Street Fighter 6/Ken/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)


Normal Hit Meterless

Light Confirm Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LK~2LP~5LP > 623HP
2LP~2LK~5LP > 623HP
5LP~5LP~5LP > 623HP
Anywhere 1690
1690
1790
0 0 [1] Very Easy Pressure string and confirm string in one.
2LP~2LP, 5LK > 623HP Anywhere 1790 0 0 [2] Easy Far light confirm, use 1 less 2LP if farther away.
2LP, 214LK, 623MP/623LP Anywhere 1970 0 0 [3] Medium 2LP is plus enough to allow linking on reaction into LK tatsu, which itself enables numerous combos.
2LP, 5MP~HP > KK > 623K, 623HP Anywhere 2440 0 0 [3] Medium Close up midscreen 5MP Link. Maximum damage and side switches.
2LP, 5MP~HP > KK > 214K Anywhere 1640 0 0 [2] Easy Close up midscreen 5MP link. Corner carry.
2LP, 5MP > 214LK, 623MP Anywhere 2130 0 0 [2] Easy Close up midscreen 5MP link. Compromise of Damage and Corner Carry with no side swap.
2LP, 5MP~HP > 236MK~dl.6HK, 623HP Corner 2480 0 0 [3] Medium Close up corner 5MP link. Does more damage than a Jinrai Loop but less stylish.

Heavy Confirm Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HP > 623HP Anywhere 2200 0 0 [2] Easy Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, cancel into MK Jinrai Kicks for safety.
5HP > KK > 623P Anywhere 2500 0 0 [3] Medium Stand HP harder confirm. Higher damage, better corner carry but harder to confirm.
j.HP, 2HP > 214LK > 623MP Anywhere 3070 0 0 [2] Easy Max damage Jump-in midscreen.
j.HP, 2HP > 236HK~6HK, 623LP Corner 3380 0 0 [3] Medium Similar damage to the optimal jump-in corner combo, but without the manually timed Jinrai follow-up.
j.HP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP Corner 3430 0 0 [4] Hard Max damage Jump-in corner.

Punish Counter Combos

4f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LP, 5MP~HP > KK > 623P Anywhere 2240 0 0 [2] Easy
2LP, 2HP > KK > 623P Anywhere 2440 0 0 [4] Hard 4f Punish Counter with Ken's run ender. 2LP can be switched with 5LP for additional range all KK > enders can be used; KK > 214K for corner carry, KK > 623P for damage, and KK > 623K > 623HP for a sideswitch.
2LP, 2HP > 214LK, 623MP Anywhere 2550 0 0 [4] Hard Max damage 4f Punish Counter

5f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP, 5MP~HP > KK > 623P Anywhere 2660 0 0 [2] Easy
5MP, 2HP > KK > 623P Anywhere 2880 0 0 [3] Medium
5MP, 2HP > 214LK, 623MP Anywhere 2990 0 0 [3] Medium
5MP, 2HP > 236HK~6HK, 623LP Corner 3300 0 0 [3] Medium Very similar damage to the optimal punish but significantly easier.
5MP, 2HP > 236HK~dl.6LK, 236LK~6LK, 623HP Corner 3350 0 0 [4] Hard Optimal corner grounded punish. Can be linked into supers instead of 623HP.
5MP, 2HP > 236HK~dl.6LK, 236LK~6HK > 236236P Corner 5065 0 3 [4] Hard Optimal super 3 corner grounded punish.

6f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2MP, 5MP~HP > KK > 623P Anywhere 2780 0 0 [3] Medium
2MP, 2MK > 214LK, 623MP Anywhere 2810 0 0 [3] Medium

7f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
236236P Anywhere 4000 0 3 [2] Easy The single 7f punish that is more optimal than 6f meterless combos

8f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2HP, 2MP > 623HP Anywhere 2780 0 0 [3] Medium
2HP > KK~LK, 5MP~HP > KK > 623P Anywhere 2900 0 0 [4] Hard

10f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HP, 2MK > 623HP Anywhere 2580 0 0 [2] Easy 2MK doesn't reach at tip range
5HP, 2MP > 623HP Anywhere 2780 0 0 [2] Easy Medium range combo
5HP, 5MP~HP > KK~623P Anywhere 2900 0 0 [2] Easy Need to be very close for 5MP to reach
5HP > DR~5HP, 2MP > DR~5HP, 5MP~5HP > KK~623K, 236236P Anywhere 5306 6 3 [3] Medium Cash out combo with sideswap

12f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HK, KK > 623P Anywhere 2150 0 0 [2] Easy The timing can be a bit tricky due to 5HK's recovery and the need to cancel KK into 623P fairly early.

23f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
623HK, 2LP, 5MP~HP > KK > 623P Anywhere 2720 0 0 [3] Medium Long range punish counter confirm. The ender can be substituted for KK > 214K/623K.
623HK, 5MP~HP > KK > 623P Anywhere 2780 0 0 [2] Easy Easier version. Slightly less carry without 2LP. The ender can be substituted for KK > 214K/623K.
KK > 214K, 2MP > 214LK, 623MP Anywhere 3405 0 0 [3] Medium Another long range punish counter confirm. You could alternatively do 5MP ~ 5HP > Run 623P/214K/623K after 214K.
KK~214K, 2MP > DR~5HP, 2MP > DR~5HP, 2MP > 623HP > 236236P Anywhere 5790 6 3 [3] Medium Cash out combo
KK~214K, (2MP > DR~2HP > KK~LK) X2, 2MP > ~236MK~6HK > 236236P Anywhere 5900 6 3 [3] Hard Optimal Cash out combo

26f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI, 5MP~HP > KK, 214K Anywhere 2140 1 0 [2] Easy Corner carry, +43 oki.
DI, 5HP > KK, 214K Anywhere 2440 1 0 [2] Easy Max damage DI 1 bar corner carry, but +3 with no knockdown.
DI, 5MP~HP > KK, 623K, 623HP Anywhere 2740 1 0 [2] Easy Side switches.
DI, 5HP > KK, 623P Anywhere 2790 1 0 [2] Easy
DI, f~f, 5HP > KK, dl.623K, 623HP Anywhere 3140 1 0 [3] Medium Side switches. If you don't delay 623K a bit it goes under the opponent. Max damage DI 1 bar combo.
DI, 5HP > 236236P Anywhere 4400 1 3 [2] Easy
DI, 5HP > KK~HK, 236236P Anywhere 4560 1 3 [2] Easy
DI, 5HP > 236KK~6HK~6K > 236236K Anywhere 3830 3 2 [2] Easy
DI, f~f, 5HP > KK, dl.623K, 236236P Anywhere 4570 1 3 [3] Medium Side switches. Delay 623K for at least 3 frames or else 623K or 236236P whiffs. After the first 3 frames you have a comfortable 9 frame window, so it's pretty consistent.

Jinrai Loops

Welcome to the slippery slope
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP~HP > 236LK~dl.6LK, 236LK~6LK, 623HP Corner 2330 0 0 [4] Hard Only optimal after a long combo if done from a Stand MP Target Combo. But are optimal after a Crouch HP.
236HK~dl.6LK, 236LK~6LK, 623HP Corner 2600 0 0 [4] Hard

Dragonlash Loops

The slope opens to the sheer rock of tech
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
(5HP > 623MK, 2LP, 5MP > DRC)x2, 5HP > 623MK, 2LP, 5MP~HP > KK~623K, 236236P Anywhere 5511 6 3 [4] Hard ONLY OFF A COUNTER, PUNISH COUNTER, OR STRAY DRIVE RUSH 5HP ON A CROUCHING OPPONENT! This is a flashy and damaging combo that can almost go corner to corner. It is very easy to stop early if you don't want to burn out.
(5HP > 623MK, 2LP, 5MP > DRC)x2, 5HP > 623MK, 2LP, 5MP~HP > 236LK~dl.6LK, 236LK~6HK > 236236P Corner 5599 6 3 [4] Hard Loopception. As with all Dragonlash combos, they must be crouching. This keeps the corner and does 88 more damage for a much tighter ender. Will you fight? Or will you perish like a dog?


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