Street Fighter 6/Ed/Combos

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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)

Day 1 BnBs

Max Damage Jump-In
Easy


j.HP, 5MP~HP 214HP
Knockdowns from Pressure
Very Easy


2LP/5LP 5LP (5LP) > 214MP

Ed's 2LP isn't special cancelable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms.

Drive Impact
Easy


PC DI, 5MP~HP 214HP

Easy, consistent, and good damage. Not much to say about this route other than it should start to look familiar.

Drive Impact
Easy


DI, 5HP > 236LP~6LP, 214LP

Basic knockdown ender in the corner. Showcases a neat little juggle.

Normal Hit

Links and Chains
Combo Notes
5MP, 2MP Important combo piece, as it lets Chun build charge for Spinning Bird Kick. Unfortunately, not very good for pressure as the gap is big enough that 4f normals will beat 2MP clean.
5MP, 5LP/5LK Doesn't give Chun a knockdown anywhere near as easily, but is a lot better when it comes to pressure and still links on normal hit.
5LP, 5LK 5LK will not link from 5LP if it's used as a link after a three-hit light chain. 5LP will link into itself but there's no real benefit to doing so.
5LP/2LP/2LK > 5LP/2LP/2LK > 5LP/2LP/2LK Chun's light chains are incredibly open-ended, but both 2LP and 2LK will whiff as the third part of a chain if it's not started at absolutely point-blank range.
5LP, 5MP Only works at point blank range.
3HK, 5MP 3HK is easy to link out of and advantageous enough on block that 5MP will also frame trap.
5HK > 214P~MK Chun's only normal that combos into 214P~MK without any extra requirements. Commonly used after Drive Impact.

Counter Hit

Counter-hit Links
Combo Notes
CH 5LP, ?
CH 5MP, 5MP
CH 214LP, 2LK Useful as a last-ditch attempt to catch mashing or if 214LP beats Drive Impact armor.

Punish Counter/Drive Rush

-4 Punishes
Combo Notes
PC 5LP, 5MP~HP

-5 Punishes
Combo Notes
PC 2LK, 5MP~HP

-6 Punishes
Combo Notes

-7 Punishes
Combo Notes
PC 5MP, 5HP

-8 Punishes
Combo Notes

Reversal Punish
Easy



Raw DR Reversal Punish
Medium


PC DR 5HP, 5HP > ...
Drive Rush Cancel
Medium


light normal > ...
medium normal > DRC 5HP, 5MP~HP > ...
medium normal > DRC 5HP, 2MK, 2MP > ...
Raw Drive Rush
Easy


DR 6HP, 2LP/5LP > ...


SF6 Navigation

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