Template:ComboKey-SF6: Difference between revisions

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(added some Drive Rush notation info)
 
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| '''Y xN'''<br>'''{Y} xN''' || '''Repeat''' 'Y' input 'N' number of times.<br>A sequence of multiple inputs will be bundled into "{}".<br>e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
| '''Y xN'''<br>'''{Y} xN''' || '''Repeat''' 'Y' input 'N' number of times.<br>A sequence of multiple inputs will be bundled into "{}".<br>e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
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| '''Y > DR''' || Button Y cancelled into '''Drive Rush''' (3-bar version)<br>e.g. 5HP > DR
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| '''DR~Y''' || '''Drive Rush''' into Button Y (cancel the dash frames early into a followup attack)<br>This can be done from the 1-bar or 3-bar versions of Drive Rush<br>e.g. 236HP Launch, DR~5LP
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! style="text-align: left"; colspan="2" | An example for Ryu using both Drive Rush notations:<br>2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
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Latest revision as of 16:50, 10 June 2023

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)