< Street Fighter 6 | JP
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) |
Bread and Butter Combos
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
2LK ~ 2LP ~ 2LP > 236LP | Anywhere | 1410 | Very Easy | Simple low confirm into LP Striborg | |
5HK, 2MP > 236MP | Anywhere | 2360 | Easy | Best meterless combo midscreen, but works anywhere. Confirmable after jump-ins or Drive Impact crumples. At maximum range, 2MP into MP Striborg can whiff, use LP Striborg instead. If using MP Striborg in the corner, you can juggle level 1 at the end. | |
5HK ~ 5HP > 236MP | Anywhere | 2260 | Very Easy | If 5HK is used at max range, 2MP will whiff. Target combo is a bit weaker but is more reliable at long-range. | |
6HK > 236HP, 5HP > 22LP | Corner | 2900 | Easy | Staple corner combo using 6HK's launch. | |
5HP(PC) > dl DR 5HP > 236HP > 236MK > 22HP | Midscreen | 2822 | Easy | Basic punish counter combo. requires non Drive rush cancel. Can go directly into 236HP if you do not have drive gauge and are close enough | |
Drive Rush 2MK/6MK > 2MP > 236MP | Not corner | 2260 | Easy | Basic Drive rush mixup combo | |
Drive Impact(PC) > 236HP > 236MK > 22HP | Not corner | 2780 | Very easy | Basic Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2 | |
Drive Impact(PC) > dash(to stall) > 5HP > 236HP > 236MK > 22HP | Not corner | 3160 | Easy | Optimal Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2 | |
Drive Impact > 6HK > 236MP > 5HP > 236MK | Corner | 3060(2432) | Easy | Basic corner drive impact combo which can be modified for okizeme or for higher damage at the cost of resources | |
Drive Impact(Stun) > 214P > j.HK/HP > 2HP > spike > 236HP > 5HP > 236KK > 22HP | Corner | 3600(3000) | Easy | Stun combo that gives the option to go into 214P setups, level 1, or 236LP > level 3. | |
22KK(throw) > 2MP > 214HP > dl 22HP > 236MK > 22HP | Back in corner | 3430 | Medium | [[1]] | If you land a successful OD parry(22KK) off throw you are able to get a combo that can go into level 3 with 22HP or level 2 if you use 22PP for the last hit |
22KK(throw) > 2MP > 214HP > 214HP(trigger) > walk forward 6HK > 236HP > 236MK > 22HP | Back in corner | 3500 | Hard | [[2]] | If you land a successful OD parry(22KK) off throw you are able to get a combo that can go into level 3 with 22HP or level 2 if you use 22PP for the last hit |
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
5HK, 2MP > Drive Rush, 2HP > 236HP, 236MK, 22HP > 236236K | Anywhere | 3262 +2000 | Medium | Simple three bars extension from 2MP. The opponent is left at full screen, forcing them to play your zoning mini-game. Add Level 3 super to the end for an additional 2,000 damage (note that Lvl3 Super must be *cancelled* from 22HP, so try to buffer it quickly! Remember, you can setup 214HP while the enemy wakes up. | ||
HK > HP, 214214P, HK > HP, 214HP, HP > Drive Impact, Drive Rush > 6HK > Drive Impact | Midscreen | 3657 | Medium | [[3]] | This Lvl2 Super combo is most useful for its corner carry & directly attacking the opponent's drive gauge. JP's tools are oppressive against burned-out opponents and this combo depletes 4 bars (5 if started from a DI-counter). |
Combo | Position | Damage | Difficulty | Notes | |
---|---|---|---|---|---|
Drive Impact > 6HK > 236MP > 5HP > 236KK > 22P > 214P(oki) | Corner | 3280(2704) | Medium | less damage if they blocked the Drive impact. Oki situation that leaves JP +3 if done correctly. Using throw from this gives another combo and oki situation | |
(X) > 236HP > 5HP > 236KK > 22P > 214P(oki) | Corner | ? | Easy | DR 5HP > 236HP or 236HP hitting an opponent during a blockstring are the most likely ways it will be setup. |
Combo | Position | Drive cost | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|---|
5HP(PC) > 214PP(LP+HP) > 5MK > 236MP > 214PP(LP+MP) > 5HP > 214P > dl 236MK > 22HP | Midscreen | 4 | 4140 | Hard | [[4]] | Requires JP be very close so ideal after DP wiff/blocked. Can go into Level 3 for 6140 |