SF6 Combo Notation Guide | |
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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 |