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| Recipe = 2HK, dl.5MP, 5MP<br>2HK, 4LK, 5MP | | Recipe = 2HK, whiff dl.5MP, 5MP<br>2HK, whiff 4LK, 5MP | ||
| content = <p>The timing is tight, but with good timing a meaty 5MP can be +1 or +2 on block, safe from Reversal DI and enabling several frame trap opportunities.</p> | | content = <p>The timing is tight, but with good timing a meaty 5MP can be +1 or +2 on block, safe from Reversal DI and enabling several frame trap opportunities.</p> | ||
Revision as of 19:20, 15 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) |
Neutral
TO-DO
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
2HK, whiff 4LK, 5MP
The timing is tight, but with good timing a meaty 5MP can be +1 or +2 on block, safe from Reversal DI and enabling several frame trap opportunities.
5MP, 5MP needs to be delayed by 2F or the attack will whiff, leaving Guile vulnerable to a Punish Counter. 4LK, 5MP has a bit easier timing and can side switch the opponent, giving Guile a left/right block mixup.
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +16 | ? |
Back Throw | +19 | ? |
Air Throw | +23~25 (Forward) +16 (Back) |
? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD 34 HKD +44 (Punish) |
? |
6HK (Punish) | +55 | ? |
3HK (Punish) | +46 (Launch) | ? |
5MP~4HP (Recoil Cannon) |
+35 | ? |
2MP~2MP (Double Shot) |
+44 | ? |
2HK~3HK (Phantom Cutter) |
+33 | ? |
[4]6PP (OD Sonic Boom) |
+48 | ? |
[2]8K (Somersault Kick) |
+36/37/39 (L/M/H) +29 (OD) |
? |
214PP (OD Sonic Blade) |
+53 | ? |
214P~6P (Sonic Cross) |
+44/48/47 (L/M/H) | Enhanced Sonic Booms after passing through Sonic Blade; much greater KD advantage from farther ranges. |
[4]646P (Lv.1 Super) |
+41 (LP/MP) +70 (HP) |
? |
[4]646K (Lv.3 Super/CA) |
HKD +16 | ? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | 4LK | 4HP | 6/4MK | 6HK | 3HK | 6HP | 6MP | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5MP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5HP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5LK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2MP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
4HP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
3HK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +? | ? |
5MP~DR | +? | ? |
5HP~DR | +? | ? |
5LK~DR | +? | ? |
2LP~DR | +? | ? |
2MP~DR | +? | ? |
4HP~DR | +? | ? |
3HK~DR | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Guile
Punishable on block
-4 | |
-5 | |
-6 | |
-7 | |
-8 | |
-8 | |
-9 | |
-10 | |
-12 | |
-26 | |
-30 | |
-31 | |
-32 | |
-33 | |
-59 |
Punishable on whiff
-6 | |
-36 | |
-38 | |
-39 | |
-40 | |
-42 | |
-50 | |
-54 |