< 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
Light Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LK~2LP~5LP > 623HP 2LP~2LK~5LP > 623HP 5LP~5LP~5LP > 623HP |
Anywhere | 1490 1510 1590 |
0 | 0 | [1] Very Easy | Pressure string and confirm string in one. | |
2LP~2LP, 5LK > 623HP | Anywhere | 1590 | 0 | 0 | [2] Easy | Far light confirm, use 1 less 2LP if farther away. | |
2LP, 214LK, 623MP/623LP | Anywhere | 1770 | 0 | 0 | [3] Medium | 2LP is plus enough to allow linking on reaction into LK tatsu, which itself enables numerous combos. | |
2LP, 5MP~HP > KK > 623K, 623HP | Anywhere | 2080 | 0 | 0 | [3] Medium | Close up midscreen 5MP Link. Maximum damage and side switches. | |
2LP, 5MP~HP > KK > 214K | Anywhere | 1460 | 0 | 0 | [2] Easy | Close up midscreen 5MP link. Corner carry. | |
2LP, 5MP > 214LK, 623MP | Anywhere | 2050 | 0 | 0 | [2] Easy | Close up midscreen 5MP link. Compromise of Damage and Corner Carry with no side swap. | |
2LP, 5MP~HP > 236MK~dl.6HK, 623HP | Corner | 2100 | 0 | 0 | [3] Medium | Close up corner 5MP link. Does more damage than a Jinrai Loop but less stylish. |
Heavy Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 623HP | Anywhere | 2200 | 0 | 0 | [2] 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 | 0 | 0 | [3] Medium | Stand HP harder confirm. Higher damage, better corner carry but harder to confirm. | |
j.HP, 2HP > 214LK > 623MP | Anywhere | 3070 | 0 | 0 | [2] Easy | Max damage Jump-in midscreen. | |
j.HP, 2HP > 236HK~6HK, 623LP | Corner | 3380 | 0 | 0 | [3] Medium | Similar damage to the optimal jump-in corner combo, but without the manually timed Jinrai follow-up. | |
j.HP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP | Corner | 3430 | 0 | 0 | [4] Hard | Max damage Jump-in corner. |
Punish Counter Combos
4f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP, 5MP~HP > KK > 623P | Anywhere | 1970 | 0 | 0 | [2] Easy | ||
2LP, 2HP > KK > 623P | Anywhere | 2190 | 0 | 0 | [4] 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 | 2270 | 0 | 0 | [4] Hard | Max damage 4f Punish Counter |
5f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5MP, 5MP~HP > KK > 623P | Anywhere | 2660 | 0 | 0 | [2] Easy | ||
5MP, 2HP > KK > 623P | Anywhere | 2880 | 0 | 0 | [3] Medium | ||
5MP, 2HP > 214LK, 623MP | Anywhere | 2990 | 0 | 0 | [3] Medium | ||
5MP, 2HP > 236HK~6HK, 623LP | Corner | 3300 | 0 | 0 | [3] Medium | Very similar damage to the optimal punish but significantly easier. | |
5MP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP | Corner | 3350 | 0 | 0 | [4] Hard | Optimal corner grounded punish. Can be linked into supers instead of 623HP. | |
5MP, 2HP > 236HK~dl.6LK, 236LK~6HK > 236236P | Corner | 5065 | 0 | 3 | [4] Hard | Optimal super 3 corner grounded punish. |
6f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2MP, 5MP~HP > KK > 623P | Anywhere | 2780 | 0 | 0 | [3] Medium | ||
2MP, 2MK > 214LK, 623MP | Anywhere | 2810 | 0 | 0 | [3] Medium |
7f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236236P | Anywhere | 4000 | 0 | 3 | [2] Easy | The single 7f punish that is more optimal than 6f meterless combos |
8f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2HP, 2MP > 623HP | Anywhere | 2780 | 0 | 0 | [3] Medium | ||
2HP > KK~LK, 5MP~HP > KK > 623P | Anywhere | 2900 | 0 | 0 | [4] Hard |
10f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP, 2MK > 623HP | Anywhere | 2580 | 0 | 0 | [2] Easy | 2MK doesn't reach at tip range | |
5HP, 2MP > 623HP | Anywhere | 2780 | 0 | 0 | [2] Easy | Medium range combo | |
5HP, 5MP~HP > KK~623P | Anywhere | 2900 | 0 | 0 | [2] Easy | Need to be very close for 5MP to reach | |
5HP > DR~5HP, 2MP > DR~5HP, 5MP~5HP > KK~623K, 236236P | Anywhere | 5306 | 6 | 3 | [3] Medium | Cash out combo with sideswap |
12f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HK, KK > 623P | Anywhere | 2150 | 0 | 0 | [2] Easy | The timing can be a bit tricky due to 5HK's recovery and the need to cancel KK into 623P fairly early. |
23f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
623HK, 2LP, 5MP~HP > KK > 623P | Anywhere | 2720 | 0 | 0 | [3] Medium | Long range punish counter confirm. The ender can be substituted for KK > 214K/623K. | |
623HK, 5MP~HP > KK > 623P | Anywhere | 2780 | 0 | 0 | [2] Easy | Easier version. Slightly less carry without 2LP. The ender can be substituted for KK > 214K/623K. | |
KK > 214K, 2MP > 214LK, 623MP | Anywhere | 3405 | 0 | 0 | [3] Medium | Another long range punish counter confirm. You could alternatively do 5MP ~ 5HP > Run 623P/214K/623K after 214K. | |
KK~214K, 2MP > DR~5HP, 2MP > DR~5HP, 2MP > 623HP > 236236P | Anywhere | 5790 | 6 | 3 | [3] Medium | Cash out combo | |
KK~214K, (2MP > DR~2HP > KK~LK) X2, 2MP > ~236MK~6HK > 236236P | Anywhere | 5900 | 6 | 3 | [3] Hard | Optimal Cash out combo |
26f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI, 5MP~HP > KK, 214K | Anywhere | 2140 | 1 | 0 | [2] Easy | Corner carry, +43 oki. | |
DI, 5HP > KK, 214K | Anywhere | 2440 | 1 | 0 | [2] Easy | Max damage DI 1 bar corner carry, but +3 with no knockdown. | |
DI, 5MP~HP > KK, 623K, 623HP | Anywhere | 2740 | 1 | 0 | [2] Easy | Side switches. | |
DI, 5HP > KK, 623P | Anywhere | 2790 | 1 | 0 | [2] Easy | ||
DI, f~f, 5HP > KK, dl.623K, 623HP | Anywhere | 3140 | 1 | 0 | [3] Medium | Side switches. If you don't delay 623K a bit it goes under the opponent. Max damage DI 1 bar combo. | |
DI, 5HP > 236236P | Anywhere | 4400 | 1 | 3 | [2] Easy | ||
DI, 5HP > KK~HK, 236236P | Anywhere | 4560 | 1 | 3 | [2] Easy | ||
DI, 5HP > 236KK~6HK~6K > 236236K | Anywhere | 3830 | 3 | 2 | [2] Easy | ||
DI, f~f, 5HP > KK, dl.623K, 236236P | Anywhere | 4570 | 1 | 3 | [3] Medium | Side switches. Delay 623K for at least 3 frames or else 623K or 236236P whiffs. After the first 3 frames you have a comfortable 9 frame window, so it's pretty consistent. |
Jinrai Loops
Welcome to the slippery slope | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5MP~HP > 236LK~dl.6LK, 236LK~6LK, 623HP | Corner | 2330 | 0 | 0 | [4] 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 | Corner | 2600 | 0 | 0 | [4] Hard |
Dragonlash Loops
The slope opens to the sheer rock of tech | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
(5HP > 623MK, 2LP, 5MP > DRC)x2, 5HP > 623MK, 2LP, 5MP~HP > KK~623K, 236236P | Anywhere | 5511 | 6 | 3 | [4] Hard | ONLY OFF A COUNTER, PUNISH COUNTER, OR STRAY DRIVE RUSH 5HP ON A CROUCHING OPPONENT! This is a flashy and damaging combo that can almost go corner to corner. It is very easy to stop early if you don't want to burn out. | |
(5HP > 623MK, 2LP, 5MP > DRC)x2, 5HP > 623MK, 2LP, 5MP~HP > 236LK~dl.6LK, 236LK~6HK > 236236P | Corner | 5599 | 6 | 3 | [4] Hard | Loopception. As with all Dragonlash combos, they must be crouching. This keeps the corner and does 88 more damage for a much tighter ender. Will you fight? Or will you perish like a dog? |