Street Fighter 6/Ken/Combos: Difference between revisions

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| Recipe    = J.HP , 2HP xx 214LK , 236 MP
| Recipe    = J.HP , 2HP xx 214LK , 236 MP
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{{TheoryBox
| Title      = Max damage Jump in corner
| Oneliner  =
| Difficulty = {{clr|3|Hard}}
| Damage    = 3430
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = J.HP , 2HP xx 236HK > dl.F+LK, 236 LK > F+LK, 623 HP
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Revision as of 17:21, 20 March 2023


Combo Notation Guide

Notation Meaning
> Cancel the previous move to the following move.
, Link the previous move to the following move.
~ Cancel the previous special to the following special.
(X) A move in brackets must whiff (not hit).
If an attack is accompanied by a number in brackets, only allow that many hits to connect.
jX Jumping action.
dl.X Briefly delay the action.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively.
X/Y Do either X move or Y move in a combo.
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Links and Starters

Normal Hit Meterless

Light Confirm
Very Easy


2LK > 2LP > 5LP xx 623 HP
5LP > 5LP > 5LP xx 623 HP
2LP > 2LK > 5LP xx 623 HP

Pressure String, and a Confirm String in one.

Far Light Confirm
Easy


2LP , 2LP, 5LK xx 623 HP

Use 1 less 2LP if farther away.

Close Up Midscreen Stand MP Link
Easy


2LP , 5MP > HP xx KK xx 623 K , 623 HP (Side Switch Max Damage, 2440)
2LP , 5MP > HP xx KK xx 214 K (Corner Carry, 1640)
2LP , 5MP > HP xx KK xx 623 P (Compromise of Damage and Corner Carry with no side swap, 2180)
2LP , 5MP xx 214 LK xx 623 MP (Max Damage, no side swap, 2310)
Close Up Corner Stand MP Link
Med


2LP , 5MP > HP xx 236 MK > dl.F-HK , 623 HP

Does more damage than a Jinrai Loop but less stylish

Stand HP easier confirm
Easy


5HP xx 623 HP

Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety.

Stand HP harder confirm
Medium


5HP xx KK xx 623 P

Higher damage, better corner carry harder to confirm.

Max damage Jump in midscreen
Easy


J.HP , 2HP xx 214LK , 236 MP

}}

Max damage Jump in corner
Hard


J.HP , 2HP xx 236HK > dl.F+LK, 236 LK > F+LK, 623 HP

Jinrai Loops

Welcome to the slippery slope
Hard


Stand MP Jinrai Loop = 5MP > HP xx 236 LK > dl.F-LK , 236 LK > F-LK , 623 HP (2330)
HK Jinrai, Jinrai Loop = 236 HK > dl.F-LK , 236 LK > F-LK , 632 HP (2600)

Jinrai Loops are only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP.


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