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)
2LP is a 4 frame light button with low pushback that can begin a chain hitconfirm. 2LK is a frame slower with more pushback, but hits low for a better chance at opening up the opponent's defense. 5LK cannot be chained into, but has enough speed/range to link reliably in most hitconfirm routes.
The specific chain routes listed above are generally the best in terms of consistency on hit and block. Alternate strings like 2LK > 2LK > 5LP have more pushback and larger gap on block that will trade if the opponent mashes a 4f button. Note that an attempted link to 5LK can be interrupted by the opponent on block, making it less suitable in pressure strings.
Ending with Light Double Knee Press (236LK) will leave the opponent standing and M. Bison at +2 frame advantage, in perfect range for a strike/throw mixup. This is the most consistent ender, and is the only meterless ender that reaches after chaining 3 LPs together.
Ending with 214LP grants a knockdown that plants a Psycho Mine on the opponent. Linking into 5LK is the only way to achieve this from a 3-light hitconfirm, but 5LP/2LP can combo with 2 lights at close range. 214PP also works consistently from any canceled light, giving better cancel options and midscreen oki for 2 Drive bars.
This is M. Bison's basic combo using his 5MP as a starter. Useful after 2MK > Drive Rush starters while still allowing strong pressure if blocked.
Ending with Medium Psycho Mine (214MP) plants a mine, but gives fairly weak/expensive midscreen follow-up pressure like meaty OD Psycho Crusher or a max range Drive Rush button.
Ending with Medium Psycho Crusher ([4]6MP) gives corner carry, a potential SA3 cancel for damage, and meterless midscreen oki with a forward dash (+2). The charge timing is somewhat strict unless you start holding back before the initial 5MP.
Ending with Medium Double Knee Press (236MK) leaves the opponent standing at +3 for a strike/throw mixup, but loses the corner carry and setup potential of other routes.
OD 236KK Extensions
Easy
5MP, 2MP > 236KK, 214HP 5MP, 2MP > 236KK, 5HP > Super Art 1/2/3
Standard routing with an OD Double Knee Press extension, ending with a Heavy Psycho Mine application. Heavy Psycho Mine gives M. Bison some of his best oki, allowing him to Drive Rush in with the normal of his choice, like an auto-timed meaty 5HP (+7 oB) or delayed 5MP/4HK.
Can end with 5HP > SA1/2/3 instead of Psycho Mine if damage is preferred.
Corner OD 236KK Extension
Easy
5MP, 2MP > 236KK, 6HP (bounce), 214LP / 5HP > Super Art 1/2/3
Decent damage, knockdown, oki and applies a Psycho Mine.
Can end with 5HP > SA1/2/3 instead of Psycho Mine if damage is preferred.
Without OD Knee Press, M. Bison can apply HP Psycho Mine (214HP). With OD Knee Press, Bison has a few options for enders afterwards:
3HK for oki without Drive Rush
214HP for Psycho Mine application and Drive Rush oki
5HP > Super Art 1/2/3 for increased damage
Drive Impact
Medium
PCj.HK, DR~5MP~6HP, 214LP / 214PP > Super Art 2/3 PCj.HK, 5HP > Super Art 1/2/3
This combo, with the exception of odd hurtbox interactions, works from any DI length, and is consistent amongst all of them. This is also a very useful meter dumping combo as, thanks to the 5MP~6HP target combo, Bison can end the combo with 214PP, which cancels into Super Art 2/3.
A simple j.HK, 5HP > Super Art 1/2/3 off Drive Impact is a very good way to gain space while not spending drive gauge.
Drive Impact
Easy
DI, 2HP > 214HP
DI, 2HP > 236KK, 6HP (bounce), 214MP
DI, 5MP~6HP > 214LP / 214PP > Super Art 2/3
After a corner DI wallsplat on hit or block. Similar to previous combos, use OD Knee Press (236KK) for extensions. Because the 236KK is connecting on a juggled opponent, the higher launch allows a 214MP ender instead of the usual 214LP. Applies Psycho Mine.
The 5MP~6HP into 214LP deals more damage, but at the cost of being less positive on hit compared to Bison's 214HP ender. How much this matters differs from player to player, as some might capitalise off of the 214LP version better, or have combos or set ups reliant on it. The 214PP into Super Art 2/3 is useful for cashing out in a scenario where someone may struggle to do so, specifically due to the juggle state of the opponent.
Depending on range, may need to remove 5HK and go straight to 2MP or 2MK. For meterless combo, link directly to MK Knee Press for standing oki or MP Psycho Mine to set up the bomb.
PC5HK will crumple the opponent. End with Heavy Psycho Mine for meterless bomb application. Extend with OD Knee Press + Heavy Psycho Mine or 5HP > Super Art 1/2/3 for damage.
Non-Timing Bomb Combos
5HK
Medium Hard
PC5HK, [2]8KK~K, [4]6PP, [2] 8KK~KK, 5HP > Super Art 1/2/3
Does not rely on the timer as OD Pyscho Crusher automatically detonates it, but it does need a decent amount of time on the bomb so that it doesn't automatically detonate. Doesn't have to start in the corner, but after the OD Pyscho Crusher, the opponent must be in the corner to land the OD Head Press. OD Pyscho Crusher grants a lot of screen travel in the combo, hidden behind the short cinematic camera movement.
5MP
Medium
5MP, 2MP > [4]6PP, 214HP / PDR~5MP~6HP, 214MP
Hold back as soon as, or even before the 5MP. You can delay the cancel into [4]6PP a little more than you may initially think.
4HK
Medium
4HK > [4]6HP, 214LP / Super Art 1
Corner only. This combo hitting needs to be planned as you need to charge backwards before the Evil Knee connects. This can be done by doing a frame kill light, or crouch block and manually meaty timing the Evil Knee.