Street Fighter 6/Ken/Combos

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Revision as of 18:13, 21 May 2023 by Waezer (talk | contribs) (Fix'd some notation; especially with Jinrai follow-ups.)


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 Meterless

Light Confirm
Very Easy


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

Pressure String, and a Confirm String in one.

Far Light Confirm
Easy


2LP , 2LP, 5LK xx 623HP

Use 1 less 2LP if farther away.

Close Up Midscreen Stand MP Link
Easy


2LP , 5MP > HP xx KK xx 623K , 623HP (Side Switch Max Damage, 2440)
2LP , 5MP > HP xx KK xx 214K (Corner Carry, 1640)
2LP , 5MP > HP xx KK xx 623P (Compromise of Damage and Corner Carry with no side swap, 2180)
2LP , 5MP xx 214LK xx 623MP (Max Damage, no side swap, 2310)
Close Up Corner Stand MP Link
Med


2LP , 5MP > HP xx 236MK > dl.6HK , 62 HP

Does more damage than a Jinrai Loop but less stylish

Stand HP easier confirm
Easy


5HP xx 623HP

Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety.

Stand HP harder confirm
Medium


5HP xx KK xx 623P

Higher damage, better corner carry harder to confirm.

Max damage Jump in midscreen
Easy


J.HP , 2HP xx 214LK , 236MP
Max damage Jump in corner
Hard


J.HP , 2HP xx 236HK > dl.6LK, 236LK > 6LK, 623HP

Jinrai Loops

Welcome to the slippery slope
Hard


Stand MP Jinrai Loop = 5MP > HP xx 236LK > dl.6LK , 236LK > 6LK , 623HP (2330)
HK Jinrai, Jinrai Loop = 236HK > dl.6LK , 236LK > 6LK , 623HP (2600)

Jinrai Loops are only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP.


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