Street Fighter 6/Dee Jay/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)


Links and Starters

Normal Hit

Sunrise Heel to Machine Gun Uppercut confirm
Very Easy


6MK, 5LK, 214LP

Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut. Whiffs outside close range.

Sunrise Heel to OD Maximum Strike confirm
Very Easy


6MK, 5LK > 214KK~dl.HK

Spends Drive Gauge to set up more damaging combos. Whiffs outside close range.

Counter Hit

CH Sunrise Heel to Machine Gun Uppercut confirm
Very Easy


CH 6MK, 2MP, 214LP

Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut.

CH Sunrise Heel to OD Maximum Strike confirm
Very Easy


CH 6MK, 2MP > 214KK~dl.HK

Spends Drive Gauge to set up more damaging combos

CH 5HP to Machine Gun Uppercut confirm
Very Easy


CH 5HP, 2MP, 214LP

Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut. Whiffs at max range.

CH 5HP to OD Maximum Strike confirm
Very Easy


CH 5HP, 2MP > 214KK~dl.HK

Spends Drive Gauge to set up more damaging combos. Whiffs at max range.

CH 2HP to Machine Gun Uppercut confirm
Very Easy


CH 2HP, 2MP, 214LP

Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut. Whiffs outside close range.

CH 2HP to OD Maximum Strike confirm
Very Easy


CH 2HP, 2MP > 214KK~dl.HK

Spends Drive Gauge to set up more damaging combos. Whiffs outside close range.

Punish Counter

PC 2HP to Machine Gun Uppercut
Very Easy


PC 2HP, 5HP, 214MP

Can cancel into Weekend Pleasure before final hit of Machine Gun Uppercut.

PC 2HP to OD Maximum Strike
Very Easy


PC 2HP, 5HP > 214KK~dl.HK

Spends Drive Gauge to set up more damaging combos



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu