Attack and Combo Structure Breakdown
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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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. Can chase the opponent after 236MK while only losing -50 damage over the alternative 236HP ender. 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
4HP > 214HP~6P, 236HP
Preferred meterless combo routes. 236LK deals less damage but lets you chase the opponent with a dash-in. 236HP deals more damage but resets to neutral.
4HP > 214HP~6P, 236LK > 236236K
SA2 can be used in the place of SA1 but barely tacks on damage; Avoid use over it unless you want to be somewhat closer to your opponent (But still a return to neutral).
4HP > 214HP~6P, 4[HP] > 623LP
Preferred meterless corner combo route. 623LP sets up a safe jump. 236HP does slightly more damage and can route into super.
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
Counter Hit Combos (TBD)
Begin charging [4HP] right as the DI animation ends and you should be able to confirm into your standard 4HP routes. Do it too late and your opponent will be knocked away. Be sure to learn some routes from 4HP, as you can adjust any follow-ups as needed with your drive, super arts, and proximity to the corner being accounted for.
-6 Punish or for catching a mash. 236LK is notably better damage but 214LP~P is guaranteed point-blank oki for Marisa.
If you are not 100% certain about a counter-hit, you should special cancel into L Gladius as it is 100% safe on block.
A pricy route that guarantees 2.4K minimum damage with standard routing and then some if you are will to burn additional meter on SA1-3
-6 Punish for moves or whiffs that would be too far out for LP punishes. We use drive rush to guaranteed a combo as 214LP is sometimes too far to properly connect and extremely unsafe if blocked.
6MP standard punish counter. Works from counter or punish counter. Better routes only available with a drive rush.
Route off a whiff punish counter. From a standard counter, you'll need to route into 2LP instead.
How close the opponent is to the ground once 2HP lands might mess with the timing, but 236HP is generally your safest bet. The same applies to Super Art follow-ups, with SA2 being your most consistent choice.
(Near Corner) 2HP, Parry Drive Rush > 4HP > 623PP, [4HP] > 236HP (3 Drive)
Alternatives for when you have some drive meter to spare or would opt to save your SA/spend it on a bigger cash-out combo.
Your standard reversal punish. All 4HP routes apply after [HP], so adjust route as needed for your Drive/proximity to corner.
Gigantic, game securing corner punish combo that uses very little resource. 50% Damage with only 2 Drive. Super Arts can be easily applied after 4HP, with the damage amped up to 70-75% with SA3 tacked on at the end.
A quick and easy combo for when you want to burn no/minimal resources
HK, Parry Drive Rush > 6HK > Drive Rush Cancel > 4HP > 214HP~P, Etc. (4 Drive)
Adjusted Routes for when you have drive to burn. While very expensive, the 2nd route is damaging at 3.7k bare minimum and pushes the opponent over half-screen, and allows for your choice of ender as 214HP~P will still cause a floor bounce.
Combo adjusted for corner. Uses 3 bar but nets the most damage of any of the HK punish routes, guaranteed to leave you close to the opponent.
Drive Rush Starters (Counterhits Included)
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