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=== Punish Counter === | === Punish Counter === | ||
{{ | {{SF6-ComboTable | ||
| | | Items = | ||
| | {{SF6-ComboTableItem | ||
| Difficulty = {{clr| | | Combo = PC {{clr|L|5LK}} > {{clr|M|236MP}} | ||
| Damage = | | Position = Anywhere | ||
| | | Damage = 1296 | ||
| | | Drive = | ||
| | | Super = | ||
| | | Difficulty = {{clr|1|Easy}} | ||
| Notes = Useful cancel route for max range meterless light punishes. Useful if you're not confident that your other normals can reach. | |||
<br> | | Video = | ||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|L|2LP}}, {{clr|H|2HP}}/{{clr|M|5MK}} ... | |||
| Position = Anywhere | |||
}} | | Damage = 972~<br>(810~) | ||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = Important links after a 4f punish. {{clr|H|2HP}} is preferred for its high damage and better meterless follow-up options, but the range is very short. {{clr|M|5MK}} is much more consistent to make up for its reduced damage potential. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|L|5LP}}, {{clr|H|5HP}} > {{clr|H|236HP}} ... | |||
| Position = Anywhere | |||
| Damage = 1323~ | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = 5f punish starter that works from farther out. In some rare cases, {{clr|H|5HP}} may not reach, so {{clr|M|5MK}} can be substituted for a weaker but consistent ender. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|M|5MP}}/{{clr|M|5MK}} > {{clr|H|236HP}} ... | |||
| Position = Anywhere | |||
| Damage = 1188~<br>(1107~) | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = Meterless launch starter on a 6f punish ({{clr|M|5MP}}) or ranged 8f punish ({{clr|M|5MK}}). Note that {{clr|M|5MK}} applies extra damage scaling as a combo starter. On a closer range 6f punish, use a more powerful {{clr|M|2MP}}, {{clr|H|5HP}} route instead (see Counter-hit section). | |||
| Video = | |||
|}} | |||
{{ | {{SF6-ComboTableItem | ||
| | | Combo = PC {{clr|H|5HP}} > 214P Teleport, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} ... | ||
| | | Position = Anywhere | ||
| Difficulty = {{clr| | | Damage = 2070~ | ||
| | | Drive = | ||
| | | Super = | ||
| | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Teleport is the easiest way to get point blank after a {{clr|H|5HP}} Punish Counter stagger, but 236K~P (Run~Stop) also works. For a meterless launch, can instead link to {{clr|H|5HP}} > {{clr|H|236HP}}. | |||
| | | Video = | ||
|}} | |||
PC 6HK~Forward Hop, j.MK, | {{SF6-ComboTableItem | ||
| | | Combo = PC {{clr|M|3MK Slide}}, {{clr|M|5MP}}~{{clr|H|HP}} ... | ||
| Position = Anywhere | |||
| Damage = 1269~ | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|2|Medium}} | |||
| Notes = Consistent link after a well-spaced slide under the opponent's projectile, which can be up to {{sf6-adv|VP|+10}} on hit. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|H|6HK}}~Forward/Neutral Hop, {{clr|M|j.MK}}, {{clr|H|2HP}} ... | |||
| Position = Anywhere | |||
| Damage = 1800~ | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|2|Medium}} | |||
| Notes = After {{clr|H|6HK}} crushes a low poke or throw attempt, Kimberly can choose which side to land on before continuing with a strong jump-in combo. Without the Hop cancel, she is only {{sf6-adv|VP|+5}} and can only link into light normals. | |||
| Video = | |||
|}} | |||
}} | }} | ||
== Special and Super Usage == | == Special and Super Usage == |
Revision as of 07:06, 18 December 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
2LP, 5LP, 5LP -- 4f Starter
2LP, 2LP, 5LP, 5LK -- 4-hit String; 214K whiffs if canceled
Basic hitconfirm string; all chained normals (2LP, 2LK, and 5LP) have a small gap that will frame trap the opponent's normals, but will lose to invincible reversals. If not point blank, it's safer to limit yourself to 2 light normals. Canceled lights can only combo into a few attacks: 214K, 236LP, Lv.1/3 Super, or Bushin Prism Strikes target combo.
5HK, 5MP -- Slow but powerful link starter that's also +2 oB
2MK, 5LK -- Low starter that's also +1 oB
5HP > Special -- Can hitconfirm on its own with good reactions
These routes open up higher damage opportunities compared to Light chains, as they combo into more special moves. The gaps on block are generally less airtight, however.
4HK, 2LP -- The 2LP barely reaches after Overhead (may whiff if not started point blank)
3MK, 2LP/5LP -- At absolute max range, can link even after normal hit
A bit more situational than the standard hitconfirm routes, but important to be aware of. The ability to link out of Overhead without Drive Rush is especially important to Kimberly's mixup game, even if the damage potential is mediocre.
Combo | Damage | Meter | Notes |
---|---|---|---|
2LP, 5LP, 5LP~MP~HP~HK | 1505 | - | 4f starter into KD +26 |
5LP, 5LP, 5LP~MP~HP, 214MK | 1785 | - | Corner Juggle |
2LK, 2LP, 5LP > 214HK | 1458 | - | - |
2LK, 2LP > 236LP > Lv.3 Super | 3449 | 3 Su | - |
2MK, 5LK > 214HK | 1746 | - | - |
2MP, 5MP~HP > 214HK | 2097 | - | - |
2MP, 5MP~HP > 236K~MK, 214MK | 2430 | - | Corner Juggle |
5HK, 5MP~HP > Close 236KK~K (Wallsplat), 6HK~j.214K | 2781 | 2 Dr | Must be close enough to corner for OD Arc Step to Wallsplat |
5HK, 5MP~HP > Lv.1 Super | 2538(2678) | 1 Su | - |
5HP > 236HP, j.MP > j.214K | 2223 | - | Single-hit confirm; won't combo if final frame of 5HP is canceled |
4HK, 2LP > 236LP > Lv.3 Super | 3503 | 3 Su | - |
3MK, 5LP~MP~HP~HK | 1521 | - | Very precise spacing |
Counter-hit
CH 5LP (+7), 5MP~HP
Both light punches are essentially interchangeable when scoring a Counter-hit. The optimal route links into 2MP, 5MP~HP, but outside point blank you should skip the 2MP.
CH 2MK (+7), 5MP~HP -- can add 2MP vs. point blank crouching opponent
CH 2MK (+7), 2MK, 5LK -- 214K whiffs if canceled
CH 5HK (+9), 5HP -- strong and easily confirmable
CH 4HK (+6), 2MP, 5MP~HP -- omit 2MP if not point blank
Punish Counter
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC 5LK > 236MP | Anywhere | 1296 | Easy | Useful cancel route for max range meterless light punishes. Useful if you're not confident that your other normals can reach. | |||
PC 2LP, 2HP/5MK ... | Anywhere | 972~ (810~) |
Easy | Important links after a 4f punish. 2HP is preferred for its high damage and better meterless follow-up options, but the range is very short. 5MK is much more consistent to make up for its reduced damage potential. | |||
PC 5LP, 5HP > 236HP ... | Anywhere | 1323~ | Easy | 5f punish starter that works from farther out. In some rare cases, 5HP may not reach, so 5MK can be substituted for a weaker but consistent ender. | |||
PC 5MP/5MK > 236HP ... | Anywhere | 1188~ (1107~) |
Easy | Meterless launch starter on a 6f punish (5MP) or ranged 8f punish (5MK). Note that 5MK applies extra damage scaling as a combo starter. On a closer range 6f punish, use a more powerful 2MP, 5HP route instead (see Counter-hit section). | |||
PC 5HP > 214P Teleport, 5HK, 5MP~HP ... | Anywhere | 2070~ | Medium | Teleport is the easiest way to get point blank after a 5HP Punish Counter stagger, but 236K~P (Run~Stop) also works. For a meterless launch, can instead link to 5HP > 236HP. | |||
PC 3MK Slide, 5MP~HP ... | Anywhere | 1269~ | Medium | Consistent link after a well-spaced slide under the opponent's projectile, which can be up to +10 on hit. | |||
PC 6HK~Forward/Neutral Hop, j.MK, 2HP ... | Anywhere | 1800~ | Medium | After 6HK crushes a low poke or throw attempt, Kimberly can choose which side to land on before continuing with a strong jump-in combo. Without the Hop cancel, she is only +5 and can only link into light normals. |
Special and Super Usage
Drive Impact
Note: Wall Splat juggled into 2HP may require a slight walk forward if started farther away from the corner.
After a DI Crumple, the wall splat juggle routes can also be used if you delay 2HP until the opponent becomes airborne.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI (Wallsplat), 2HP > 236K~LK, instant j.236P | Corner | 2790 (2217) |
1 | Easy | Works on Hit/Block. Good damage/oki with no extra meter cost. Can replace j.236P with Spray Can setup. () refers to damage from blocked DI wall splat. | ||
DI (Wallsplat), 2HP > 236K~LK, 236LP > 236236P | Corner | 4412 (3814) |
1 | 3 | Easy | Works on Hit/Block. Good way to cash out damage without spending extra Drive gauge. () refers to damage from blocked DI wall splat. | |
PC DI (Crumple), 2HP > 236HP, DR~5LP~MP~2HP~HK, 236LP | Anywhere | 2627 | 2 | Medium | Good midscreen damage and corner carry. | ||
PC DI (Crumple), 5HK, 5MP~HP > 236K~MK, (214MK) | Anywhere | 2322 (2754) |
1 | Easy | Good corner carry with no extra Drive cost. If it reaches the corner, can follow with Spray Can setup or 214MK juggle after slide. () refers to damage with corner 214MK. | ||
PC DI (Crumple), 2HP > 236HP, j.MP > j.214KK | *Anywhere | 2763 (4763) |
3 | 0~3 | Easy | Works anywhere, but particularly useful for corner spray can setups without sacrificing damage. If you intend to finish with a corner juggle into SA3, the 236K~LK route does nearly identical damage with no extra Drive cost. () refers to damage with SA3 corner juggle. |