< Street Fighter 6 | Elena
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) |
Day 1 BnBs
Basic combos to get started.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP>2LP>2LP>623HK | Anywhere | 1590 | - | - | Easy | Simple light string confirm | |
2MK>HK>236HK>623HK | Corner | 2430 | - | - | Easy | Simple corner combo | |
2LK>2LP>2LP>214LK | Anywhere | 1190 | - | - | Easy | Low string to catch people walking away from pressure. Have to cancel 214LK on 1st possible frame or it will not combo. | |
2MP>214MK | Anywhere | 1600 | - | - | Easy | Safejump from a medium. | |
j.HP,2HP>214HK, 236MK (>SA3) | Anywhere | 5280 | - | - | Easy | Basic jump-in combo with optional SA3 cancel. | |
DI (blocked) / PC DI 5HP~HP>623HK | Anywhere | 2800 | - | - | Easy | ||
PC 214HK~6P~6MK,623HK | Anywhere | 3380 | - | - | Easy | Optimal reversal punish. Can swap 623HK with SA1/SA2/SA3 |
Drive Impact
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI (Wallsplat), 2MP > 214MK~6P~6MK, 236LK, 623MK | Corner | 3390 (2888) |
1 | 0 | Medium | ||
PC DI, Dash, 5HP~HP, DR~2HP > 214HK, 236MK, 623HK | Midscreen to Corner |
3484 | 2 | 0 | Medium | Strong corner carry and damage for only 1 extra Drive bar. Use the dash to time your 5HP so that the opponent becomes airborne. If Elena doesn't reach the corner for 623HK, end the juggle with 214HK > 236HK for almost as much damage while cornering the opponent. |