Very Easy
Simple Combo starting with 5MP
2MK>DRC2MP, 5HP>236HK>214HK, 623HP(>SA3)
Anywhere
2129 (3979)
0
0
Easy
DRC cashout with 2MK
5HP>236HK>236LP, DR5MP~HK~HK
Anywhere
2841
0
0
Medium
DR Extension for 236HK. Can whiff if at max 5HP range.
j.HP, 5HP>236HK>214HK, 623HP
Anywhere
1000
0
0
Easy
Common heavy combo structure. If you delay HDP you can get more damage
DI (blocked), 2HP>214MK, 623HP
Corner
2192
1
0
Easy
Simple combo starting with Drive Impact
PC DI, delay, MP~HK~HK
Anywhere
2590 (2690)
1
0
Easy
Simple combo starting with Drive Impact, requiring small delay. Frame-perfect TC does more dmg.
PC DI, 5HP>236HK>214HP
Anywhere
2560
0
0
Easy
Simple combo starting with Drive Impact. Corner Carry +44KD.
PC DI, 5HP>236HK>214HK, 623HP
Anywhere
2720
0
0
Easy
Simple combo starting with Drive Impact
PC DI, 5HP>236HK>214KK, 623HP
Anywhere
3210
2
0
Easy
Simple combo starting with Drive Impact
PC DI, delay 2HP>214KK, 236236K
Anywhere
3640
2
1
Easy
Simple combo starting with Drive Impact into SA1.
PC DI, delay 2HP>214KK, 623HP(>SA3)
Anywhere
4860
2
3
Easy
Simple cashout combo starting with Drive Impact into SA3.