Essentially the same as his jump-in combo.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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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) |
Akuma's fireballs have three levels of charge and will be notated as such:
A general introduction to some core Akuma combo concepts. All Tatsus require a standing opponent, and 5MK neatly forces stand. Juggling into 2HK is better for okizeme and 623HP is better for damage.
Akuma can link 2LP into 5LK, his longest-reaching light normal. Otherwise, he only gets two light normals in a sequence before being pushed out of range.
Essentially the same as his jump-in combo.
This juggle route is relatively common for Akuma.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP>2LP>2LP>623HP | Anywhere | 1650 | - | - | Easy | Simple light string confirm | |
5LP>2LK>2LP>214LK,2HK | Anywhere | 1310 | - | - | Easy | Useful low string to catch opponents walking away from pressure. Ends with a safejump or double dash oki. 214LK will whiff in very rare case opponent was crouching but not blocking. | |
2MP,2MP>214MP~6P | Anywhere | 2260 | - | - | Easy | Slightly more reliable at longer range for less damage. 2nd 2MP still whiffs at max range | |
2MP,5MP~MP>214MP~6P | Anywhere | 2540 | - | - | Easy | TC will whiff at max range. | |
5HK,5MK>214LK,2HK | Anywhere | 2520 | - | - | Easy | Basic 5HK conversion. Can replace 214LK with 214HK for corner carry. Replace 2HK with 623HP for damage | |
5HP>214HP~6P | Anywhere | 2180 | - | - | Easy | Basic most reliable poke conversion | |
j.HK,5HK,5MK>214LK,623HP | Anywhere | 3050 | - | - | Medium | Best driveless, meterless deep jump-in, | |
DI (blocked) 2HP>214MK,623LP | Corner | 2136 | - | - | Medium | Easy, maybe best meterless/driveless DI wallsplat combo. Credit to Notz's spreadsheet | |
PC DI 2HP>214HK | Anywhere | 2800 | - | - | Easy | Easy combo with great corner carry |
214PP wallsplats can be extended starting from ~32% screen. At max range you will need to DR into long normals, but these will whiff up close.
Damages will differ from below depending on the initial normal used.
214PP Wall splats | |||||||
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Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
214PP~6P, DR 6HP~6HP~HK | ~32% to 25% | 2405 | 3 | 0 | Easy | Easy extension | |
214PP~6P, DR 5HP>236LP,623HP | ~32% to 25% | 2719 | 3 | 0 | Easy | Slightly harder extension for more damage. | |
214PP~6P,4HK>236[HP](lvl.2), 214HK | Corner | 3060 | 2 | 0 | Medium | Simple extension requiring timing with lvl.2 fireball | |
214PP~6P,4HK>236[HP](lvl.2), DR 2HP>214MK,623LP>SA3 | Corner | 5064 | 2 | 0 | Hard | Difficult extension with lvl.2 fireball into DR that allows for SA3 finisher. Can also replace 236[HP](lvl.2) with 236[PP](lvl.2) for easier charge timing |
It's important to have moves that force stand to allow for all combo enders. 2HP and 4HK have notably higher damage, the former has less scaling and the latter has juggle properties.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP>DRC 2LP, 2HP | Anywhere | 3 | - | Easy | Light extension that forces stand, allowing for more ender options. | ||
2MK/5MP>DRC 2MP, 2HP/5HP/4HK | Anywhere | 3 | - | Easy | These medium buttons need DRC 2MP before accessing heavies. | ||
5MP~MP/2MP>DRC 6HP, 2HP | Anywhere | 3 | - | Easy | TC and 2MP can DRC into heavy extension | ||
Heavy>DRC 6HP, 2HP | Anywhere | 3 | - | Easy | Heavy extension. |
4HK can be used as an anti-air that can combo. Easiest extension is 236[MP](lvl.2) which can be followed up by DR if not too far. Can also cancel into Demon Raid (236K/KK) for additional follow-ups.
j.MP can be used to air-to-air combo into normal or EX fireball. Extensions are done with DR 4HK after landing for additional juggles. Alternatively can end with DR 5HP>214MK/214HK for simplicity.
5HK can be used as long-range anti-air and will combo into SA1
Combo | Notes |
---|---|
PC 2LP, 5HP | Max range Punish Counter starter |
PC 2LP, 2HP | More optimal close range starter |
Combo | Notes |
---|---|
PC 5LK>214MP~6P/214PP~6P | For 5f punishes that require more reach than 4f jab |
PC 5LK>214MK/214LK,2HK | Can also go into L/M tatsu if the opponent is standing (Ken Jinrai low follow-up) |
Combo | Notes |
---|---|
PC 2MP, 5HP | Long range starter, but 5HP will whiff at max range |
PC 2MP, 2HP | Close range optimal starter |
PC 2MP, 214HP~6P | Longest range 6f punish |
Combo | Notes |
---|---|
Akuma doesn't get anything better than 6f punishes at 7f |
Combo | Notes |
---|---|
PC 2MK>214HP~6P | Akuma can cancel into Heavy Adamant Flame on PC. Useful for longer range punishes. |
Starting with 1st hit of Heavy Adamant flame is optimal for reversals. Can cancel into DRC or other enders of choice.
This list is not exhaustive and is meant to demonstrate a few possible routes with different resources.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC DI 5HK,5MK>214HK | Anywhere | 2820 | - | - | Easy | Slightly more optimal than Day 1 version for better corner carry. | |
PC DI 4HK>236LP,DR 5HP>214HP~6P | Anywhere | 3080 | 1 | - | Easy | 1 drive, a little more damage. Can replace 214HP~6P for 214HK more corner carry (~50%) and 3002 dmg | |
PC DI 4HK>236KK~214K, 214HK/623LP>SA3 | Anywhere | 3310 (5060) | 3 | 0 (3) | Medium | For 2 extra bar you can get more damage and corner carry. Can alternatively start with 4HK>214KK for easier execution. After OD Adamant Flame replace with L DP for SA3 cancel. Credit to Notz's spreadsheet. | |
PC DI 2HP>214HP~6P, 623HP | Corner | 3120 | 1 | - | Easy | Driveless meterless corner variation | |
PC DI 2HP>214HP~6P, 4HK>236[HP](lvl2), 214HK | Corner | 3710 | 3 | - | Easy | For 2 extra drive get more damage. | |
DI (blocked) 2HP>214MK,623LP>SA3 | Corner | 4138 | 1 | 3 | Medium | ||
DI (blocked) 4HK>236LP(lvl.2),214HK | Corner | 2940 | - | - | Medium | Simple meterless driveless route that does not require too precise fireball timing. | |
DI (wallsplat) 2HP>214MK,623LP>SA3 | Corner | 4770 | 1 | 3 | Medium | If opponent does not block the DI, this combo gets more damage. | |
DI (wallsplat) 4HK>236[HP](lvl.2),214MK,623LP>SA3 | Corner | 4970 | 1 | 3 | Hard | Harder version than above for more damage. Tight timing on tatsu and fireball. | |
DI (stun) j.HP,2HP>214PP~6P,4HK>236[HP](lvl.2),214HK | Corner | 3020 | 3 | - | Medium |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DR 6MP, 5MK>214LK,623HP | Anywhere | 2680 | 1 | - | Easy | Drive Rush overhead combo to start offense. KD +29 | |
DR 6MP, 5MK>214HK | Anywhere | 2580 | 1 | - | Easy | Alternatively end with 214HK for more corner carry and better oki (KD +33). |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC 5HK,2HP>Ender of choice | Anywhere | - | - | - | Medium | 5HK is your ideal shimmy button | |
PC 214HP,4HK>214KK,214HK | Anywhere | 3800 | 2 | - | Medium | High damage DP punish midscreen for 2 drive bars | |
PC 214HP,2HP>214PP~6P,2HP>214MK,623LP>SA3 | Corner | 6400 | 2 | 3 | Medium | An easier DP punish route in the corner that does not require tight fireball timings. |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 2LP,5MK>214LK, 2HK/623HP | Anywhere | 1790(2090) | - | - | Medium | At max range, should go into sweep as DP will whiff. |
Street Fighter 6 (SF6) |
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