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 cancelled
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. Cancelled 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 | - |
4HK, 2LP > 236LP > Lv.3 Super | 3503 | 3 Su | - |
3MK, 5LP~MP~HP~HK | 1521 | - | Very precise spacing |