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
Light pressure and confirm string. Omit second 2LP if too far
5MP~MP > 214MP~6P
236MP ender does more damage, 214MP ender provides better oki midscreen
5MP~MP > 214PP~6P, Parry Rush > 4HP > 623HP (3 Drive)
BnB Combo. 623HP ender sets up for a safejump.
5MP~MP > 214PP~6P, 2[HP], Parry Rush > 4HP > 623PP, 4[HP] > 236HP (5 Drive)
BnB Corner Combo. Uncharged 4HP can be replaced with 2MP for an easier link, in exchange for less damage. 2[HP] makes 623HP whiff in corner
Preferred meterless combo route
Preferred meterless corner combo route
Good damage and safejump setup for 1 bar of drive
4HP > 214HP~6P, 2[HP], Parry Rush, 4HP > 623PP, 4[HP] > 236HP (3 Drive)
Preferred corner combo starter. Fantastic damage for a few bars of drive
Combo Theory
Marisa's primary combo starters are 5MP~MP > 214PP or 4HP/6HK > 214HP. Charging 4HP/6HK allows you to link an extra 4H before your launcher. In the corner, a 2[HP] can hit after your 214P, at the cost of forcing a subsequent special ender to be linked, adding complexity and not allowing a 236HP to land. Your primary drive rush extension is 4HP, which can lead into another drive rush 4HP, which can even be charged if the opponent high enough. Your main enders are 236P and 623P. 236P is easier to land and provides decent oki in the corner, as well as allowing a cancel into level 3, but sends the opponent away midscreen. 623P requires a drive rush 4HP to set up, but does slightly more damage and sets up for a safejump. Notably, 623PP will wall slump the opponent if they hit the corner, allowing enough time to charge a level 1 super, or land a 4[H] into 236HP.
Miscellaneous Notes
- 623PP Wallslump allows for grabs to combo, and allows for fully charged level 1 super.
- Level 3 can be tacked on at the end for extra damage