< Street Fighter 6 | Dhalsim
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
Normal Hit
Combo | Position | Damage | Meter | Frame Advantage | Difficulty | Notes |
---|---|---|---|---|---|---|
5LP/2LP/1LK, 2LP > 236HP/236PP | Anywhere | 950/1050 | 0/2 | -2/+49 | Very Easy | Has to be point blank to make sure 2LP into 236HP works. Ending with 236HP leaves you -2, whereas ending with the OD version (236PP) knocks down and leaves you +10 after an immediate teleport. |
5LP/2LP/1LK, 2LP > 63214HK | Anywhere | 1430/1530 | 0 | +42 | Easy | Point blank, same as above. Immediately teleporting after 63214HK will leave you +3. |
5LK > 63214LP | Anywhere | 1020 | 0 | +33 | Easy | Has to be done somewhat close so that 63214LP can reach. |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214HK | Anywhere | 1712-1848 | 3 | +42 | Medium | Standard light confirm BnB. Does more damage, carries further, and doesn't have a range requirement like the other combos, but is meter-hungry. Immediately teleporting after 63214HK will leave you +3. 1HK can be linked after 63214HK in the corner. |
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP, 2HK/236236MP/214214K/236236K | Anywhere | WIP | 5 (+ Super) | +19/31/33/59 | Medium | Same as above but with OD ender (63214PP) , which leads into sweep or any super. Level 2 super requires an immediate cancel, whereas the other enders are links. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2MP, 236HP | Anywhere | 1020 | Very Easy | Has to be close enough so that 236HP can hit, further away they will be forced to block. |
2MP > 63214LP | Anywhere | 1400 | Easy | More damage and knockdown but will whiff when outside of 63214LP range. |
4MP/1MK > 63214HK | Anywhere | 1400 | Easy | More damage and knockdown but will whiff when outside of 63214LP range. |
4MK > 63214MP | Anywhere | 1500 | Easy | |
2MK, 1MK > 63214HK | Anywhere | 1740 | Hard | Has to hit the opponent at max range slide to work. |
j.MK, 4MK > 63214HK | Anywhere | 1820 | Medium | Done when very close to the ground, like after falling from an air teleport. Can also be started with j.MP for less damage. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
1HP > 63214HP | Anywhere | 2000 | Easy | If 1HP hits at further ranges then you'll have to do 63214MP. |
j.HP/j.HK, 1HP > 63214HP | Anywhere | 2280 | Easy |
Drive Impact Punish
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
DI, 4HP > 63214HP | Anywhere | 2520 | Easy | |
DI, 4HP > 63214PP, 2HK | Anywhere | 2780 | Easy | |
DI, 4HP > 63214PP, 236236MP | Anywhere | 3500 | Easy | You can also do 236236HP super for less damage. |
Teleport Openers
Basic Teleport Combo
Medium
8PPP/KKK (instant), 6LP, 4MK>63214HK/63214MP
Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move
Drive Impact Counter
Punch it out
Medium
(in-air) 2LK/MK/HK in front of opponent or at tip of feet, 2LP, 2LP, 2LP
If anticipating drive impact, drill kick to front of opponent and jab it out