< 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~HP (Power Drive Target Combo) | Anywhere | 1400 | 0 | 0 | Very Easy | Knocks down on hit (+29) |
5MP~HK~HK (Power Dunk Target Combo) | Anywhere | 2350/2490 | 0* | 0 | Very Easy | Requires CH/PC/DR or a juggle state for 5MP~HK to combo. Reference point for damage. |
2MK>236LP/236MP | Anywhere | 980/1060 | 0 | 0 | Easy | Classic Crouching MK > Fireball combo. Good for checking ankles.
|
2MP>236LP/236MP | Anywhere | 1200/1300 | 0 | 0 | Easy | Faster and safer version of above combo, albeit w/ shorter range.
|
2MK>214MP/623HP | Anywhere | 1300/1540 | 0 | 0 | Easy/Medium | |
2MP>214MP/623HP | Anywhere | 1600/1900 | 0 | 0 | Easy/Medium | |
2MP>236LK, 2LP>5LP>623HP | Anywhere* | 2340 | 0 | 0 | Medium | Power Charge must connect at max range to link into 2LP. Builds 1/4 SA Gauge. |
2MP>236MK, 236236K (SA1) | Anywhere | 2800 | 0 | 1 | Easy | Simple confirm into Buster Wolf.
|
2MP>DR~2HP>236HK>236HP, DR~2HP>236MK, 214214P(SA2)~PP~PP | Corner | 5579 | 7* | 3 | Medium | Optimal Cash out combo w/o CA. Will use ALL resources so hope it kills. |
2MP>DR~2HP>236HK>236HP, DR~2HP>236MK, 623HP>236236P (SA3) | Corner | 5274(5624) | 4 | 3 | Medium | Variation of above combo using SA3. Optimal w/ Critical Art. |
Heavy Starters
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5HP>236HK>214HP | Anywhere | 2160 | 0 | 0 | Easy | Corner Carry Combo. +44 KD |
5HP>236HK>214HK, 623HP | Anywhere | 2460 | 0 | 0 | Easy | Bread & Butter Combo. +27 KD |
5HP>236HK>236HP, 623HP | Corner | 2830 | 0 | 0 | Easy | Corner BnB using Round Wave. +27 KD
|
5HP>236HK>dl.236LP, DR~5MP~HK~HK | Anywhere | 2841 | 1 | 0 | Medium | DR extension off of 236HK. +25 KD
|
5HP>236HK>214MK, 236236K (SA1) | Anywhere | 2960 | 0 | 1 | Easy | Basic driveless combo into Buster Wolf.
|
5HP>236HK>dl.236LP, DR~5MP>214MK, 236236K (SA1) | Anywhere | 3181 | 1 | 1 | Medium/Hard | DR extension off of 236HK into Buster Wolf.
|
5HP>236HK>214KK, 236236K (SA1) | Anywhere | 3560 | 2 | 1 | Easy | OD Crackshoot Adds another 600 dmg. |
5HP>236HK>214HK, 623HP>236236P (SA3) | Anywhere | 4100 (4350) | 0 | 3 | Easy | Bread & Butter w/ a cherry on top [Rising Fang (SA3)].
|
5HP>236HK>236HP, DR~2HP>236MK, 623HP>236236P (SA3) | Corner | 5038 (5288) | 1 | 3 | Medium | Optimal 3 Super stock combo using Rising Fang (SA3) w/ CA. |
5HP>236HK>236HP, DR~2HP>236MK, 214214P(SA2)~PP~PP | Corner | 5280 | 4 | 3 | Medium | Optimal 3 Super stock combo using Triple Geyser (SA2++) instead when w/o CA. |
Punish Counter Combos
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 | 1 | 0 | Medium | Forget your combo AND out of 5MP range? DR Target Combo has your back. +25 KD. |
5HK, 5MP>236MK, 236236K (SA1) | Anywhere | 3620 | 0 | 1 | Easy | Are you okay?
|
5HP>236HP, 2HP>236PP, 5MP>236K, 2LP>5LP>DR~2LP, 2MP, 5LK>236K, 2LP>5LP>623HP>236236P (SA3) | Corner | 5756 (6006) | 5 | 3 | Hard | Power Charge loop into SA3 Cash out combo. Builds 1/2 SA Gauge. |
Drive Impact Combos
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
DI, dl.5MP~HK~HK | Anywhere | 2590 (2690) | 1 | 0 | Very Easy | Forget your punish? Here's a Power Dunk Target Combo. Frame Perfect adds 100 dmg. +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. NOTE: These combos can also work in Corner Crumple situations if you delay the first hit until the opponent starts to fall (and is considered airborne). Combos will do greater damage (less scaling) if performed off a Crumple as opposed to a Wall Splat.
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. +27 KD |
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. SA1 must come out right as you recover from OD Power Wave for the second SA1 to juggle. |
2HP>214214P(SA2)~PP, 623HP | Corner | 3768 | 3 | 2 | Medium | Wallsplat > SA2 combo. +27 KD |
2HP>214MPHP>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 |
---|---|---|---|---|---|---|
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 |
j.HP, 5HP>236HK>214HK, 623HP | Anywhere | 1000 | 0 | 0 | Easy | Common heavy combo structure. If you delay HDP you can get more damage. |
5HP>236HK>236HP, DR~2HP>DR~2HP>236MK, DR~5LK>236MK, 214214P(SA2)~PP~PP | Corner | 6280 | 6 | 3 | Medium | Optimal 3 Super stock combo using Triple Geyser (SA2++) instead when w/o CA. |