User:Sereni/sandbox

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)

Beginner Combos

Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Click the tabs above this box to navigate.


These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo.

Basic Light Confirms
Very Easy


2LP/2LK > 2LP > [2]8HK

Basic pressure string that doubles as a confirm. The extra hits can allow time to react to if the starter connected or was blocked.

A quick combo starting from Guile's fastest normal or fastest low, it can be used as a way to get out of a sticky situation, a quick punish, or in your pressure, while ending with a good knockdown.

Recoil Cannon Confirm
Very Easy


5MP~4HP > [4]6P

A strong combo able to convert off of max range hits of Guile's 5MP. Finishing with Sonic Boom makes this safe even on block.

Double Shot Confirm
Easy


(5MP) 2MP~2MP > [2]8HK

This combo requires 5MP to hit relatively closer to Guile. To perform this combo, one must relatively quickly start holding down after inputting 5MP. The Double Shot target combo gives ample time to charge Flash Kick.

Burning Straight Confirm
Very Easy


4HP > [4]6P

Burning Straight is a powerful command normal which allows Guile to maintain back charge. This combo allows Guile to remain safe whether Burning Straight connects with the opponent or if it was blocked.

Guile High Kick Confirm
Very Easy


3HK > [2]8HK

Whiffs on crouching opponents but is Guile's highest damaging meterless route.

Guile Drive Rush Extension
Easy


... > DR > 2HP, 2LP > 2LP > 2LP > [2]8HK

A simple combo for when Guile wants to spend Drive Gauge on adding additional damage to a combo.

Core Combos

Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Guile Light Confirm
Hard


2LK > 2LP > 5LK > [2]8HK

Basic pressure string that doubles as a confirm. In order to special cancel 5LK, down charge must be held until 5LK is input, and then the special must be input immediately after. Flash Kick may be replaced with Drive Rush to extend the combo for more damage.

Counterhit Light Confirms
Easy


CH 2LP, (5MP), 2MP > [2]8HK

This combo converts from 2LP for more damage than 2LP > 2LP.

5MP to Flash Kick Routes
Medium, Medium


5MP~4HP > [2]8HK / 5MP, 2MP > [2]8HK

To charge enough for Flash Kick, down charge must be held a few frames after 5MP is pressed, and Flash Kick input 45-55 frames after 5MP was input.

Counterhit Crouching Medium Kick
Medium


CH 2MK, [2]8MK

Very range dependent, cannot convert at max 2MK range. EX Flash Kick can hit from slightly further away.

Combo Theory

WIP

Combo List

Light Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LP > 2LP > [2]8HK Anywhere 1690 0 0 [1] Very Easy
2LP > 2LP > SA1, [2]8KK Anywhere 2430 2 1 [2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK Anywhere 2021 3 0 [3] Medium
2LP > 2LP, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK Anywhere 2482 5 1 [2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 2374 6 0 [3] Medium
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > SA1 Anywhere 2676 6 1 [2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 Anywhere 4336 6 3 [3] Medium

Medium Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP, 2MP, [2]8HK Anywhere 2320 0 0 [3] Medium
5MP, 2MP > DR > 2MP, 5MP, 2MP > [2]8HK Anywhere 2856 3 0 [3] Medium
5MP, 2MP > DR > 2MP, 5MP~4HP > SA1 > [2]8KK Anywhere 3466 5 1 [2] Easy
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 3353 6 0 [3] Medium
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > SA1 Anywhere 3543 6 1 [2] Easy
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 Anywhere 5275 6 3 [3] Medium
CH 6MK, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK Anywhere 2592 3 0 [3] Medium
CH 6MK, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK Anywhere 3202 5 1 [2] Easy
PC 2MK > [2]8KK Anywhere 1880 2 0 [3] Medium

Heavy Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP, 3HK > [2]8HK Anywhere 3200 0 0 [2] Easy
PC 5HP, 2MP > [2]8HK > SA3 Anywhere 5200 0 3 [2] Easy
PC 5HP, 5HK > SA1 > [2]8KK Anywhere 4230 2 1 [2] Easy
PC 5HP, 3HK, 5MP, 5MP, 2MP > [2]8HK > SA3 Anywhere 5736 3 3 [3] Medium
PC 5HP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 3772 3 0 [3] Medium
PC 5HP, 5HP > DR > 5HK, 5MP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 4092 6 0 [3] Medium
PC 5HP, 5HP > DR > 5HK, 5MP > DR > 5HK, 2MP > [2]8HK > SA3 Anywhere 6014 6 3 [3] Medium
PC 6HK, SA1 Anywhere 3200 0 1 [2] Easy
jHK, 5HP > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP > [2]8HK Corner 0 0 0 [5] Very Hard

Drive Rush Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DR 4LK, 2LP > (2LP) > [2]8HK Anywhere 0 0 0 [1] Very Easy
... > DR > 5MP, 5MP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK Corner 3000 3 0 [5] Very Hard
... > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK Corner 3300 3 0 [5] Very Hard

Drive Impact Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI w! 2HK~3HK > [2]8HK > [2]8KK Anywhere 1304 1 0 [2] Easy
DI w! 5HP > 214LP > [2]8HK Anywhere 1936 1 0 [3] Medium
DI w! 5HK > SA1 > [2]8KK Anywhere 2912 3 1 [2] Easy
DI w! 5HK > SA3 Anywhere 3840 1 3 [1] Very Easy

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