Street Fighter 6/Ed/Combos: Difference between revisions

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{{ComboKey-SF6}}
{{ComboKey-SF6}}


== Day 1 BnBs ==
== Bread N' Butter Combos ==


Basic Ed combos.
Basic Meterless Combos.


{{SF6-ComboTable  
{{SF6-ComboTable  
| Items =
| Items =
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      = {{clr|H|j.HP}}, {{clr|H|5HP}} > KK~dl.6P, {{clr|M|214MP}}/236236K/236236P
   | Combo      = {{clr|H|j.HP}}, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|214HP}}
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = -
   | Damage    = 2910
   | Drive      = -
   | Drive      = -
   | Super      = -
   | Super      = (1)
   | Difficulty = {{clr|2|Easy}}
  | Difficulty = {{clr|4|Easy}}
   | Notes      = Using Kill Switch Break, Ed can link another special move or a super for a juggle.
  | Notes      = Basic Jump-In combo. 214HP is your go-to ender for a good knockdown and safe jump.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|j.MK}}, {{clr|M|2MK}} > {{clr|10|KK~dl.6P}} > {{clr|H|214HP}} / {{clr|H|623HP}}
  | Position  = Anywhere
  | Damage    = 2550/2620
  | Drive      = -
  | Super      = (1)
   | Difficulty = {{clr|3|Hard}}
   | Notes      = Max-range jump-in combo from the longer j.MK.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|H|5HK}}, {{clr|H|5HP}} > {{clr|10|KK~dl.6P}} > {{clr|H|214HP}} / {{clr|H|623HP}}
  | Position  = Anywhere
  | Damage    = 3010/3080
  | Drive      = -
  | Super      = (1)
  | Difficulty = {{clr|3|Hard}}
  | Notes      = Punish combo for DPs and Supers. Exclude '{{clr|10|KK~dl.6P}}' for easier combo.
   | Video =
   | Video =
   |}}
   |}}
Line 25: Line 45:
   | Combo      = {{clr|L|2LP/5LP}} {{clr|L|5LP}} {{clr|L|(5LP)}} > {{clr|M|214MP}}
   | Combo      = {{clr|L|2LP/5LP}} {{clr|L|5LP}} {{clr|L|(5LP)}} > {{clr|M|214MP}}
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = -
   | Damage    = 1440
   | Drive      = -
   | Drive      = -
   | Super      = -
   | Super      = -
   | Difficulty = {{clr|1|Very Easy}}
   | Difficulty = {{clr|1|Very Easy}}
   | Notes      = Knockdowns from Pressure. Ed's 2LP isn't special cancelable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms.
   | Notes      = Knockdowns from Pressure. Ed's 2LP isn't special cancellable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms.
   | Video =
   | Video =
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      = PC DI, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|214HP}}/KK~6P
   | Combo      = PC DI, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|214HP}}
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = -
   | Damage    = 2700
   | Drive      = -
   | Drive      = -
   | Super      = -
   | Super      = -
   | Difficulty = {{clr|2|Easy}}
   | Difficulty = {{clr|4|Easy}}
   | Notes      = Easy, consistent, and good damage. Hitting in the early frames of the Drive Impact crumple is a guaranteed standing opponent, which is what allows the 5HK to connect.
   | Notes      = Jump-in combo works just as well here.
   | Video =
   | Video =
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      = DI, {{clr|H|5HP}} > {{clr|H|236HK}}, {{clr|H|214HP}}
   | Combo      = PC DI, {{clr|H|dl.5HP}} > {{clr|L|236[LK]}}, {{clr|H|214HP}} / {{clr|H|623HP}}
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = -
   | Damage    = 2794/2840
  | Drive      = -
  | Super      = -
  | Difficulty = {{clr|5|Very Hard}}
  | Notes      = Much harder DI combo for a small damage increase. Must release {{clr|L|236[LK]}} the moment it's charged. Only for the brave.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DI (Blocked), {{clr|H|HP}} > {{clr|H|236HK}}, {{clr|H|214HP}}
  | Position  = Corner
  | Damage    = 1984
  | Drive      = -
  | Super      = -
  | Difficulty = {{clr|4|Easy}}
  | Notes      = Basic wallsplat combo. Simple enough.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DI (Blocked), {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|236HK}}, {{clr|L|623LP}}, {{clr|M|214MP}} / {{clr|H|214HP}}
  | Position  = Corner
  | Damage    = 2032
   | Drive      = -
   | Drive      = -
   | Super      = -
   | Super      = -
   | Difficulty = {{clr|2|Easy}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Corner wallsplat. Basic knockdown ender in the corner. Showcases a neat little juggle.
   | Notes      = Optimal wallsplat combo. 214MP gives a safe-jump, 214HP gives slightly higher damage (If DI isn't blocked, can end with 623HP for more damage).
   | Video =
   | Video =
   |}}
   |}}

Revision as of 21:49, 16 May 2024


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)

Bread N' Butter Combos

Basic Meterless Combos.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
j.HP, 5HK, 5MP~HP > 214HP Anywhere 2910 - (1) Easy Basic Jump-In combo. 214HP is your go-to ender for a good knockdown and safe jump.
j.MK, 2MK > KK~dl.6P > 214HP / 623HP Anywhere 2550/2620 - (1) Hard Max-range jump-in combo from the longer j.MK.
PC 5HK, 5HP > KK~dl.6P > 214HP / 623HP Anywhere 3010/3080 - (1) Hard Punish combo for DPs and Supers. Exclude 'KK~dl.6P' for easier combo.
2LP/5LP 5LP (5LP) > 214MP Anywhere 1440 - - Very Easy Knockdowns from Pressure. Ed's 2LP isn't special cancellable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms.
PC DI, 5HK, 5MP~HP > 214HP Anywhere 2700 - - Easy Jump-in combo works just as well here.
PC DI, dl.5HP > 236[LK], 214HP / 623HP Anywhere 2794/2840 - - Very Hard Much harder DI combo for a small damage increase. Must release 236[LK] the moment it's charged. Only for the brave.
DI (Blocked), HP > 236HK, 214HP Corner 1984 - - Easy Basic wallsplat combo. Simple enough.
DI (Blocked), 5MP~HP > 236HK, 623LP, 214MP / 214HP Corner 2032 - - Medium Optimal wallsplat combo. 214MP gives a safe-jump, 214HP gives slightly higher damage (If DI isn't blocked, can end with 623HP for more damage).

Links and Starters

Normal Hit

Links and Chains
Combo Notes
2LP 5LP Vital to get anything out of Ed's fastest low and make sure that he doesn't end up -5 in the opponent's face.
2MK, 2MP Ed's 2MK is a strong wall of a normal, and he can link out of it as a hitconfirm.
5HK, 5MP/2MP Doesn't come up often, but good to know if opponent is standing as a minor optimization.
j.MK, 2MK>.. Neutral jump ranged harassment.Can be cancelled into KK~dl.6P, 214HP or Psycho Flicker
2MK, 2MP>.. 2MP can be used to extend the combo and confirm window. Can whiff at max 2MK range. Cancel into KK~6P, Psycho Blitz or 236LP

Counter Hit

Counter-hit Links
Combo Notes
CH 5LP, ?
CH 5MP, 5MP
CH 214LP, 2LK Useful as a last-ditch attempt to catch mashing or if 214LP beats Drive Impact armor.

Punish Counter/Drive Rush

-4 Punishes
Combo Notes
PC 5LP, 5MP~HP

-5 Punishes
Combo Notes
PC 2LK, 5MP~HP

-6 Punishes
Combo Notes

-7 Punishes
Combo Notes
PC 5MP, 5HP

-8 Punishes
Combo Notes

Reversal Punish
Easy



Raw DR Reversal Punish
Medium


PC DR 5HP, 5HP > ...
Drive Rush Cancel
Medium


light normal > ...
medium normal > DRC 5HP, 5MP~HP > ...
medium normal > DRC 5HP, 2MK, 2MP > ...
medium normal (standing opponent) > DRC 5HK, 5HP > ...
Raw Drive Rush
Easy


DR 6HP, 2LP/5LP > ...

Juggles and Extensions

OD Psycho Flicker


... > 236KK, 623LP, 623MP/HP (midscreen oki with killrush)
... > 236KK, 236LP~6P, Drive Rush 5HP > 236LK, 214HP/623HP/SA1 (need to be close)

OD snatcher is very open-ended and routes can vary due to distance.


Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
...... > 236KK, 623LP, 623HP Anywhere 1739 (1448) - - Easy Simple followup, light DP can whiff at max flicker range.
5MP~HP TC Safejump Setups
Easy


5MP~HP 214HP
5MP~HP 236KK, 236LP~6LP, 214LP (corner)

Psycho Cannon

Combo Position Damage Difficulty Notes
214214P, 6HP, Drive Rush 5HP>236[LK], 623HP Anywhere 3590 Medium Good damage for minimal drive bar.

Combo Position Damage Difficulty Notes
214PP (final hit)>214214LP, 623HP, 236[HK], 623HP Midscreen 4510 Medium 236[HK] must be delayed for a moment after full charge for maximum damage. Can end with Level 1 Super instead of 623HP.

Metered Extensions and Enders


SF6 Navigation

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