Street Fighter 6/Dhalsim/Combos: Difference between revisions

From SuperCombo Wiki
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| Youtube    =  
| Recipe    = 4MP>63214HK <br> 4MP>63214HK, 1HK <br> 2MK, 4MK~2HP, 4MK>63214HK
| Recipe    = 4MP>63214HK <br> 4MP>63214HK, 1HK <br> 2MK, 4MK~2HP, 4MK>63214HK
| content    =
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== Drive Impact Punish ==
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| Title      =
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| Difficulty = {{clr|1|Easy}}
| Damage    =
| Meter      = 0
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| Youtube    =
| Recipe    = DI, 4HP~4HP, 63214MP+HP, HK, Lvl 1 Super
| content    =  
| content    =  
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}}

Revision as of 07:29, 10 July 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)


Links and Starters

Normal Hit

Light Confirm
Easy


24LK, 2LP>26PP
LP, 2LP>26PP
24LK, 2LP>63214HK
2LP, 2LP~2LP, 4MP>63214HK
2MK, 4MK~2HP, 4MK>63214HK
Medium Confirm
Easy


4MP>63214HK
4MP>63214HK, 1HK
2MK, 4MK~2HP, 4MK>63214HK

Drive Impact Punish

Easy


DI, 4HP~4HP, 63214MP+HP, HK, Lvl 1 Super

Teleport Openers

Basic Teleport Combo
Medium


8PPP/KKK (instant), 6LP, 4MK, 63214HK/63214MP

Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move

Drive Impact Counter

Punch it out
Medium


(in-air) 2LK/MK/HK in front of opponent or at tip of feet, 2LP, 2LP, 2LP

If anticipating drive impact, drill kick to front of opponent and jab it out


SF6 Navigation

General
FAQ
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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
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Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu