Street Fighter 6/Ken/Combos

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< Street Fighter 6‎ | Ken
Revision as of 10:38, 23 December 2022 by CrossedMoon (talk | contribs)

Combo Notation Guide

Notation Meaning
> Cancel the previous move to the following move.
, Link the previous move to the following move.
~ Cancel the previous special to the following special.
(X) A move in brackets must whiff (not hit).
If an attack is accompanied by a number in brackets, only allow that many hits to connect.
jX Jumping action.
dl.X Briefly delay the action.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively.
X/Y Do either X move or Y move in a combo.
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Links and Starters

Normal Hit

Light Confirm
Very Easy


2LK > 2LP > 5LP xx 623 HP
5LP > 5LP > 5LP xx 623 HP
2LP > 2LK > 5LP xx 623 HP

Pressure String, and a Confirm String in one.

Close Up Stand MP Link
Med


2LP , 5MP > HP xx KK xx 623 K , 623 HP (Side Switch Max Damage for not in Corner)
2LP , 5MP > HP xx KK xx 214 K (Corner Carry)
2LP , 5MP > HP xx KK xx 623 P (No Sideswitch Max damage for Not in corner)
2LP , 5MP > HP xx 236 MK > dl.F-HK , 623 HP (Corner only Max Damage)

Your Stand MP BnBs.

SF6 Navigation

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