< 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 Stribog | |
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 Stribog can whiff, use LP Stribog instead. If using MP Stribog 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. |
Drive rush Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
Any Medium/Heavy Starter > Drive Rush, 2HP > 236HP, 236MK, 22HP > 236236K | Anywhere | ? | Medium | Simple three bars extension from any Medium and above. 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 *canceled* from 22HP, so try to buffer it quickly! Remember, you can setup 214HP while the enemy wakes up. | ||
Drive Rush 2MK/6MK > 2MP > 236MP | Not corner | 2260 | Easy | Basic Drive rush mixup combo |
Drive Impact Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
HPHK (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 | ||
HPHK (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 | ||
HPHK (Wallsplat) > 6HK > 236MP > 5HP > 236MK/22LP | Corner | 3060(2432)/2960(2320) | Easy | Basic corner Drive Impact combo. 236MK does more damage, while 22LP gives a better knockdown wich allows for an OD Portal setup. |
Post Stun Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
HPHK (Stun) > 214P > j.HK/HP > 2HP > 214P (Followup) > 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. | ||
HPHK (Stun), 214P, Dash, HP > 236MK [auto-timed 214P explosion], 6HK > 236MP, HP > 22P | Corner Only | 3790 | Medium | [[1]] |
Punish Counter Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
5HP(PC) > 236HP > 236MK > 22HP | Midscreen | 2780 | Easy | Basic, meterless Punish Counter combo that works at any range. | ||
5HP(PC) > dl DR 5HP > 236HP > 236MK > 22HP | Midscreen | 2822 | Easy | Slightly stronger combo for only one bar, as it uses a raw Drive Rush 5HP. Mostly useful if you hit the 5HP PC at max range, where you lose a hit of 236HP and some damage normally. | ||
5HP (PC) > 214LP+HP > 5MK > 236MP > 214LP+HP (Followup) > j.MK > 5HP > 22MP | Anywhere | 3740 | Medium | Two bars Punish Counter combo that only works when close to the opponent, for blocked reversals and such. Use the MP+HP version if you have a bit of distance (about half a character's width) with your opponent. Does NOT work if you hit 5HP farther than that. | ||
5HP (PC) > 214LP+HP > 5MK > 236MP > 214LP+MP > 5HP > 214HP > dl 236MK > 22HP | Midscreen | 4140 | Hard | [[2]] | Requires JP be very close so ideal after DP whiff/blocked. Can go into Level 3 for 6140 |
Level 2 Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
Any Medium/Heavy Starter > 214214P > 5HK~5HP > 214HP > 5HK~5HP > 236MP > 5HP > 22LP | Anywhere | ? | Easy | Combo extension from most starters using Level 2 instead of Drive Gauge. | ||
Any Medium/Heavy Starter > 214214P > 5HK~5HP > 214LP > Forward Jump > 5HK~5HP > 5HP > 22MP | Anywhere | ? | Easy | Side Switch variation of the above combo, with very small loss of damage. | ||
Any Medium/Heavy Starter > 214214P, 5HK~5HP, 214HP, HP > HPHK, Drive Rush > 6HK > HPHK | Midscreen | ? | Medium | [[3]] | This Lvl2 Super combo is 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). |
Okizeme Focused Combos
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. |
OD Amnesia Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
22KK(throw) > 2MP > 214HP > dl 22HP > 236MK > 22HP | Back in corner | 3430 | Medium | [[4]] | 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 | [[5]] | 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) > 5MK, 214HP > 236MK > 22HP, 236MK > 22HP | Back in corner | 3740 | Hard | https://youtu.be/1-7f9ofkTMg?si=SOeztkU1fPZ0wtRI&t=200 | 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 | |
22KK(throw) > 2MP > 214MP+HP > 214MP (Teleport) > j.MK > (Spike Triggers) > 6HK > 236MP > 5HP > 236MK/22LP | Back in corner | 3350/3300 | Hard | Side-switch combo off OD Amnesia. |