Template:Lume/SF6-ComboTable

Template page
Template DocumentationEdit This Documentation


Normal Hit Meterless

Light Confirm Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
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.
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, 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~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

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

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~623HP 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

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 Max damage DI 1 bar combo.
DI, 5HP > 236236P Anywhere 4400 1 3 [2] Easy
DI, 5HP > 236KK~6HK~6K > 236236K Anywhere 3830 3 2 [2] Easy

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

This documentation is automatically transcluded from Template:Lume/SF6-ComboTable/Documentation and is not included when this page is transcluded.