Street Fighter 6/JP/Combos - SuperCombo Wiki (2024)

Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
NotationMeaning
>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.XJumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or KAny Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/YDo 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.XBriefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AAAnti-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 > DRButton Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~YDrive 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)

Bread and Butter Combos

Bread and Butter Combos
ComboPositionDamageDifficultyVideoNotes
2LK ~ 2LP ~ 2LP > 236LPAnywhere1410Very EasySimple low confirm into LP Stribog
5HK, 2MP > 236MPAnywhere2360EasyBest meterless combo midscreen, but works anywhere. Confirmable after jump-ins or Drive Impact crumples. At maximum range, 2MP into MP Stribog can whiff, use LP Stribog instead. If using MP Stribog in the corner, you can juggle level 1 at the end.
5HK ~ 5HP > 236MPAnywhere2260Very EasyIf 5HK is used at max range, 2MP will whiff. Target combo is a bit weaker but is more reliable at long-range.
6HK > 236HP, 5HP > 22LPCorner2900EasyStaple corner combo using 6HK's launch.

Metered Combos

Important Note: The 4MP~5MP Target Combo is considered a Heavy Starter!

Metered Combos
ComboPositionDamageDifficultyVideoNotes
Any Medium/Heavy Starter > Drive Rush 2HP > 236HP, 236MK, 22HP > (236236K)Not in the Corner?EasyIf you want to spend bar to increase your damage, this is the way to go. Costs three bars, but the opponent is left at full screen, forcing them to play your zoning mini-game. You could always replace 236MK with Dash, DR~6HK > 22MP for better corner carry at the cost of one additional bar and a bit damage. Add Level 3 super to the end for an additional 2,000 damage (note that Lvl3 Super must be *canceled* from 22HP, so try to buffer it quickly! Remember, you can setup 214HP while the enemy wakes up.
Any Heavy Starter > 236KK, (236236P)Anywhere?MediumOD Torbalan is plus on block and frame traps from all your Heavy starters, so it's a great sequence both on hit and block, and if it hits you have ample time to confirm into your Level 1
6HK > 236HP, Dash 5HP > 236KK, 22LP, (236LP/236236P)Corner Only3730MediumCorner extension using Drive Gauge. You can ommit 236LP for 3380 but the opportunity to setup Departure, or replace it with 236236P for 4380 damage but worse okizeme. Or cancel 236LP into 236236K for KO.
5HK, 2MP > 236PP, DR~6HK > 236MP, 5HP > 22LP/(236KK, 22LP, 236LP) > (236236K)Near Corner Only3747/4066 (5747/6066)HardExtension from the previous combo, a 3-bar optimal combo that requires somewhat close to corner. Your DR~6HK has to hit twice and corner your opponent for this to work. Replace 2MP with 5HP ONLY WHEN opponent is too far for 2MP to land. Deals 319 more damage at the cost of two additional bars. Replacing 22LP with 236MP would result in slightly more damage (3815) at the cost of OD Departure Oki opportunity (+39F instead of +44F knockdown) and the ability to go into SA3.
Any Light Starter > Drive Rush 2LP, 4MP~5MP > Any Heavy Starter comboAnywhere?MediumIf you want to convert your lights into stronger sequences.

Drive Rush Starter Combos

Drive Rush Starter Combos
ComboPositionDamageDifficultyVideoNotes
Drive Rush 2MK/6MK, 2MP > 236MPNot corner2260EasyBasic Drive rush mixup combo

Drive Impact Combos

IMPORTANT UPDATE: With 09.24.2024 update, 5HK/2MP now connects with 6HK during DI wallsplat. 5HK only works when DI was NOT blocked.

Drive Impact Combos
ComboPositionDamageDifficultyVideoNotes
HPHK (PC), 236HP, 236MK , 22HPNot corner2780Very easyBasic Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2. Works too when the DI(PC) juggles the opponent.
HPHK (PC), dash(to stall), 5HP > 236HP, 236MK, 22HPMidscreen3160EasyOptimal Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2. Note that this won't work when the DI(PC) juggles the opponent.
HPHK (PC Juggle), j.MK, DR~6HK > 236HP, 236MK, 22HPMidscreen3071Medium[[1]]Improved DI juggle combo that costs one bar for ~300 more damage and better corner carry compared to the 2780 combo. You could also replace 236MK with dash, DR~6HK > 22MP for almost full-stage corner carry distance at the cost of one additional bar and slightly less damage (3029).
HPHK (PC), j.HK, dl. 6HK, 236MP, 5HP, 22LPCorner3430MediumUpdated corner DI punish counter. Can replace 22LP with 236KK extension like other 6HK corner combos.
HPHK (Wallsplat), 5HK(DI-unblocked)/2MP(DI-blocked), 6HK > 236MP, 5HP > 236MK/22LPCorner3350(2640)/3270(2544)EasyBasic corner Drive Impact combo. 236MK deals a bit more damage, while 22LP gives a better knockdown allowing for an OD Departure Oki. Damage numbers are in the following order:

236MK unblocked(blocked) / 22LP unblocked(blocked).

HPHK (Wallsplat), 5HK(DI-unblocked)/2MP(DI-blocked), 6HK > 236MP, 5HP > 236KK, 22LP, 236LP/236236PCorner3650(3088)/4110(3504)MediumFusion of the above combo and the metered 6HK extension, with the same possibilities of replacing 236LP for either oki or damage. Can go into level 3 super from 236LP. Damage numbers are in the following order:

236LP unblocked(blocked) / 236236P unblocked(blocked).

Post Stun Combos

Post Stun Combos
ComboPositionDamageDifficultyVideoNotes
HPHK (Stun), 214P, j.HK/HP, 2HP > 214P (Followup) > 236HP, 5HP > 236KK, 22HPCorner3600(3000)EasyStun combo that gives the option to go into 214P setups, level 1, or 236LP > level 3.
HPHK (Stun), 214P, Dash, HP > 236MK [auto-timed 214P explosion], 6HK > 236MP, HP > 22PCorner Only3790Medium[[2]]
HPHK (Stun), 214P, j.MK (whiff), 5HP > 236MK, 6HK > 236MK, 5HP > 236MK/22LPCorner Only3870/3910HardOptimal Meterless Post-Stun Combo
HPHK (Stun), 214P, j.MK (whiff), 5HP > 236MK, 6HK > 236MK, 5HP > 236KK, 22LP, 236LPCorner Only4020Hard2 Bars Post-Stun Combo
HPHK (Stun), 214MP+HP, 236MP, (Spikes Trigger), 2HK (Whiff), 214MP+HP, 5HP > 236MK, 6HK (Whiff), 22LP, 22LP > (236236K)Corner Only4240 (6240)Very Hard[[3]]Meterdump Post-Stun Combo.

Punish Counter Combos

Note: All combos ended with Triglavs (22P) can go into level 3 (236236K) for 2000 additional damage.

Punish Counter Combos
ComboPositionDamageDifficultyVideoNotes
5HP(PC) > 236HP , 236MK, 22HPMidscreen2780 (4780)EasyBasic, meterless Punish Counter combo that works at any range.
5HP(PC), dl DR 5HP > 236HP, 236MK, 22HPMidscreen2822 (4822)EasySlightly stronger combo for only one bar, as it uses a raw Drive Rush 5HP. Mostly useful if you hit the 5HP PC at max range, where you lose a hit of 236HP and some damage normally.
5HP (PC) > 214LP+HP/214MP+HP, 5MK > 236MP, (spikes trigger), walk forward j.MK, 5HP > 22MP/22HPAnywhere3740 (5740)MediumTwo bars Punish Counter combo that only works at close distance, for blocked reversals and such. Use LP+HP only if you land 5HP(PC) at a nearly seamless close distance, otherwise use MP+HP version. Walk forward enough before j.MK for the following 5HP to land. Does NOT work if you hit 5HP(PC) farther than about half a character's width.
5HP (PC) > 214LP+HP/214MP+HP, 5MK > 236MP, dl. 214LP+MP, 5HP > 214HP, dl. 236MK, 22HPMidscreen4140 (6140)Hard[[4]]Extension of the previous combo with two additional bars. Use LP+HP only if you land 5HP(PC) at a nearly seamless close distance, otherwise use MP+HP version. Does NOT work if you hit 5HP(PC) farther than about half a character's width. Input the second OD Departure the moment the second spike of the first Departure is just about to hit.
5HK(PC), 6HK > 236HP, Dash 5HP > 236KK, 22LP, 236236P/(236LP > 236236K)Corner Only4740 (6220)MediumThis two-bar Corner Punish Counter combo deals a ton of damage due to no immediate scaling going from 5HK(PC) to 6HK. Damage numbers are for ending with level 1 and level 3 super respectively.
214MP+HP, 2HP/4MP~MP (PC) > 236MK, (Spikes Trigger), dl 6HK (1) > 236HP, 236MK, 22MP+HP, 22HPMidscreen4800 (6800)Very Hard[[5]]Specific, but optimal punish for attacks that are at least -48. You can punish Dee Jay and Juri's DP (For Juri, you have to use the 4MP~MP Target Combo, due to it being -48), Jamie's Level 1, Manon's Level 2 (Recommended to hold back if you can afford it, to avoid the side-switch) or Zangief's Level 3. Damage is for using 2HP.

Level 2 Combos

Level 2 Combos
ComboPositionDamageDifficultyVideoNotes
Any Medium/Heavy Starter > 214214P, 4MP~MP > 214HP, 5HK~5HP > 236MP, 5HP > 22LPAnywhere3230EasyCombo extension from most starters using Level 2 instead of Drive Gauge.
Any Medium/Heavy Starter > 214214P, 4MP~MP > 214LP, Forward Jump, 5HK~5HP, 5HP > 22MPAnywhere3110EasySide Switch variation of the above combo, with very small loss of damage.
Any Medium/Heavy Starter > 214214P, 4MP~MP, 214HP, HP > HPHK > HP > 22MPMidscreen3140MediumDepletes 2 bars of the opponent's Drive Gauge (3 if started from a DI-counter).
Any Medium/Heavy Starter > 214214P, 2MP, Forward Jump, 214HP, 5HP > HPHK > 5HP > 22LPBack to Corner3440MediumSide-Switch variant of the above combo.
... > 236HP, 236MK, 22MP+HP > 214214P, 214HP, Forward Jump, Forward Dash, 236MP, 236MPNot in the Corner?HardExtension of HP Stribog combos using Level 2
Any Medium/Heavy Starter > 214214P, 2MK, 5HK~5HP > 214HP, 5HK~5HP > 22LP, 236HP, 236MK 22HPAnywhere3330HardA meterless route into heavy Stribog. Depending on the starter, the 236HP will have to be manually delayed until after the spike connects. Note that if the opponent is sent into corner the 236MK will whiff and the juggle must be continued with 5HP instead.
Any Medium/Heavy Starter > 214214P, 2MK, Forward Jump , 5HP> 214HP, 5HK~5HP > 22LP, 236HP, 236MK 22HPAnywhere3555HardSide-Switch variant of the above combo.

OD Amnesia Combos

Important Note: Countering any Throw leaves you +8, while countering a Drive Impact leaves you +19

Important Update: OD Amnesia has been seriously nerfed and the original damage values below are no longer correct. Now without SA the OD Amnesia combos hardly goes above 2000 damage. For example the first 2MP > 214HP combo now only deals 1620 damage. Original values are listed in parentheses.

OD Amnesia Combos
ComboPositionDamageDifficultyVideoNotes
22KK (+7 or more), 2MP (PC) > 236MP, 236MK, 22HPBack in cornerNow 1700EasyMost basic OD Amnesia counter to punish a throw. Possible to go into Level 3 from 22HP
22KK (+7 or more), 2MP (PC) > 214HP, 5HK (whiff), 22HP, 236MK, 22HPBack in cornerNow 1620 (3430?)Medium[[6]]Great way of punishing throws with OD Amnesia. Possible to go into Level 3 from 22HP
22KK (+7 or more), 2MP (PC) > 214HP, 214HP(trigger) > walk forward 6HK > 236HP, 236MK, 22HPBack in corner(3500?)Hard[[7]]6HK must only hit once for 236HP to juggle.
22KK (+8 or more), 5MK (PC) > 214HP, 236MK, 22HP, 236MK, 22HPBack in cornerNow 1740 (3740?)Hardhttps://youtu.be/1-7f9ofkTMg?si=SOeztkU1fPZ0wtRI&t=200Still works off throws
22KK (+7 or more), 2MP (PC) > 214MP+HP, 214MP (Teleport), j.MK > (Spike Triggers) > 6HK > 236MP, 5HP > 236MK/22LPBack in cornerNow 1670/1650 (3350/3300?)HardSide-switch combo off OD Amnesia.
22KK (+4 or more), 2LP (PC), 5MK > 214HP, 236LK, 22HP, 236LK, 22HPBack in cornerNow 1360 (3080?)HardGreat for punishing a lot of meaties such as overheads.
22KK (+11 or more), 6HK (PC) > 214HP, 236MK, 22HP, 236MK, 22HPBack in cornerNow 2100 (4100?)Hard[[8]]The most common situation for this is after countering a Command Grab.
22KK (+12 or more), 5MP (PC), 214HP, 236LK, 22HP, 236LK, 22HPAnywhereNow 1800 (3660?)HardMidscreen punish with 5MP, for moves with big recovery.

Meterless Amnesia Combos

Important Note: Countering any Drive Impact leaves you +19

Important Update: Normal Amnesia, like its OD variant, has also faced significant scaling nerfs. Original values are listed in parentheses.

Meterless Amnesia Combos
ComboPositionDamageDifficultyVideoNotes
22K (+9 or more), 2HP (PC) > 214HP, 6HK(1) > 214HP, 236HP, 236MK, 22HPBack in cornerNow 1740 (3380?)HardUse this if you counter a Drive Impact in the corner
22K (+4 or more), 2LP (PC), 5MK > 236HP(1), 236MK, 22HPBack in cornerNow 1150 (2425?)Medium

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