Street Fighter 6/Terry/Combos

From SuperCombo Wiki


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)

Links and Starters

Light Starters

Combo Position Damage Drive Super Difficulty Notes
5LK/2LP>236LK/214MP Anywhere 1070 0 0 Easy Simple 2-hit Light>Special confirm. L Power Charge +3/+4 oH. +30 KD
5LP>5LP>5LP>623HP Anywhere 1530 0 0 Easy Basic Far-Light confirm into DP. +27 KD
2LK>2LP>2LP>236LK Anywhere 1070 0 0 Easy Low string looping into +3 strike/throw but very unsafe oB -9.
2LK>2LP>214MP Anywhere 1070 0 0 Easy Low string into Burn Knuckle. +30 KD


Medium Starters

Combo Position Damage Drive Super Difficulty Notes
5MP~HK~HK Anywhere 0000/2400 0* 0 Easy Power Dunk Target Combo. Requires CH/PC/DR or a juggle state.
2MK/2MP>236LP/MP Anywhere 1300/1460/2400 0 0 Easy Simple crouching Medium confirm into fireball (mostly safe).
2MK/2MP > 236MK/214MP/623HP Anywhere 1940 0 0 Easy Simple Crouching Medium into riskier follow-ups if blocked.


Heavy Starters

Combo Position Damage Drive Super Difficulty Notes
5HP>236HK>214HP Anywhere 2560 0 0 Easy Corner Carry Combo. +44 KD
5HP>236HK>214HK, 623HP Anywhere 2720 0 0 Easy Bread & Butter Combo. +27 KD
5HP>236HK>236LP, DR~5MP~HK~HK Anywhere 2841 0.5 0 Medium DR extension off of 236HK. DR~5MP can whiff at max range. +25 KD


Punish Counter Combos

Combo Position Damage Drive Super Difficulty Notes
5HK, 5MP~HK~HK Anywhere 3040 0 0 Easy Forget your combo? Target Combo has your back. +25 KD.
5HK, DR~5MP~HK~HK Anywhere 2800 0.5 0 Medium Forget your combo AND out of 5MP range? DR Target Combo has your back. +25 KD.
5HK, 2MP>236K, 236236K (SA1) Anywhere 3500 0 1 Easy Are you okay?
5HP>236HP, 2HP>236PP, 5MP>236K, 2LP>DR~2LP, 2MP, 5LK>236K, 2LP>623HP>236236P (SA3) Corner 5723 5 3 Hard Power Charge loop into SA3 Cash out combo.
2MP>DR~2HP>236HK>236HP, DR~2HP>~236MK, 214214P(SA2)>PP>PP Corner 5800 6 3 Medium Optimal Cash out combo. Will use ALL resources so it better kill.


Drive Impact Combos

Combo Position Damage Drive Super Difficulty Notes
DI, 5MP~HK~HK Anywhere 2690 1 0 Very Easy Forget your punish? Here's a Power Dunk Target Combo. +25 KD
DI, 5HP>236HK>214HP Anywhere 2560 1 0 Easy Corner Carry Combo. +44 KD
DI, 5HP>236HK>214HK, 623HP Anywhere 2720 1 0 Easy Bread & Butter Combo. +27 KD
DI, 5HP>236HK>214KK, 623HP Anywhere 3210 3 0 Easy OD Crack Shoot adds 500 dmg +27 KD
DI, dl.2HP>214KK, 236236K (SA1) Anywhere 3640 3 1 Easy Drive Impact combo into SA1.
DI, dl.2HP>214KK, 623HP>236236P (SA3) Anywhere 4860 3 3 Easy Drive Impact combo into SA3.

Wall Splat (Blocked DI)

Combos performed off of a Blocked DI. NOTE: These combos can also work in Corner Crumple situations if you delay the first hit until the opponent starts to fall (and is considered airborne). Combos will do greater damage (less scaling) if performed off a Crumple as opposed to a Wall Splat.

Combo Position Damage Drive Super Difficulty Notes
5MP~HK~HK Corner 1768 0 0 Very Easy Forget your punish? Here's a Power Dunk Target Combo. +25 KD
2HP>214MK, 623HP Corner 2192 0 0 Easy Basic meterless combo from wallsplat. +27 KD
2HP>236MK, 236236K (SA1) Corner 2640 0 1 Easy Basic SA1 combo from Wallsplat.
2HP>236PP, 236236K (SA1), 236236K (SA1) Corner 3680 2 2 Easy "Double Wolf" combo. SA1 must come out right as you recover from OD Power Wave for the second SA1 to juggle.
2HP>214214P(SA2)>PP, 623HP Corner 3768 3 2 Medium Wallsplat > SA2 combo. +27 KD
2HP>214MPHP>214214P(SA2)>PP, 623PP Corner 4040 6 2 Easy 2-Bar Cashout Combo from Wallsplat.

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>DRC 2MP, 5HP>236HK>214HK, 623HP(>SA3) Anywhere 2129 (3979) 0 0 Easy DRC cashout with 2MK
5HP>236HK>236LP, DR 5MP~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.



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry