< Street Fighter 6 | Ken
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) |
Normal Hit Meterless
Light Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LK~2LP~5LP > 623HP 2LP~2LK~5LP > 623HP 5LP~5LP~5LP > 623HP |
Anywhere | 1490 1510 1590 |
0 | 0 | [1] Very Easy | Pressure string and confirm string in one. | |
2LP~2LP, 5LK > 623HP | Anywhere | 1590 | 0 | 0 | [2] Easy | Far light confirm, use 1 less 2LP if farther away. | |
2LP, 214LK, 623MP/623LP | Anywhere | 1770 | 0 | 0 | [3] Medium | 2LP is plus enough to allow linking on reaction into LK tatsu, which itself enables numerous combos. | |
2LP, 5MP~HP > KK > 623K, 623HP | Anywhere | 2080 | 0 | 0 | [3] Medium | Close up midscreen 5MP Link. Maximum damage and side switches. | |
2LP, 5MP~HP > KK > 214K | Anywhere | 1460 | 0 | 0 | [2] Easy | Close up midscreen 5MP link. Corner carry. | |
2LP, 5MP > 214LK, 623MP | Anywhere | 2050 | 0 | 0 | [2] Easy | Close up midscreen 5MP link. Compromise of Damage and Corner Carry with no side swap. | |
2LP, 5MP~HP > 236MK~dl.6HK, 623HP | Corner | 2100 | 0 | 0 | [3] Medium | Close up corner 5MP link. Does more damage than a Jinrai Loop but less stylish. |
Heavy Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 623HP | Anywhere | 2200 | 0 | 0 | [2] Easy | Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety. | |
5HP > KK > 623P | Anywhere | 2500 | 0 | 0 | [3] Medium | Stand HP harder confirm. Higher damage, better corner carry but harder to confirm. | |
j.HP, 2HP > 214LK > 623MP | Anywhere | 3070 | 0 | 0 | [2] Easy | Max damage Jump-in midscreen. | |
j.HP, 2HP > 236HK~6HK, 623LP | Corner | 3380 | 0 | 0 | [3] Medium | Similar damage to the optimal jump-in corner combo, but without the manually timed Jinrai follow-up. | |
j.HP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP | Corner | 3430 | 0 | 0 | [4] Hard | Max damage Jump-in corner. |
Punish Counter Combos
4f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP, 5MP~HP > KK > 623P | Anywhere | 1970 | 0 | 0 | [2] Easy | ||
2LP, 2HP > KK > 623P | Anywhere | 2190 | 0 | 0 | [4] Hard | 4f Punish Counter with Ken's run ender. 2LP can be switched with 5LP for additional range all KK > enders can be used; KK > 214K for corner carry, KK > 623P for damage, and KK > 623K > 623HP for a sideswitch. | |
2LP, 2HP > 214LK, 623MP | Anywhere | 2270 | 0 | 0 | [4] Hard | Max damage 4f Punish Counter |
5f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5MP, 5MP~HP > KK > 623P | Anywhere | 2660 | 0 | 0 | [2] Easy | ||
5MP, 2HP > KK > 623P | Anywhere | 2880 | 0 | 0 | [3] Medium | ||
5MP, 2HP > 214LK, 623MP | Anywhere | 2990 | 0 | 0 | [3] Medium | ||
5MP, 2HP > 236HK~6HK, 623LP | Corner | 3300 | 0 | 0 | [3] Medium | Very similar damage to the optimal punish but significantly easier. | |
5MP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP | Corner | 3350 | 0 | 0 | [4] Hard | Optimal corner grounded punish. Can be linked into supers instead of 623HP. | |
5MP, 2HP > 236HK~dl.6LK, 236LK~6HK > 236236P | Corner | 5065 | 0 | 3 | [4] Hard | Optimal super 3 corner grounded punish. |
6f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2MP, 5MP~HP > KK > 623P | Anywhere | 2780 | 0 | 0 | [3] Medium | ||
2MP, 2MK > 214LK, 623MP | Anywhere | 2810 | 0 | 0 | [3] Medium |
7f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236236P | Anywhere | 4000 | 0 | 3 | [2] Easy | The single 7f punish that is more optimal than 6f meterless combos |
8f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2HP, 2MP > 623HP | Anywhere | 2780 | 0 | 0 | [3] Medium | ||
2HP > KK~LK, 5MP~HP > KK > 623P | Anywhere | 2900 | 0 | 0 | [4] Hard |
10f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP, 2MK > 623HP | Anywhere | 2580 | 0 | 0 | [2] Easy | 2MK doesn't reach at tip range | |
5HP, 2MP > 623HP | Anywhere | 2780 | 0 | 0 | [2] Easy | Medium range combo | |
5HP, 5MP~HP > KK~623P | Anywhere | 2900 | 0 | 0 | [2] Easy | Need to be very close for 5MP to reach | |
5HP > DR~5HP, 2MP > DR~5HP, 5MP~5HP > KK~623K, 236236P | Anywhere | 5306 | 6 | 3 | [3] Medium | Cash out combo with sideswap |
12f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HK, KK > 623P | Anywhere | 2150 | 0 | 0 | [2] Easy | The timing can be a bit tricky due to 5HK's recovery and the need to cancel KK into 623P fairly early. |
23f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
623HK, 2LP, 5MP~HP > KK > 623P | Anywhere | 2720 | 0 | 0 | [3] Medium | Long range punish counter confirm. The ender can be substituted for KK > 214K/623K. | |
623HK, 5MP~HP > KK > 623P | Anywhere | 2780 | 0 | 0 | [2] Easy | Easier version. Slightly less carry without 2LP. The ender can be substituted for KK > 214K/623K. | |
KK > 214K, 2MP > 214LK, 623MP | Anywhere | 3405 | 0 | 0 | [3] Medium | Another long range punish counter confirm. You could alternatively do 5MP ~ 5HP > Run 623P/214K/623K after 214K. | |
KK~214K, 2MP > DR~5HP, 2MP > DR~5HP, 2MP > 623HP > 236236P | Anywhere | 5790 | 6 | 3 | [3] Medium | Cash out combo | |
KK~214K, (2MP > DR~2HP > KK~LK) X2, 2MP > ~236MK~6HK > 236236P | Anywhere | 5900 | 6 | 3 | [3] Hard | Optimal Cash out combo |
26f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI, 5MP~HP > KK, 214K | Anywhere | 2140 | 1 | 0 | [2] Easy | Corner carry, +43 oki. | |
DI, 5HP > KK, 214K | Anywhere | 2440 | 1 | 0 | [2] Easy | Max damage DI 1 bar corner carry, but +3 with no knockdown. | |
DI, 5MP~HP > KK, 623K, 623HP | Anywhere | 2740 | 1 | 0 | [2] Easy | Side switches. | |
DI, 5HP > KK, 623P | Anywhere | 2790 | 1 | 0 | [2] Easy | ||
DI, f~f, 5HP > KK, dl.623K, 623HP | Anywhere | 3140 | 1 | 0 | [3] Medium | Side switches. If you don't delay 623K a bit it goes under the opponent. Max damage DI 1 bar combo. | |
DI, 5HP > 236236P | Anywhere | 4400 | 1 | 3 | [2] Easy | ||
DI, 5HP > KK~HK, 236236P | Anywhere | 4560 | 1 | 3 | [2] Easy | ||
DI, 5HP > 236KK~6HK~6K > 236236K | Anywhere | 3830 | 3 | 2 | [2] Easy | ||
DI, f~f, 5HP > KK, dl.623K, 236236P | Anywhere | 4570 | 1 | 3 | [3] Medium | Side switches. Delay 623K for at least 3 frames or else 623K or 236236P whiffs. After the first 3 frames you have a comfortable 9 frame window, so it's pretty consistent. |
Jinrai Loops
Welcome to the slippery slope | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5MP~HP > 236LK~dl.6LK, 236LK~6LK, 623HP | Corner | 2330 | 0 | 0 | [4] Hard | Only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP. | |
236HK~dl.6LK, 236LK~6LK, 623HP | Corner | 2600 | 0 | 0 | [4] Hard |
Dragonlash Loops
The slope opens to the sheer rock of tech | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
(5HP > 623MK, 2LP, 5MP > DRC)x2, 5HP > 623MK, 2LP, 5MP~HP > KK~623K, 236236P | Anywhere | 5511 | 6 | 3 | [4] Hard | ONLY OFF A COUNTER, PUNISH COUNTER, OR STRAY DRIVE RUSH 5HP ON A CROUCHING OPPONENT! This is a flashy and damaging combo that can almost go corner to corner. It is very easy to stop early if you don't want to burn out. | |
(5HP > 623MK, 2LP, 5MP > DRC)x2, 5HP > 623MK, 2LP, 5MP~HP > 236LK~dl.6LK, 236LK~6HK > 236236P | Corner | 5599 | 6 | 3 | [4] Hard | Loopception. As with all Dragonlash combos, they must be crouching. This keeps the corner and does 88 more damage for a much tighter ender. Will you fight? Or will you perish like a dog? | |
5HP > 623KK, 2LP, 5MP > DRC, 5HP > 623MK, 2LP, 2LP, 5MP > DRC, 5HP > 623MK, 2LP, 2LP, 5MP~HP >
236LK~dl.6LK, 236LK~6HK > 236236P |
Corner | 5617 (5777 CH) | 6 | 3 | [4] Hard | Even longer loop that doesn't require CH or PC. Does 18 more damage than the previous combo on normal hit and 178 more on CH. the 5HP starter can be replaced with PC 2MK, so this technically can be used as a whiff punish combo. Also builds a bar of meter, so it can be done with 2 bars. |