These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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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) |
These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo.
Basic pressure string that doubles as a confirm. The extra hits can allow time to react to if the starter connected or was blocked.
A quick combo starting from Guile's fastest normal or fastest low, it can be used as a way to get out of a sticky situation, a quick punish, or in your pressure, while ending with a good knockdown.
A strong combo able to convert off of max range hits of Guile's 5MP. Finishing with Sonic Boom makes this safe even on block.
This combo requires 5MP to hit relatively closer to Guile. To perform this combo, one must relatively quickly start holding down after inputting 5MP. The Double Shot target combo gives ample time to charge Flash Kick.
Burning Straight is a powerful command normal which allows Guile to maintain back charge. This combo allows Guile to remain safe whether Burning Straight connects with the opponent or if it was blocked.
Whiffs on crouching opponents but is Guile's highest damaging meterless route.
A simple combo for when Guile wants to spend Drive Gauge on adding additional damage to a combo.
Basic pressure string that doubles as a confirm. In order to special cancel 5LK, down charge must be held until 5LK is input, and then the special must be input immediately after. Flash Kick may be replaced with Drive Rush to extend the combo for more damage.
This combo converts from 2LP for more damage than 2LP > 2LP.
To charge enough for Flash Kick, down charge must be held a few frames after 5MP is pressed, and Flash Kick input 45-55 frames after 5MP was input.
Very range dependent, cannot convert at max 2MK range. EX Flash Kick can hit from slightly further away.
WIP
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP > 2LP > [2]8HK | Anywhere | 1690 | 0 | 0 | [1] Very Easy | ||
2LP > 2LP > SA1, [2]8KK | Anywhere | 2430 | 2 | 1 | [2] Easy | ||
2LP > 2LP, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK | Anywhere | 2021 | 3 | 0 | [3] Medium | ||
2LP > 2LP, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK | Anywhere | 2482 | 5 | 1 | [2] Easy | ||
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK | Anywhere | 2374 | 6 | 0 | [3] Medium | ||
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > SA1 | Anywhere | 2676 | 6 | 1 | [2] Easy | ||
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 | Anywhere | 4336 | 6 | 3 | [3] Medium |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5MP, 2MP, [2]8HK | Anywhere | 2320 | 0 | 0 | [3] Medium | ||
5MP, 2MP > DR > 2MP, 5MP, 2MP > [2]8HK | Anywhere | 2856 | 3 | 0 | [3] Medium | ||
5MP, 2MP > DR > 2MP, 5MP~4HP > SA1 > [2]8KK | Anywhere | 3466 | 5 | 1 | [2] Easy | ||
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK | Anywhere | 3353 | 6 | 0 | [3] Medium | ||
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > SA1 | Anywhere | 3543 | 6 | 1 | [2] Easy | ||
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 | Anywhere | 5275 | 6 | 3 | [3] Medium | ||
CH 6MK, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK | Anywhere | 2592 | 3 | 0 | [3] Medium | ||
CH 6MK, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK | Anywhere | 3202 | 5 | 1 | [2] Easy | ||
PC 2MK > [2]8KK | Anywhere | 1880 | 2 | 0 | [3] Medium |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC 5HP, 3HK > [2]8HK | Anywhere | 3200 | 0 | 0 | [2] Easy | ||
PC 5HP, 2MP > [2]8HK > SA3 | Anywhere | 5200 | 0 | 3 | [2] Easy | ||
PC 5HP, 5HK > SA1 > [2]8KK | Anywhere | 4230 | 2 | 1 | [2] Easy | ||
PC 5HP, 3HK, 5MP, 5MP, 2MP > [2]8HK > SA3 | Anywhere | 5736 | 3 | 3 | [3] Medium | ||
PC 5HP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK | Anywhere | 3772 | 3 | 0 | [3] Medium | ||
PC 5HP, 5HP > DR > 5HK, 5MP > DR > 5HK, 5MP~4HP > [2]8HK | Anywhere | 4092 | 6 | 0 | [3] Medium | ||
PC 5HP, 5HP > DR > 5HK, 5MP > DR > 5HK, 2MP > [2]8HK > SA3 | Anywhere | 6014 | 6 | 3 | [3] Medium | ||
PC 6HK, SA1 | Anywhere | 3200 | 0 | 1 | [2] Easy | ||
jHK, 5HP > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP > [2]8HK | Corner | 0 | 0 | 0 | [5] Very Hard |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DR 4LK, 2LP > (2LP) > [2]8HK | Anywhere | 0 | 0 | 0 | [1] Very Easy | ||
... > DR > 5MP, 5MP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK | Corner | 3000 | 3 | 0 | [5] Very Hard | ||
... > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK | Corner | 3300 | 3 | 0 | [5] Very Hard |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI w! 2HK~3HK > [2]8HK > [2]8KK | Anywhere | 1304 | 1 | 0 | [2] Easy | ||
DI w! 5HP > 214LP > [2]8HK | Anywhere | 1936 | 1 | 0 | [3] Medium | ||
DI w! 5HK > SA1 > [2]8KK | Anywhere | 2912 | 3 | 1 | [2] Easy | ||
DI w! 5HK > SA3 | Anywhere | 3840 | 1 | 3 | [1] Very Easy |
Street Fighter 6 (SF6) |
General |
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Movement •
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