< Street Fighter 6 | Ken
(→Normal Hit Meterless: Refactor Light Confirm Combos to SF6-ComboTable) |
(→Normal Hit Meterless: Refactor Heavy Confirm Combos to SF6-ComboTable) |
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{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|7|2LP}}, {{clr|8|5MP}}~{{clr|9|HP}} > {{clr|8|236MK}}~{{clr|9|dl.6HK}}, {{clr|9|623HP}} | | Combo = {{clr|7|2LP}}, {{clr|8|5MP}}~{{clr|9|HP}} > {{clr|8|236MK}}~{{clr|9|dl.6HK}}, {{clr|9|623HP}} | ||
| Position = | | Position = Corner | ||
| Damage = 2480 | | Damage = 2480 | ||
| Drive = 0 | | Drive = 0 | ||
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}} | }} | ||
=== Heavy Confirm Combos === | |||
{{SF6-ComboTable | |||
| Items = | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|9|5HP}} > {{clr|9|623HP}} | |||
| {{clr|9|5HP}} > {{clr|9|623HP}} | | | Position = Anywhere | ||
|- | | Damage = 2200 | ||
| {{clr|9|5HP}} > {{clr|10|KK}} > {{clr|10|623P}} | | | Drive = 0 | ||
|- | | Super = 0 | ||
| {{clr|9|j.HP}}, {{clr|9|2HP}} > {{clr|7|214LK}} > {{clr|8|623MP}} | | | Difficulty = [2] {{clr|2|Easy}} | ||
|- | | Notes = Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety. | ||
| {{clr|9|j.HP}}, {{clr|9|2HP}} > {{clr|9|236HK}}~{{clr|7|dl.6LK}}, {{clr|7|236LK}}~{{clr|7|6LK}}, {{clr|9|623HP}} | | | Video = | ||
|} | }} | ||
{{SF6-ComboTableItem | |||
| Combo = {{clr|9|5HP}} > {{clr|10|KK}} > {{clr|10|623P}} | |||
| Position = Anywhere | |||
| Damage = 2500 | |||
| Drive = 0 | |||
| Super = 0 | |||
| Difficulty = [3] {{clr|3|Medium}} | |||
| Notes = Stand HP harder confirm. Higher damage, better corner carry but harder to confirm. | |||
| Video = | |||
}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|9|j.HP}}, {{clr|9|2HP}} > {{clr|7|214LK}} > {{clr|8|623MP}} | |||
| Position = Anywhere | |||
| Damage = 3070 | |||
| Drive = 0 | |||
| Super = 0 | |||
| Difficulty = [2] {{clr|2|Easy}} | |||
| Notes = Max damage Jump-in midscreen. | |||
| Video = | |||
}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|9|j.HP}}, {{clr|9|2HP}} > {{clr|9|236HK}}~{{clr|7|dl.6LK}}, {{clr|7|236LK}}~{{clr|7|6LK}}, {{clr|9|623HP}} | |||
| Position = Corner | |||
| Damage = 3430 | |||
| Drive = 0 | |||
| Super = 0 | |||
| Difficulty = [4] {{clr|4|Hard}} | |||
| Notes = Max damage Jump-in corner. | |||
| Video = | |||
}} | |||
}} | |||
== Punish Counter Combos == | == Punish Counter Combos == |
Revision as of 01:24, 8 August 2023
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) |
Normal Hit Meterless
Light Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP, 214LK, 623MP/623LP | Anywhere | 1970 | 0 | 0 | [3] Medium | 2LP is plus enough to allow linking on reaction into LK tatsu, which itself enables numerous combos. | |
2LK~2LP~5LP > 623HP 2LP~2LK~5LP > 623HP 5LP~5LP~5LP > 623HP |
Anywhere | 1690/1690/1790 | 0 | 0 | [1] Very Easy | Pressure string and confirm string in one. | |
2LP~2LP~5LK > 623HP | Anywhere | 1790 | 0 | 0 | [2] Easy | Far light confirm, use 1 less 2LP if farther away. | |
2LP, 5MP~HP > KK > 623K, 623HP | Anywhere | 2440 | 0 | 0 | [3] Medium | Close up midscreen 5MP Link. Maximum damage and side switches. | |
2LP, 5MP~HP > KK > 214K | Anywhere | 1640 | 0 | 0 | [2] Easy | Close up midscreen 5MP link. Corner carry. | |
2LP, 5MP > 214LK, 623MP | Anywhere | 2130 | 0 | 0 | [2] Easy | Close up midscreen 5MP link. Compromise of Damage and Corner Carry with no side swap. | |
2LP, 5MP~HP > 236MK~dl.6HK, 623HP | Corner | 2480 | 0 | 0 | [3] Medium | Close up corner 5MP link. Does more damage than a Jinrai Loop but less stylish. |
Heavy Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 623HP | Anywhere | 2200 | 0 | 0 | [2] Easy | Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety. | |
5HP > KK > 623P | Anywhere | 2500 | 0 | 0 | [3] Medium | Stand HP harder confirm. Higher damage, better corner carry but harder to confirm. | |
j.HP, 2HP > 214LK > 623MP | Anywhere | 3070 | 0 | 0 | [2] Easy | Max damage Jump-in midscreen. | |
j.HP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP | Corner | 3430 | 0 | 0 | [4] Hard | Max damage Jump-in corner. |
Punish Counter Combos
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2LP, 2HP > KK > 623P | Anywhere | 2440 | Hard | 4f Punish Counter with Ken's run ender. 2LP can be switched with 5LP for additional range all KK > enders can be used; KK > 214K for corner carry, KK > 623P for damage, and KK > 623K > 623HP for a sideswitch. |
2LP, 2HP > 214LK, 623MP | Anywhere | 2550 | Hard | Max damage 4f Punish Counter |
623HK, 2LP, 5MP~HP > KK > 623P | Anywhere | 2720 | Medium | Long range punish counter confirm. The ender can be substituted for KK > 214K/623K. |
KK > 214K, 2MP > 214LK, 623MP | Anywhere | 3405 | Medium | Another long range punish counter confirm. You could alternatively do 5MP ~ 5HP > Run 623P/214K/623K after 214K. |
5HK, KK > 623P | Anywhere | 2150 | Easy | The timing can be a bit tricky due to 5HK's recovery and the need to cancel KK into 623P fairly early. |
DI, 5HP > KK, 623P | Anywhere | 2790 | Easy | Max damage DI combo. |
DI, 5MP~HP > KK, 623K, 623HP | Anywhere | 2740 | Easy | Side switches. |
DI, 5HP > KK, 214K | Anywhere | 2440 | Easy | Max damage DI corner carry, but +3 with no knockdown. |
DI, 5MP~HP > KK, 214K | Anywhere | 2140 | Easy | Corner carry, +43 oki. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
DI, 5HP > 236236P | Anywhere | 4400 | Easy | |
DI, 5HP > 236KK~6HK~6K > 236236K | Anywhere | 3830 | Easy |
Jinrai Loops
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
5MP~HP > 236LK~dl.6LK, 236LK~6LK, 623HP | Corner | 2330 | Hard | Only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP. |
236HK~dl.6LK, 236LK~6LK, 623HP | Corner | 2600 | Hard |