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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)

Beginner Combos

Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Click the tabs above this box to navigate.


These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo.

Basic Light Confirms
Very Easy


2LP/2LK > 2LP > [2]8HK

Basic pressure string that doubles as a confirm. The extra hits can allow time to react to if the starter connected or was blocked.

A quick combo starting from Guile's fastest normal or fastest low, it can be used as a way to get out of a sticky situation, a quick punish, or in your pressure, while ending with a good knockdown.

Recoil Cannon Confirm
Very Easy


5MP~4HP > [4]6P

A strong combo able to convert off of max range hits of Guile's 5MP. Finishing with Sonic Boom makes this safe even on block.

Double Shot Confirm
Easy


(5MP) 2MP~2MP > [2]8HK

This combo requires 5MP to hit relatively closer to Guile. To perform this combo, one must relatively quickly start holding down after inputting 5MP. The Double Shot target combo gives ample time to charge Flash Kick.

Burning Straight Confirm
Very Easy


4HP > [4]6P

Burning Straight is a powerful command normal which allows Guile to maintain back charge. This combo allows Guile to remain safe whether Burning Straight connects with the opponent or if it was blocked.

Guile High Kick Confirm
Very Easy


3HK > [2]8HK

Whiffs on crouching opponents but is Guile's highest damaging meterless route.

Guile Drive Rush Extension
Easy


... > DR > 2HP, 2LP > 2LP > 2LP > [2]8HK

A simple combo for when Guile wants to spend Drive Gauge on adding additional damage to a combo.

Core Combos

Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Guile Light Confirm


2LK > 2LP > 5LK > [2]8HK
Counterhit Light Confirms


CH 2LP, (5MP), 2MP > [2]8HK
5MP to Flash Kick Routes


5MP~4HP > [2]8HK / 5MP, 2MP > [2]8HK
Counterhit Crouching Medium Kick


CH 2MK, [2]8MK
Punish Counter Reverse Spin Kick


PC 6HK, Su1

Combo Theory

WIP

Combo List

Lights

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Anywhere 0 0 0 [2] Easy
Anywhere 0 0 0 [2] Easy
Anywhere 0 0 0 [2] Easy
Anywhere 0 0 0 [3] Medium Somersault Kick can be delayed to build extra charge. seofjsfijsdfoisjdfojsadoifsodifjoasidfoisdfodsijfoidsjfosjdfoisdjfisadofjsdoifdsojfdsoijfodsjfoajgfoawjgoajsfijasfoawefoiawfosf


SF6 Navigation

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