Street Fighter 6/A.K.I./Combos

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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)

Day 1 Combos

Jump-In Combos
Easy


j.MK, 5MK, 5MP > 214HP/236HP
j.HK, 5HK > 2PP~K, 2LP > 2LP > 214HP/236HP

Both combos show some of AKI's basic normal hit combos. The first shows off the 5MK 5MP link. Get familiar with 5MP, it's a core part of how her combo structure works. The second combo is a little longer, but can also be used after Punish Counter Drive Impact.

Either special works as an ender, but only 236HP works as an extender. This will be detailed later, but keep it in mind. For now, just try and get one of these consistent.

Lights into a Knockdown
Very Easy


2LP > 2LP > 2LP > 214HP/236HP
5LP~LP > 214HP/236HP
2LK > 2LP > 214HP/236HP
Drive Impact
Easy


PC DI, 5HK > 2PP~K, 2LP > 2LP > 214HP/236HP

Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.

Drive Impact
Easy


DI,

Links and Starters

Normal Hit

Links and Chains
Combo Notes
5LP~LP General-purpose close-range TC. Slightly slower than 2LP but good as a check regardless.
2LK/2LP > 2LP Starting with 2LP allows for a third 2LP to chain before being pushed out of range.
5MK, 5MP AKI's main medium starter link.
2MK, 2LP Alternate medium starter link. Whenever this is in range to work, 2LK > 2LP is always better.
5HK > 2PP~K, 2LP*n AKI's highest damage normal hit starter. 236PP can be used instead of 2PP~K to apply Poison.
2MP > 236LP/236PP Converts a poke into a little more damage.

Counterhit

Punish Counter/Drive Rush

Picking an Ender

Combo Extensions


SF6 Navigation

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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Elena
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Elena
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry