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)
Starter Combos
Light Confirms
Very Easy
2LK/2LP > 2LK/2LP > 2LP > [2]8LK
Pressuring with crouching normals has the strong benefit of naturally building charge for Spinning Bird Kick. If [2] is held throughout the entire light chain, it becomes very easy to do the SBK on a confirm, as the player can simply press 8LK on the third light if any of the previous ones connected.
Light Confirms
Very Easy
2LP/2LK/5LP (x3) > 236LK
Basic light button confirm into LK Lightning Legs. Chun-Li can chain up to three lights depending on the range she starts at. She gets no knockdown, but is +3 after 236LK. After 236LK, Chun-Li is generally not in throw range, unless 236LK is performed right after two lights at closer ranges.
Jump-in Combo
Very Easy
j.HK/8j.HK, 2HP > 214LP~LK > 28MK
Chun-Li's jump-in BnB. The cancel window on 2HP is quite late, so make sure to delay the 214P input for ss.LK.
Drive Rush Cancel Combo
Easy
Medium/Heavy > DRC5MP, 4HP > 214P~LK > 28MK
Chun-Li's BnB from a drive rush cancel. This works from any medium or heavy starter. If the opponent blocks the DRC5MP, Chun-Li is still +5, making this combo work well in both on-hit and on-block situations.
Simple punish counter DI route that leads to good corner carry, damage, and knockdown situation.
Drive Impact
Very Easy
PC DI, 4HP > 236HK, 22HK
Punish counter DI corner route, leads to HK tensho kicks knockdown for good oki setups.
Links & Chains
A non-comprehensive list of important links and chains A.K.I. has access to.
Combo
Notes
5LP~LP
General-purpose close-range TC. Slightly slower than 2LP, but frametraps between hits and is safe on block.
2LK/2LP > 2LP
Starting with 2LP allows for a third 2LP to chain before being pushed out of range.
5MK, 5MP
AKI's main medium starter link. 5MP will whiff at further ranges.
2MK/5HK, 2LP
Alternate medium starter link.
Combo
Notes
CH 2LP/5LP, 5MP
Adds some damage, and 5MP reaches where another 2LP might have whiffed.
CH 2MP/5MP, 2PP~K, 2LP > 2LP > 236HP
Confirms MP into BNB.
CH 2MP/5MP, 2LP > 2LP
Easier to hit confirm, and leaves less gap on block than previous route.
CH 5MK, 2MP
Converts CH 5MK into a special move or a Drive Rush for a knockdown.
CH 2MK/5HK, 5MP
Less useful than it may seem due to 5MP's short reach, but important nonetheless.
CH 6HP, 5LK
Converting a counter-hit poke into some damage. 5LK may not reach at further ranges.
Combo
Notes
DR2LK/2MK, 5MP
Drive rush low starter. 2LK is faster, but 2MK reaches further. 5MP may whiff at further ranges.
DR5MK, 5HK
Drive rush starter that goes into BnB.
DR5MK, 5MK, 5MP
Higher damage route from 5MK, but doesn't go into BnB without another DRC.
DR6HK, 5MP/2MP
Drive rush starter with decent range and a lot of + frames on block.
DR2LP/5LP/5LK, 5MP/2MP
Drive rush light starter for some extra damage.
Combo Theory
Picking an Ender
LP Serpent Lash (236LP)
Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down.
Example enders:
anything special cancelable > 236LP
... > 2PP~K (juggle), 236LP
Toxic Wreath (214HP)
Close range generic combo ender. Gives AKI a workable knockdown and automatically spaces a plus on block Nightshade Pulse in the corner. Applies Poison to boot, boosting the damage and corner carry of the next hit. A.K.I. is also safe, if the opponent blocks Toxic Wreath.
HP Serpent Lash (236HP)Safe Jump City
One of A.K.I.'s strongest enders, and opens her up to many setups. Close range combo ender that doubles as a combo extender when the opponent is Poisoned. Without Poison, 236HP gives AKI a safejump, meaty Nightshade midscreen (due to spacing), or plus MK/HK Snake Step. With Poison, it allows AKI to follow up anywhere with a DR2MP juggle > 236HP to setup yet another safejump. With corner and poison AKI can route into a 214HP juggle, enabling the next ender.
Venomous Fang (2PP~P)Welcome to setup city and combo town.
AKI's best combo ender, as it opens her up to a wide variety of setups and combos when the opponent is Poisoned. However, it is not easy to combo into this, as she can only route into it safely in specific situations (e.g. punish counters, 236HP!). If juggled into, Toxic Blossom 2PP~P gives her a shocking +84 KDA to work with. Listed here is a safe Orchid Spring and plus Nightshade Pulse setup, but she can also link any of her supers or really go for any kind of setup. This is surprisingly easy to set up in the corner and can be done with as little as 1 bar of Drive.
Drive Rush Cancel Extensions
A.K.I. can arbitrarily extend her combos after a cancellable button by drive rush cancelling. This may be a good option if the opponent's health is low and A.K.I. is able to finish them off by extending her combos for a bit longer. She can also extend her combos to gain access to better setups, or just for more corner carry. For Drive Rush Cancels into 5MK, A.K.I. must cancel from 5MP, 2MP, or 5HK for it to combo.
Here are some example combos:
... > DRC5MK > 5HK, 2PP~K, 2LP > 2LP > Ender
This route is a good option to end the combo extension with, as A.K.I. can end with 236HP to gain access to her setups.
This is also the best route for damage once A.K.I.'s drive gauge is empty, as she is able to cancel into super after.
... > DRC5MK, 5MK, 5MP > Drive Rush Cancel/Ender
Good intermediate route for more damage, before drive rush cancelling into the route above to end the combo.
236HP is only one possible ender for these combos. On block, 214HP is preferred as it is safe on block. These combos work anywhere on the screen, provided that A.K.I. is close enough to the opponent.
Light Starter
Listed here are some combos that may be good for mashing out of pressure.
Combo
Drive Gauge Used
Notes
2LP > 2LP > (2LP >) 236HP
-
4f starter. 2LP can potentially chain into itself three times depending on the range.
5LP~LP > 236HP
-
5f starter. Target combo into a knockdown.
2LK > 2LP > 236HP
-
5f low starter into a knockdown.
CH 2LP/5LP, 5MP > 236HP
-
Counterhit light starter. 5MP can hit where another 2LP could have whiffed.
Medium Starter
These combos can be done at ranges further than with light starters, but still require A.K.I. to be somewhat close to her opponents.
Combo
Drive Gauge Used
Notes
5MK, 5MP > 236HP
-
Decent range starter, though 5MP can easily whiff at further ranges.
2MP/5MP > DRC5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP
5MP: 6f starter with an okay range. 2MP: 8f starter with a better range. Drive gauge used to extend combo into a knockdown.
2MP > 236PP, 2LP > 2LP > 2LP > 236HP!
Routing into EX lash and Toxic Blossom. Only works from 2MP or 5HK. 236HP! extensions can be found here.
CH 5MP, 2LP > 2LP > 236HP
-
6f counterhit starter into a knockdown. Plenty of time to hit confirm.
CH 2MP/5MP > 2PP~K, 2LP > 2LP > 236HP
-
5MP: another 6f counterhit starter. Less time to hit confirm and is less safe. Best used as a sure punish after a blockstring.
Higher damage routing into super. It is possible to extend the combo further and do more damage with 236LP > SA3. For 236LP to connect, A.K.I. has to delay the move a little bit.
If A.K.I. routes into Super without the extension (236LP > SA3), she does:
Very high damage routing that uses up all of A.K.I.'s drive gauge and puts her in burnout. Excellent way to close out a round, but if the opponent lives, it may be risky since A.K.I. is now in burnout.
Anti-Air Combos
It is quite difficult to hit confirm the punish counter 5HK. A.K.I. can option select her followups to cancel into 214PP if the hit is not a punish counter hit.
Extremely good corner carry and knockdown from a punish counter air hit 5HK. Leads to all the usual Venomous Fang knockdown/combo options. The combo may be a bit finicky to pull off.
From 2PP~P, it is possible to extend further into a super, or DR2HK > super for extra damage. Otherwise, A.K.I. gains access to a lot of setups during the knockdown.
Meterless route that gives a +50 knockdown for A.K.I. if performed correctly. This allows her to end in Orchid Spring (and leaves her +4), but doesn't give a throw mixup on oki due to spacing.
Standard route into Venomous Fang knockdown, making it A.K.I.'s preferred option. 236PP!, 214HP is a tight link that keeps the opponent juggled high up. If the input timing is incorrect, 2PP~P may whiff.
It is also possible to followup with supers:
SA1: ~3520 damage
SA2: ~4000 damage
SA3: ~4910 damage (~4980 with PDR2HK > SA3. Uses another drive bar.)