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 |
The above documentation is transcluded from Template:Lume/SF6-ComboTable/Documentation/doc. (edit | history)