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
Very Easy


6MK, 5LK, 214LP > 214214P
6MK, 5LK > 214KK~HK

Whiffs outside close range.

Counter Hit

CH Sunrise Heel
Very Easy


CH 6MK, 2MP, 214LP > 214214P
CH 6MK, 2MP > 214KK~HK
CH 5HP
Very Easy


CH 5HP, 2MP, 214LP > 214214P
CH 5HP, 2MP > 214KK~HK

Whiffs at max range.

CH 2HP
Very Easy


CH 2HP, 2MP, 214LP > 214214P
CH 2HP, 2MP > 214KK~HK

Whiffs outside close range.

Punish Counter

PC 2HP
Very Easy


PC 2HP, 5HP, 214MP > 214214P
PC 2HP, 5HP > 214KK~HK
PC Greatest Sobat
Very Easy


PC 236236K, 5HP, 214PP

Enders

OD Maximum Strike
Very Easy, Easy


236HK
dl.Headliner Sunrise Festival~HP/HK
Drive Rush > HP > 214HP > 214214HP

Save meter with Double Rolling Sobat, or cash out meter for big damage and swag.

Punishes

Punish Counter

LP
Very Easy


5LP > 214LP > 214214P
5LP > 5LK > 214KK~HK
5LP, 2HP, 2MP > Headliner Sunrise Festival~HP/HK
5LP, 2HP, 2MP > 236MK/HK

Quick Rolling Sobat trades damage for okizeme.

Anti-air

Air-to-air
Very Easy


j.MP~HP
j.LK
Face Breaker
Very Easy


4HK

Can special cancel into Jus Cool or Double Air Slasher for pressure.

Jackknife Maximum
Very Easy


[2]8HK
[2]8MK, [2]8HK

HK is air invincible. MK is riskier but has combo potential if properly spaced.


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