Street Fighter 6/Terry/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)

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
  • SF6 Modern.png Light Auto Combo in Modern

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.
  • 236LP is minus pointblank (-3 oH) but will combo from max 2MK range (+1 oH)
  • 236MP is safe (0 ~ +3 oH) but will not combo if too far. (-2 ~ 0 oB)
2MP>236LP/236MP Anywhere 1200/1300 0 0 Easy Faster and safer version of above combo, albeit w/ shorter range.
  • 236LP is minus pointblank (-3 oH) but will combo from max 2MP range (+4 oH).
  • 236MP is safe (0 ~ +5 oH) but will not combo if too far. (0 ~ +1 oB)
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.
  • SF6 Modern.png Medium Auto Combo in Modern
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
  • Delay Rising Tackle for more damage.
5HP>236HK>dl.236LP, DR~5MP~HK~HK Anywhere 2841 1 0 Medium DR extension off of 236HK. +25 KD
  • Power Wave and DR~5MP must be delayed or combo can drop.
5HP>236HK>214MK, 236236K (SA1) Anywhere 2960 0 1 Easy Basic driveless combo into Buster Wolf.
  • Can also use H Crackshoot but for less damage.
5HP>236HK>dl.236LP, DR~5MP>214MK, 236236K (SA1) Anywhere 3181 1 1 Medium/Hard DR extension off of 236HK into Buster Wolf.
  • Power Wave and DR~5MP must be delayed or combo can drop.
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)].
  • SF6 Modern.png Heavy Auto Combo in Modern.
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?
  • Alternatively, 2MP>236MK for slightly less damage.
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.



SF6 Navigation

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A.K.I.
Akuma
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Ed
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Guile
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JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
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Ed
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Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
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Terry