< Street Fighter 6 | Terry
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
Light Starters
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5LK/2LP>236LK/214MP | Anywhere | 1070 | 0 | 0 | Easy | Simple 2-hit Light>Special confirm. L Power Charge +3/+4 oH. +30 KD |
5LP>5LP>5LP>623HP | Anywhere | 1530 | 0 | 0 | Easy | Basic Far-Light confirm into DP. +27 KD |
2LK>2LP>2LP>236LK | Anywhere | 1070 | 0 | 0 | Easy | Low string looping into +3 strike/throw but very unsafe oB -9. |
2LK>2LP>214MP | Anywhere | 1070 | 0 | 0 | Easy | Low string into Burn Knuckle. +30 KD |
Medium Starters
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5MP~HK~HK | Anywhere | 0000/2400 | 0* | 0 | Easy | Power Dunk Target Combo. Requires CH/PC/DR or a juggle state. |
2MK/2MP>236LP/MP | Anywhere | 1300/1460/2400 | 0 | 0 | Easy | Simple crouching Medium confirm into fireball (mostly safe). |
2MK/2MP > 236MK/214MP/623HP | Anywhere | 1940 | 0 | 0 | Easy | Simple Crouching Medium into riskier follow-ups if blocked. |
Heavy Starters
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5HP>236HK>214HP | Anywhere | 2560 | 0 | 0 | Easy | Corner Carry Combo. +44 KD |
5HP>236HK>214HK, 623HP | Anywhere | 2720 | 0 | 0 | Easy | Bread & Butter Combo. +27 KD |
5HP>236HK>236LP, DR~5MP~HK~HK | Anywhere | 2841 | 0.5 | 0 | Medium | DR extension off of 236HK. DR~5MP can whiff at max range. +25 KD |
Punish Counter
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5HK, 5MP~HK~HK | Anywhere | 3040 | 0 | 0 | Easy | Forget your combo? Target Combo has your back. +25 KD. |
5HK, DR~5MP~HK~HK | Anywhere | 2800 | 0.5 | 0 | Medium | Forget your combo AND out of 5MP range? DR Target Combo has your back. +25 KD. |
5HK, 2MP>236K, 236236K (SA1) | Anywhere | 3500 | 0 | 1 | Easy | Are you okay? |
5HP>236HP, 2HP>236PP, 5MP>236K, 2LP>DR~2LP, 2MP, 5LK>236K, 2LP>623HP>236236P (SA3) | Corner | 5723 | 5 | 3 | Hard | Power Charge loop into SA3 Cash out combo. |
2MP>DR~2HP>236HK>236HP, DR~2HP>~236MK, 214214P(SA2)>PP>PP | Corner | 5800 | 6 | 3 | Medium | Optimal Cash out combo. Will use ALL resources so it better kill. |
Drive Impact
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
DI, 5MP~HK~HK | Anywhere | 2690 | 1 | 0 | Easy | Forget your punish? Here's a Power Dunk Target Combo. +25 KD |
DI, 5HP>236HK>214HP | Anywhere | 2560 | 1 | 0 | Easy | Corner Carry Combo. +44 KD |
DI, 5HP>236HK>214HK, 623HP | Anywhere | 2720 | 1 | 0 | Easy | Bread & Butter Combo. +27 KD |
DI, 5HP>236HK>214KK, 623HP | Anywhere | 3210 | 3 | 0 | Easy | OD Crack Shoot adds 500 dmg +27 KD |
DI, dl.2HP>214KK, 236236K (SA1) | Anywhere | 3640 | 3 | 1 | Easy | Drive Impact combo into SA1. |
DI, dl.2HP>214KK, 623HP>236236P (SA3) | Anywhere | 4860 | 3 | 3 | Easy | Drive Impact combo into SA3. |
Wall Splat (Blocked DI)
Combos performed off of a Blocked DI. These combos can also be used in Crumple situations in the corner if you delay the first hit. (eg. CH DI or a Punish Counter that crumples.)
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5MP~HK~HK | Corner | 1768 | 0 | 0 | Very Easy | Forget your punish? Here's a Power Dunk Target Combo. +25 KD |
2HP>214MK, 623HP | Corner | 2192 | 0 | 0 | Easy | Basic meterless combo from wallsplat. |
2HP>236MK, 236236K (SA1) | Corner | 2640 | 0 | 1 | Easy | Basic SA1 combo from Wallsplat. |
2HP>236PP, 236236K (SA1), 236236K (SA1) | Corner | 3680 | 2 | 2 | Easy | "Double Wolf" combo. |
2HP>214214P(SA2)>PP, 623HP | Corner | 3680 | 3 | 2 | Medium | Wallsplat > SA2 combo. |
2HP>214PP>214214P(SA2)>PP, 623PP | Corner | 4040 | 6 | 2 | Easy | 2-Bar Cashout Combo from Wallsplat. |
Day 1 Combo Dump
Combo | Position | Damage | Drive | Super | Difficulty | Notes | |
---|---|---|---|---|---|---|---|
5LP>5LP>5LP>623HP | Anywhere | 1530 | 0 | 0 | Easy | A simple light confirm. | |
2LK>2LP>2LP>236LK | Anywhere | 1070 | 0 | 0 | Easy | Low string looping into +3 strike/throw but very unsafe oB -9 | |
5MP | Anywhere | 1000 | 0 | 0 | Very Easy | Simple Combo starting with 5MP | |
2MK>DRC 2MP, 5HP>236HK>214HK, 623HP(>SA3) | Anywhere | 2129 (3979) | 0 | 0 | Easy | DRC cashout with 2MK | |
5HP>236HK>236LP, DR 5MP~HK~HK | Anywhere | 2841 | 0 | 0 | Medium | DR Extension for 236HK. Can whiff if at max 5HP range. | |
j.HP, 5HP>236HK>214HK, 623HP | Anywhere | 1000 | 0 | 0 | Easy | Common heavy combo structure. If you delay HDP you can get more damage | |
DI (blocked), 2HP>214MK, 623HP | Corner | 2192 | 1 | 0 | Easy | Simple combo starting with Drive Impact | |
PC DI, delay, MP~HK~HK | Anywhere | 2590 (2690) | 1 | 0 | Easy | Simple combo starting with Drive Impact, requiring small delay. Frame-perfect TC does more dmg. | |
PC DI, 5HP>236HK>214HP | Anywhere | 2560 | 0 | 0 | Easy | Simple combo starting with Drive Impact. Corner Carry +44KD. | |
PC DI, 5HP>236HK>214HK, 623HP | Anywhere | 2720 | 0 | 0 | Easy | Simple combo starting with Drive Impact | |
PC DI, 5HP>236HK>214KK, 623HP | Anywhere | 3210 | 2 | 0 | Easy | Simple combo starting with Drive Impact | |
PC DI, delay 2HP>214KK, 236236K | Anywhere | 3640 | 2 | 1 | Easy | Simple combo starting with Drive Impact into SA1. | |
PC DI, delay 2HP>214KK, 623HP(>SA3) | Anywhere | 4860 | 2 | 3 | Easy | Simple cashout combo starting with Drive Impact into SA3. |