Street Fighter 6/Juri/Combos

From SuperCombo Wiki


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)

Note: an Exclamation Mark (!) will be used when discussing the enhanced versions of Saihasho (236LK), Ankensatsu (236MK), and Go Ohsatsu (236HK) as a shorthand.

Day 1 BnBs

Light Confirm
Very Easy


2LK 2LP 2LP > 214MK

Juri's confirms are relatively straightforward. Some lights may have to be cut depending on distance.

Jump-In Combo
Easy


j.HK, 5MP, 2MP > 214MK

Common confirm and an important link for Juri.

Drive Impact
Easy


PC DI, 5MP, 2MP > 214MK (midscreen)
DI, 5HP > 214HK, 623HP (corner)

Basic introduction to Juri's main juggle route, that being 214HK. Juri gets a lot from that move but this is all she needs to get started.

Links and Starters

Normal Hit

Links and Chains
Combo Notes
5MP, 2MP Very important to both her combos and pressure game. 5LK can be used instead but has fewer options afterwards and lower damage in exchange for being faster (and not trading with 4f buttons like 2MP would).
2MP, 5LK Not very common, but good to know regardless. Juri doesn't get much out of max range 5LK.
5LP/2LP/2LK > 5LP/2LP > 5LP/5LK/2LP Juri's light chain structure is pretty similar to most of the cast. At farther ranges, she has to use 5LK to end her chain.
5LP, 5MK Juri has to be point blank for this link to work, but 5MK(1) has more than enough hitstun to combo into 236MK and 214HK for extended follow-ups.
Poke Conversions
Hard


2MP > Special
5HP > Special

These pokes can be single-hit confirmed into a special move.
5HP does not combo into 214HK or 236MK on normal hit if delayed too long, though this doesn't apply to a CH.

Counter-hit

Counter-hit Confirms
Combo Notes
CH 2MP, 2MP Juri doesn't get anything particularly amazing on counter-hit.

Punish Counter and Drive Rush

-4 Punishes
Combo Notes
PC 5LP, 2HP Juri has to be point blank for this to work.

-5 Punishes
Combo Notes
TODO

-6 Punishes
Combo Notes
PC 5MP, 5HP > ... Great starter for Juri. 5HP has a lot of hitstun, which lets her go for her most damaging cancel options and Drive Rush.
PC 2MP, 2MK > ... Decent against moves like Jamie's palm.
PC 2MP > 214HK/236MK ... Excellent way to route into moves that are normally only accessible by heavy starters

-7 Punishes
Combo Notes
TODO

-8 Punishes
Combo Notes
PC 2MK > 214HK/236MK ... Good for punishing spaced moves like sweeps

Enhanced Ankensatsu


PC 6MP/2MP/2MK > 236MK!, 6MP > ...

Juri can use Ankensatsu as a way to convert whiff punishes into more damage. This will use a stock, but Juri can always opt to end the combo in Fuhajin to gain one back just as easily. Juri can also route into 214HK for a juggle from the same starters.

5MK Into Super


PC 5MK, 236236K

If either hits of 5MK connect as a punish counter, it can easily be confirmed and linked into Level 1 Super at just about any range. Also useful when done as a Drive Rush in neutral.

Drive Rush Extensions


light normals > DRC 5LP, 2HP > ...
... > 5MP/2MP/6MP and heavy normals > DRC 2HP, 5MP, 2MP > ...
medium normals > DRC 5MP, 5HP > ...

Juri has a couple options to choose from when it comes to using Drive Rush. She's pretty limited when it comes to light normals, but off of her other buttons she can choose between damage (the second route) or extensions using Fuha stores (the third route). The third route is also useful as Juri can juggle her lvl1 from 214HK.

Raw Drive Rush


DR 5MP, 5MP, 2MP > ...
DR 6MK, 5MP, 2MP > ...
DR 2MK, 5LP 5LK > ...

Juri's Drive Rush, to put it lightly, is what we in the biz call "very good." This is complemented by Juri's strong options out of it. Her lowest reward option is the low, 2MK. DR 5MP, 5MP is actually a true blockstring and needs to be slightly delayed in order to frame trap. The added momentum from Drive Rush is what allows it to work in this instance.

Drive Impact


PC DI, ->
  1. 2HP > 214HK > 623HP (stock positive)
  2. 6HP > 236MK!, 6MP > 214MK (stock neutral)
  3. 6HP > 236MK!, 6MP > 623HP (stock negative)

Basic example of how Juri can change her routing depending on how many stocks she has or wants. Combos that end in Tensenrin typically forgo okizeme for damage.

Picking an Ender

FuhajinOptimal in most contexts.


5LK/6MP > 214LK
light punches/medium normals > 214MK/214KK
5MK(1)/5HP/2HP/6HP > 214HK > ...

LK Fuhajin is the most restricted in terms of range. MK Fuhajin will combo from Juri's light punches unless they connect at max range, making it highly consistent as an ender. Both LK and MK Fuhajin can cancel into her lvl3 as a relatively easy way to dump meter. HK Fuhajin only combos from her cancelable heavies or Punish Counter mediums, but launches high enough to juggle after. 214KK has a similar launch to 214HK but combos from more normals to offset its Drive cost.

Fuhajin Juggles


... > 214HK/214KK ->
  1. 623LP/623MP/623HP
  2. 236236K
  3. 214214P
  4. 214214K
TensenrinThe last resort ender.


... > 5LK > 623LP
juggle > 623MP/623HP

Tensenrin can be used as a grounded combo ender, but it's always worse when Fuhajin is available as an alternative. Fuhajin builds Juri's resource and also has better oki. However, there are times where Fuhajin won't connect, like after max range 5LK, that make Tensenrin the only option.

Go OhsatsuA pricey upgrade.


... > 236HK!~LK!
... > 236HK > 214214K

With two stocks, Juri can end combos with 236HK into the LK follow-up, which places a projectile directly on top of the opponent for a meaty. Alternatively, it's her highest-damage super cancel option.

Juggles and Extensions

HK/OD Fuhajin


... > 214HK/214KK ->
  1. 623LP (close)
  2. 623MP/HP (far)
  3. 236236K (1 Super)
  4. 214214K (3 Super)

Important to note these are all juggles and not cancels. This is particularly important when it comes to her lvl3, as canceling into it adds scaling.

Grounded Enhanced Ankensatsu Extensions


PC or DR medium buttons/5MK(1)/5HP/2HP > 236MK!, 6MP/2MP > ...

Ankensatsu is only really useful as an extender if you're planning on extending the combo with Drive afterwards or want good okizeme, as it incurs a scaling penalty. This route goes into the DR 2HP extension very easily though, making it a great route for corner carry or as a stun combo for big damage.

Instant j.MP


PC instant j.MP > j.214KK~K

Incredibly useful tool as it catches whiffed throw hurtboxes when used as a reversal. Juri can pick up after OD divekick with either Fuhajin or Tensenrin, depending on if she wants a stock or damage.

Feng Shui Engine

Here it is, Juri's signature install super, the Feng Shui Engine. In exchange for giving Juri amazing conversion ability and access to setups she normally would not, the skill floor goes way up to effectively use it. While this definitely is daunting at first, it becomes second nature once you get past the initial learning curve. The basics to learning FSE are: learning how to enter it, basic combo theory when activated, and where to spend stocks/drive.

The Gatling route goes as follows: LP/LK > MP/MK > HP/HK
She can not cancel buttons of the same type and strength into each other. For example: 5MP > 5HP works, 5MP > 2MK works, but 5MP > 6MP does not. Furthermore, once she has canceled a button into another of the same strength, she must go to a higher strength to continue the string. Therefore, 5MP > 2MK > 6MP does NOT work.

Activation

Launchers


2HP > 214HK, 214214[P]...
j214KK~K, 214214[P]...
236MKHK > 214214[P]...
PC 5HK, 214214[P]...

Heavy Fuhajin, OD Go Ohsatsu, and OD Shikusen allow Juri to juggle into the dash version of FSE, notated as 214214[P]. Sometimes, this link must be done so that it hits as low as possible, but in the corner, she can buffer the input as quickly as possible. From there, she has a few different options depending on her screen position and what she wants.

Enders


... 5HK > 2HP > jc dl.j.MK > j214K~K - Midscreen
... 6MP > 4HK > 2HP > jc j.MP > j.MK > j214K - Midscreen
... 5HK > 2HP > jc j.MK > j.HP > j.HK > j214K~K - Corner

Outside of the corner, j214K is the main way to end aerial combos from FSE because it allows Juri to dash up and get pressure whereas ending with the follow-up will often leave her too far. The first route requires a slight delay when activating FSE so that the 5HK hits low enough to connect to 2HP, the others do not.

Sample Routes


2HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.j.MK > j214K~K
236MKHK(2) > 214214P > 236HK
236MKHK(2) > 214214[P] > 4HK(1) > 2HP > jc j.MP > j.MK > j214K
j.MP > j214KK~K, 214214[P] > 4HK > 2HP > jc j.MP > j.MK > j.HP > j.HK

These are sample combos to showcase how one may put these pieces together. Lastly, to clarify what "dl." is referring to: If a normal is pressed while Juri is rising, the routes will be different from pressing that same button when Juri is close to or at the apex of her jump.

Starters


5HP > 214214P...
6HP > 214214P...
5MP, 2MP > 214214P...
2MK > 214214P...

Activating FSE directly from a normal is powerful thanks to Juri's already strong neutral game and the frame advantage allowing strong follow-ups afterward as long as she cancels off anything stronger than a light attack. Naturally, activating in neutral can cause spacing issues so a microwalk may be required if activating from further distances. Though, if range is still a concern, the dash version is a serviceable alternative that sacrifices damage.

Enders


... 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere
... 6MP > 4HK(1) > 2HP > jc j.MP > j.MK > j214K - Midscreen
... 5MK > 5HK > 2HP > jc j.MP > j.HP > j.HK > j214K~K - Corner

6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the weaker 2nd hit of 5MK will connect.

Sample Routes


5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP
5MP, 2MP > 214214P > 6MP > 4HK(1) > 2HP > jc j.MP > j.MK > j214K
5HP > 214214P > 5MK > 5HK > 2HP > jc dl.j.MP > j.HP > j.HK

These are sample combos to showcase how one may put these pieces together. It should be noted that very few routes require specific delays and spacings aside from the juggle routes. Treat them like a target combo, one after another.

From Normals


5HP/6HP/5MP/2MP/2MK/6MP

Even on block, Juri is plus enough to start pressure again by canceling into normals that move her forwards. To get the best pressure, she must consider the distance before committing to a button. 5MP and 6MP often leave her close enough to simply link into 5MP again. However, 2MP, 2MK, 5HP, and 6HP are a bit more troublesome. From closer, they can link into 2MK > 5MP, but from further they must do 2MK > 6MP, somewhat weaker pressure. If connecting from the very tip range of 5HP, Juri can only do 5HP to keep a gapless string.

OD Go Ohsatsu


236MKHK

By spending 2 drive bars, Juri can cancel into FSE by using OD Go Ohsatsu as a surprise tool in neutral a la V Trigger activation in SFV. Canceling the 2nd hit is recommended because she can frame trap walk up 5MP.

In-Engine

Lights


5LP/5LK/2LP/2LK...
5LP/5LK/2LP/2LK > 6MP...
PC 5LP, 2HP...

Light confirming in FSE is rather easy because of Juri's low pushback on lights allowing her to do multiple in a row. The simplest route for light confirms is X number of Lights > 5HP > 214MK (> 623HP in corner). In order to go into slower heavies, such as 5HK, we have to first cancel into 6MP. Although other mediums will work, 6MP simplifies spacing as it moves Juri forward.

Mediums


5MP, 2MP > 2MK...
5MK/2MK > 6MP...
PC 5MP, 5HP...

Juri's already strong mediums in neutral become much safer as they become essentially DI-safe by buffering into other mediums. This is a theme in Feng Shui Engine. Furthermore, links are incredibly powerful in FSE because they let us briefly ignore the cancel rules and lead to overall stronger routes.

Heavies


5HK > 623HP/214MK
5HK > 6HP...
5HP/2HP/6HP > 5HK ...
5HP/2HP/6HP > 236MK!, 6MP...
PC 6HP/2HP, 5MP...

In FSE, heavies have unique properties when canceled into, such as 2HP's jump cancel. However, if a heavy is linked into or starts the string, it retains normal properties. For example, 2MP > 2HP allows you to jump cancel but PC 2MP, 2HP does not. Another example is with 214LK: 5MP > 5HP > 214LK combos and 5MP > 5HK > 214LK also works. But 5MP > 5HK > 5HP > 214LK does not work because 5HP launches off the ground and decreases the juggle limit.

Grounded


... 5HP/5HK > 214MK
... 5HP/HK > 214LK > 623HP
... 5HK > 5HP > 236HK > 623HP
... 2HP/4HK(1) > 214HK > 623HP
... 2HP > DI

Given that Juri only has a limited amount of time she can spend in the engine, combo length is another factor to consider. For example, spending less time on light combos makes sense because they are scaled harshly anyways. The strengths of the slightly longer 236HK route include strong corner carry and good oki if she chooses to forego the 623P ender. This is a reasonable choice because it can fall out easily if timed incorrectly or if she is too far in the first place.

Launchers


... 6MP > 4HK(1) > 2HP...
... 5HK > 2HP...

Should Juri need to take to the skies, the freedom of FSE allows her to easily route into 2HP and go for an aerial combo. By doing so, she exchanges damage for somewhat further corner carry. However, when she is already in the corner, she can access her most powerful okizeme setups by launching her opponents into the air.

The 50/50 Setup

Corner 50/50


... 5HK > 2HP > jc dl.j.MP > j.HP > j.HK

Bless Capcom for giving Juri 50/50s in the corner. The general idea is as follows: Chain into 2HP > Air Combo and have the last j.HK hit as low to the ground as possible. This is so that an instant jump is plus enough for 2LK/Throw to be true and a slightly delayed jump leads to safe jump j.HK. There are a variety of ways to do this but the route listed seems to be the simplest to access.

Midscreen Safe Jump

214HK Safe Jump


... 6MP > 4HK(1)/2HP > 214HK
... 2HP > 5HK > 214HK

Similar to how Juri can normally attempt a safe jump off 214HK, she can do so in FSE only this one is auto-timed in exchange for leaving her slightly further from the opponent. Though this problem is mitigated by FSE's forward-advancing normal cancels and spacing traps. This safe jump can work with either j.MK or j.HK, though j.HK is harder to properly time.

Spending Resources

Saihasho/Go Ohsatsu


236LK!/236HK!

Enhanced Saihasho remains a strong tool in neutral as a wall that Juri can approach behind and Go Ohsatsu still leads to solid oki on its own. What makes them truly remarkable is how they synergize in FSE. Any route that leads to 236HK! juggling opponents in the air and then canceling into the fireball, such as the ...5HK > 5HP BnB, gives Juri particularly powerful midscreen okizeme. The fireball does not hit meaty which is actually a benefit in this case because it prevents the opponent from mashing out while Juri can safely wait and respond to her opponent's choices.

Ankensatsu


236MK!

Enhanced Ankensatsu is different from the other 236K specials in that it's purely a combo tool. While it may be lacking in utility, it makes up for this simply because it allows Juri to link back into her mediums, giving her the most options in terms of routing. It sees use in longer FSE combos because it can combo from mediums using 236LK! > MK but this is not recommended for shorter combos because it scales harshly.

OD Shikusen


j214KK

OD Shikusen is a uniquely great corner carry tool in Feng Shui Engine simply because she can access it more often than she normally does. For a basic conversion, 236HK will usually juggle. However, for 1 drive bar, she can Drive Rush into a string that pushes her into the corner. To have enough juggle potential for this string to work, she must not cancel into 2HP from a heavy and she must only do 1 jump attack before canceling into j214KK.

Drive Rush Cancels


MP+MK/66

Despite being a defining feature of SF6, Drive Rush does not have an obvious niche in FSE, given that it already has ungodly conversion ability. Furthermore, heavies launching when canceled makes converting from DR rather difficult. 6HP is the exception to this in that it is fairly easy to DR into 4HK/4HK(1) > 2HP. Lastly, DR sees use in long, looping combos where it is activated before Juri cancels into a heavy so that she can use her exceptional links bolstered by the added frame advantage.

OD Tensenrin


623PP

OD Tensenrin has a fairly standard but ultimately beneficial role as a strong ender if Juri needs more damage or if she is unsure about the juggle potential. For example, if she is unable to Drive Rush after j214KK, 623PP is likely to combo provided she is close enough. That last part is important because, unlike 623HP, the OD version has a trajectory comparable to 623MP, making it fall out of the 236HK route outside of the corner.

OD Ankensatsu


236LKHK

OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an auto-timed safe jump by first whiffing 5LK. This is important because, in certain routes, she would not be able to juggle anything else meterless. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.

Sakkai Fuhazan


236236K

Juri's Level 1 Super is the only one she can access for the duration of FSE and, thankfully, is rather easy to combo into while also doing a decent amount of damage especially if she chooses to spend a stock. It also functions as a high-damage anti-air.

Sample Routes


6MP > 5HK > 5HP > 236HK, 236236K - Anywhere
5HP > 4HK(1) > 214HK, 236236K - Anywhere
2LP > 2LP > 5HP > 214MK, 236236K - Anywhere
6HP > 5HK > 236236K - Anywhere
5HP > 5HK > 236LKMK, 236236K - Corner
5MP > 5HK > 2HP > jc j.MP > j.HP > j.HK, 236236K - Corner
5MP > 2HP > jc j.MP > j.MK > j214KK~dl.K, 236HK, 236236K - Midscreen

It just works.

Combo Tables

Activation
Combo Position Damage Drive Fuha Stocks Notes
5HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.j.MK > j214K~K Midscreen 3120 0 +1 Midscreen route for damage off juggle activation.
... 6MP > 4HK > 2HP > jc j.MP > j.MK > j214K Midscreen 3020 0 +1 Midscreen route for okizeme. 5HK > 2HP also works but does slightly less damage.
... 5HK > 2HP > jc j.MK > j.HP > j.HK > j214K~K Corner 3260 0 +1 Corner combo optimized for damage.
... 4HK > 2HP > jc j.MP > j.MK > j.HP > j.HK Corner 3080 0 +1 Corner route to immediately enter into a 50/50.
236MKHK(3) > 214214P, 236HK Anywhere 2000 (2160) -2 0/-1 Advancing OD activation route.
236MKHK(2) > 214214[P] > 4HK(1) > 2HP > jc j.MP > j.MK > j214K Midscreen 2400 -2 0 Advancing OD activation route that focuses on corner carry.
5HP > 214214P, 6MP > 5HK > 5HP > 236HK, 623HP Anywhere 3430 (3550) 0 0/-1 Route that works anywhere on the screen off grounded activation. 5MK and 6MP are mostly interchangeable
... 6MP > 2HP > 214HK Anywhere 2310 0 +1 Midscreen stock positive safe jump route. 4HK(1) is more consistent than 2HP further away but does much less damage, 2310 compared to 1990.
... 6MP > 4HK(1) > 2HP > jc j.MP > j.MK > j214K Midscreen 2740 0 0 Midscreen route for corner carry. 6MP is much more consistent here than 5MK.
... 5MK > 5HK > 2HP > jc j.MP > j.HP > j.HK > j214K~K Corner 3800 0 0 Corner combo optimized for damage.
... 5MK > 5HK > 2HP > jc dl.j.MP > j.HP > j.HK Corner 3440 0 0 Corner route to immediately enter into a 50/50. It's really that simple.
... 6HP > 236MK!, 6MP > 5HK > 6HP > DR~4HP > 2HP > jc j.MP > j.MK > j214K ~K Anywhere 3821 -3 -1 Corner-to-corner combo. Can go into 50/50 routing if close enough to the corner.


In-Engine
Combo Position Damage Drive Fuha Stocks Notes
2LK > 2LP > 2LP > 5HP > 214MK Anywhere 1310 0 +1 Easy and quick stock gain combo, works from pretty much any light starter.
... 5HP > 214MK, 623HP Corner 1910 0 +1 Corner version of the above combo. The additional height from 5HP's launch lets this combo work.
... 6MP > 2HP > 214HK Anywhere 1480 0 +1 Safe jump combo off lights. 4HK(1) also works as a substitute for 2HP.
... 6MP > 5HK > 5HP > 236HK, 623HP Anywhere 2200 (2280) 0 0/-1 Must first use a medium to route into the BnB. 623HP ender adds ~300 damage.
... 6MP > 2HP > jc j.MP > j214KK~dl.K, DR~5MP > 4HK > 2HP > jc j.MP > j.MK > j214K~K Anywhere 2214 -3 0 Alternative corner-to-corner route off lights. DR extension is finicky depending on height.
5MP, 2MP > 2MK > 5HK > 5HP > 236HK, 623HP Anywhere 3150 (3250) 0 0/-1 Essentially the FSE BnB because of the 236HK launch which gives the choice of oki, damage, and a super.
... 2MK > 5HP > 214MK Anywhere 2220 0 +1 A shorter version of the above combo. Can add 623HP ender in the corner.
... 2MK > 5HK > 5HP > 236HK, 623PP Corner 3430 (3530) -2 0/-1 623PP ender only works in the corner. Auto-times slightly meaty 5MP.
PC 5MP, 5HP > 236MK!, 6MP > 2HP > 5HK > 214HK Anywhere 3140 0 0 Stock neutral DP punish that leads to safe jump. Can link into 623HP or 236236K to sacrifice safe jump.
2MK > 6MP > 5HP > 214MK Anywhere 1600 0 +1 Neutral buffer that is safe to Drive Impact and also pulls Juri closer to the opponent on block.
5HP > 5HK > 214MK Anywhere 1980 0 +1 Buffer in neutral from heavies. Can substitute 214MK for 214LK to allow 623HP ender in the corner.
5HK > 6HP > 623HP Anywhere 2380 0 +1 Does not work as easily from further distances. 623HP ender does not work on PC 5HK.
6HP > 4HK(1) > 214HK Anywhere 1700 (2540) 0 +1 Heavy punish starter. Can choose between damage or safe jump with 623HP ender.
6HP > 236MK!, 6MP > 5HP > 214MK Anywhere 2680 0 0 Typical heavy punish starter with stocks.
PC 6HP, 5MP > 5MK > 5HK > 5HP > 236HK, 236236K Anywhere 4270 (4370) 0 0/-1 High damage DP/Super punish.
... > 5HK > 2HP > jc dl.j.MP > j.HP > j.HK Corner 3060 0 0 Looping corner 50/50 setup. Works from any hit in the corner, even lights.
DI 6MP > 5MK > 4HK > 2HP > jc j.MP > j.MK > j.HP > j.HK Corner 2820 0 0 Way to access 50/50 if DI wallsplats, works on hit and on block.


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