Drive Impact
Easy
PC DI, 5HK, 5MP~HP > 214HP/KK~6P
Easy, consistent, and good damage. Hitting in the early frames of the Drive Impact crumple is a guaranteed standing opponent, which is what allows the 5HK to connect.
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) |
Using Kill Switch Break, Ed can link another special move or a super for a juggle.
Ed's 2LP isn't special cancelable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms.
Easy, consistent, and good damage. Hitting in the early frames of the Drive Impact crumple is a guaranteed standing opponent, which is what allows the 5HK to connect.
Basic knockdown ender in the corner. Showcases a neat little juggle.
Combo | Notes |
---|---|
2LP 5LP | Vital to get anything out of Ed's fastest low and make sure that he doesn't end up -5 in the opponent's face. |
2MK, 2MP | Ed's 2MK is a strong wall of a normal, and he can link out of it as a hitconfirm. |
5HK, 5MP/2MP | Doesn't come up often, but good to know if opponent is standing as a minor optimization. |
Combo | Notes |
---|---|
CH 5LP, ? | |
CH 5MP, 5MP | |
CH 214LP, 2LK | Useful as a last-ditch attempt to catch mashing or if 214LP beats Drive Impact armor. |
Combo | Notes |
---|---|
PC 5LP, 5MP~HP |
Combo | Notes |
---|---|
PC 2LK, 5MP~HP |
Combo | Notes |
---|---|
Combo | Notes |
---|---|
PC 5MP, 5HP |
Combo | Notes |
---|---|
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
214214P, 6HP, Drive Rush 5HP>236[LK], 623HP | Anywhere | 3590 | Medium | Good damage for minimal drive bar. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
214PP (final hit)>214214LP, 623HP, 236[HK], 623HP | Midscreen | 4510 | Medium | 236[HK] must be delayed for a moment after full charge for maximum damage. Can end with Level 1 Super instead of 623HP. |
Street Fighter 6 (SF6) |
General |
FAQ •
Controls •
HUD •
Glossary •
Movement •
Offense •
Defense •
Gauges •
|
Characters |
Data |
A.K.I. •
Blanka •
Cammy •
Chun-Li •
Dee Jay •
Dhalsim •
E. Honda •
Ed •
Guile •
Jamie •
JP •
Juri •
Ken •
Kimberly •
Lily •
Luke •
Manon •
Marisa •
Rashid •
Ryu •
|