Street Fighter 6/Elena/Combos

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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)

Day 1 BnBs

Basic combos to get started.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LP>2LP>2LP>623HK Anywhere 1590 - - Easy Simple light string confirm
2MK~HK>236HK,623MK Corner 2430 - - Easy Simple corner combo
2LK>2LP>2LP>214LK Anywhere 1190 - - Easy Low string to catch people walking away from pressure. Have to cancel 214LK on 1st possible frame or it will not combo.
2MP>214MK Anywhere 1600 - - Easy Safejump from a medium.
j.HP,2HP>214HK, 236MK (>SA3) Anywhere 5280 - - Easy Basic jump-in combo with optional SA3 cancel.
DI (blocked) / PC DI 5HP~HP>623HK Anywhere 2800 - - Easy
PC 214HK~6P~6MK,623HK Anywhere 3380 - - Easy Optimal reversal punish. Can swap 623HK with SA1/SA2/SA3

Drive Impact

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI (Wallsplat), 2MP > 214MK~6P~6MK, 236LK, 623MK Corner 3390
(2888)
1 0 Medium
PC DI, Dash, 5HP~HP, DR~2HP > 214HK, 236MK, 623HK Midscreen
to Corner
3484 2 0 Medium Strong corner carry and damage for only 1 extra Drive bar. Use the dash to time your 5HP so that the opponent becomes airborne. If Elena doesn't reach the corner for 623HK, end the juggle with 214HK > 236HK for almost as much damage while cornering the opponent.





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