Template:ComboKey-SF6

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Revision as of 03:22, 16 April 2023 by Spabobin (talk | contribs) (Created page with "{| class="mw-collapsible wikitable mw-collapsed" ! colspan="2" | SF6 Combo Notation Guide |- ! Notation !! Meaning |- | '''>''' || '''Cancel''' the previous move to the following move.<br>e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |- | '''~''' || '''Chain/Cancel''' the previous move into a followup.<br>e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |- | ''',''' || '''Link''' the previous move to the foll...")
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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)
j.X Jumping action; e.g. j.2MP (Kimberly Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
dl.X Briefly delay the action; e.g. Ken 236HK~dl.6LK (Jinrai Loop starter, must delay the 6LK input)
AA Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent.
[X] Hold the button input; e.g. Luke 214[LP] = charged LP Flash Knuckle
P or K Any Punch or Any Kick (when button strength does not matter)
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
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