Street Fighter 6/JP/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)

Bread and Butter Combos

Bread and Butter Combos
Combo Position Damage Difficulty Video Notes
2LK ~ 2LP ~ 2LP > 236LP Anywhere 1410 Very Easy Simple low confirm into LP Stribog
5HK, 2MP > 236MP Anywhere 2360 Easy Best meterless combo midscreen, but works anywhere. Confirmable after jump-ins or Drive Impact crumples. At maximum range, 2MP into MP Stribog can whiff, use LP Stribog instead. If using MP Stribog in the corner, you can juggle level 1 at the end.
5HK ~ 5HP > 236MP Anywhere 2260 Very Easy If 5HK is used at max range, 2MP will whiff. Target combo is a bit weaker but is more reliable at long-range.
6HK > 236HP, 5HP > 22LP Corner 2900 Easy Staple corner combo using 6HK's launch.

Metered Combos

Important Note: The 4MP~5MP Target Combo is considered a Heavy Starter !

Metered Combos
Combo Position Damage Difficulty Video Notes
Any Medium/Heavy Starter > Drive Rush 2HP > 236HP, 236MK, 22HP > (236236K) Not in the Corner ? Easy If you want to spend bar to increase your damage, this is the way to go. Costs three bars, but the opponent is left at full screen, forcing them to play your zoning mini-game. Add Level 3 super to the end for an additional 2,000 damage (note that Lvl3 Super must be *canceled* from 22HP, so try to buffer it quickly! Remember, you can setup 214HP while the enemy wakes up.
Any Heavy Starter > 236KK, (236236P) Anywhere ? Medium OD Torbalan is plus on block and frame traps from all your Heavy starters, so it's a great sequence both on hit and block, and if it hits you have ample time to confirm into your Level 1
6HK > 236HP, Dash 5HP > 236KK, 22LP, (236LP/236236P) Anywhere 3730 Medium Corner extension using Drive Gauge. You can ommit 236LP for 3380 but the opportunity to setup Departure, or replace it with 236236P for 4380 damage but worse okizeme
Any Light Starter > Drive Rush 2LP, 4MP~5MP > Any Heavy Starter combo Anywhere ? Medium If you want to convert your lights into stronger sequences.


Drive Rush Starter Combos

Drive Rush Starter Combos
Combo Position Damage Difficulty Video Notes
Drive Rush 2MK/6MK, 2MP > 236MP Not corner 2260 Easy Basic Drive rush mixup combo

Drive Impact Combos

Drive Impact Combos
Combo Position Damage Difficulty Video Notes
HPHK (PC), 236HP, 236MK , 22HP Not corner 2780 Very easy Basic Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2
HPHK (PC), dash(to stall), 5HP > 236HP, 236MK, 22HP Not corner 3160 Easy Optimal Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2
HPHK (Wallsplat), 6HK > 236MP, 5HP > 236MK/22LP Corner 3060(2432)/2960(2320) Easy Basic corner Drive Impact combo. 236MK does more damage, while 22LP gives a better knockdown which allows for an OD Portal setup.
HPHK (Wallsplat), 6HK > 236MP, 5HP > 236KK, 22LP, (236LP/236236P) Corner 3490 (2984) Medium Fusion of the above combo and the metered 6HK extension, with the same possibilities of replacing 236LP for either oki or damage.

Post Stun Combos

Post Stun Combos
Combo Position Damage Difficulty Video Notes
HPHK (Stun), 214P, j.HK/HP, 2HP > 214P (Followup) > 236HP, 5HP > 236KK, 22HP Corner 3600(3000) Easy Stun combo that gives the option to go into 214P setups, level 1, or 236LP > level 3.
HPHK (Stun), 214P, Dash, HP > 236MK [auto-timed 214P explosion], 6HK > 236MP, HP > 22P Corner Only 3790 Medium [[1]]
HPHK (Stun), 214P, j.MK (whiff), 5HP > 236MK, 6HK > 236MK, 5HP > 236MK/22LP Corner Only 3870/3910 Hard Optimal Meterless Post-Stun Combo
HPHK (Stun), 214P, j.MK (whiff), 5HP > 236MK, 6HK > 236MK, 5HP > 236KK, 22LP, 236LP Corner Only 4020 Hard 2 Bars Post-Stun Combo
HPHK (Stun), 214MP+HP, 236MP, (Spikes Trigger), 2HK (Whiff), 214MP+HP, 5HP > 236MK, 6HK (Whiff), 22LP, 22LP > (236236K) Corner Only 4240 (6240) Very Hard [[2]] Meterdump Post-Stun Combo.


Punish Counter Combos

Punish Counter Combos
Combo Position Damage Difficulty Video Notes
5HP(PC) > 236HP , 236MK, 22HP Midscreen 2780 Easy Basic, meterless Punish Counter combo that works at any range.
5HP(PC), dl DR 5HP > 236HP, 236MK, 22HP Midscreen 2822 Easy Slightly stronger combo for only one bar, as it uses a raw Drive Rush 5HP. Mostly useful if you hit the 5HP PC at max range, where you lose a hit of 236HP and some damage normally.
5HP (PC) > 214LP+HP, 5MK > 236MP, 214LP+HP (Followup), j.MK, 5HP > 22MP Anywhere 3740 Medium Two bars Punish Counter combo that only works when close to the opponent, for blocked reversals and such. Use the MP+HP version if you have a bit of distance (about half a character's width) with your opponent. Does NOT work if you hit 5HP farther than that.
5HP (PC) > 214LP+HP, 5MK > 236MP, 214LP+MP, 5HP > 214HP, dl 236MK, 22HP Midscreen 4140 Hard [[3]] Requires JP be very close so ideal after DP whiff/blocked. Can go into Level 3 for 6140
214MP+HP, 2HP/4MP~MP (PC) > 236MK, (Spikes Trigger), dl 6HK (1) > 236HP, 236MK, 22MP+HP, 22HP > (236236K) Midscreen 4800 (6800) Very Hard [[4]] Specific, but optimal punish for attacks that are at least -48. You can punish Dee Jay and Juri's DP (For Juri, you have to use the 4MP~MP Target Combo, due to it being -48), Jamie's Level 1, Manon's Level 2 (Recommended to hold back if you can afford it, to avoid the side-switch) or Zangief's Level 3. Damage is for using 2HP.


Level 2 Combos

Level 2 Combos
Combo Position Damage Difficulty Video Notes
Any Medium/Heavy Starter > 214214P, 5HK~5HP > 214HP, 5HK~5HP > 236MP, 5HP > 22LP Anywhere ? Easy Combo extension from most starters using Level 2 instead of Drive Gauge.
Any Medium/Heavy Starter > 214214P, 5HK~5HP > 214LP, Forward Jump, 5HK~5HP, 5HP > 22MP Anywhere ? Easy Side Switch variation of the above combo, with very small loss of damage.
Any Medium/Heavy Starter > 214214P, 5HK~5HP, 214HP, HP > HPHK, Drive Rush 6HK > HPHK Midscreen ? Medium [[5]] This Lvl2 Super combo is useful for its corner carry & directly attacking the opponent's drive gauge. JP's tools are oppressive against burned-out opponents and this combo depletes 4 bars (5 if started from a DI-counter).
Any Medium/Heavy Starter > 214214P, 5HP, Forward Jump, 214HP, 5HP > HPHK, HPHK Back to Corner ? Medium [[6]] Side-Switch variant of the above combo. If you do this after countering a corner DI, it almost guarantees a Burnout.
... > 236HP, 236MK, 22MP+HP > 214214P, 214HP, Forward Jump, Forward Dash, 236MP, 236MP Not in the Corner ? Hard Extension of HP Stribog combos using Level 2

OD Amnesia Combos

Important Note: Countering any Throw leaves you +8, while countering a Drive Impact leaves you +19

OD Amnesia Combos
Combo Position Damage Difficulty Video Notes
22KK (+7 or more), 2MP (PC) > 214HP, 5HK (whiff), 22HP, 236MK, 22HP Back in corner 3430 Medium [[7]] Great way of punishing throws with OD Amnesia. Possible to go into Level 3 from 22HP
22KK (+7 or more), 2MP (PC) > 214HP, 214HP(trigger) > walk forward 6HK > 236HP, 236MK, 22HP Back in corner 3500 Hard [[8]] 6HK must only hit once for 236HP to juggle.
22KK (+8 or more), 5MK (PC) > 214HP, 236MK, 22HP, 236MK, 22HP Back in corner 3740 Hard https://youtu.be/1-7f9ofkTMg?si=SOeztkU1fPZ0wtRI&t=200 Still works off throws
22KK (+7 or more), 2MP (PC) > 214MP+HP, 214MP (Teleport), j.MK > (Spike Triggers) > 6HK > 236MP, 5HP > 236MK/22LP Back in corner 3350/3300 Hard Side-switch combo off OD Amnesia.
22KK (+4 or more), 2LP (PC), 5MK > 214HP, 236LK, 22HP, 236LK, 22HP Back in corner 3080 Hard Great for punishing a lot of meaties such as overheads.
22KK (+11 or more), 6HK (PC) > 214HP, 236MK, 22HP, 236MK, 22HP Back in corner 4100 Hard [[9]] The most common situation for this is after countering a Command Grab.
22KK (+12 or more), 5MP (PC), 214HP, 236LK, 22HP, 236LK, 22HP Anywhere 3660 Hard Midscreen punish with 5MP, for moves with big recovery.

Meterless Amnesia Combos

Important Note: Countering any Drive Impact leaves you +19

OD Amnesia Combos
Combo Position Damage Difficulty Video Notes
22K (+9 or more), 2HP (PC) > 214HP, 6HK(1) > 214HP, 236HP, 236MK, 22HP Back in corner 3380 Hard Use this if you counter a Drive Impact in the corner
22K (+4 or more), 2LP (PC), 5MK > 236HP(1), 236MK, 22HP Back in corner 2425 Medium


SF6 Navigation

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