Street Fighter 6 · Combo Cheat Sheet
ARJUN
Facing right. Cancels shown as >X.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
LP MP HPPunches (round)
LK MK HKKicks (square)
PP KKOD, 2 Drive bars
PC CHPunish counter / counter hit
DR DRC DIDrive Rush / cancel / Impact
LP MP HPLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Arm of Justice | ↓↘→ P | Puts opponent into a limited juggle state with a higher launch on counter-hit |
| Arm follow-up | ↓↘→ P >X 6P | Only combos naturally from HP Arm of Justice (LP/MP versions require meaty sp… |
| Cruel Shoulder | →↓↘ P | Transitions into Justice Beyond when colliding with an active Divine Pillar |
| Breathing Ring | ↓↘→ K | Cannot be input while another Breathing Ring as active on-screen |
| Breathing Shockwave | ↓↘→ K >X 6P | Button strength determines projectile trajectory (LP straight / MP 45 degrees… |
| Divine Pillar | ↓↙← K | Upper head hurtbox is Projectile invincible on frames 24-53 (extended leg hur… |
| Justice Beyond | →↓↘ P (Pillar) | Armor Break |
| Howling Destruction | ↓↘→↓↘→ K | Strike and Throw invincible on frames 1-8 |
| Instant Oblivion | ↓↙←↓↙← P | Fully invincible on frames 1-12 |
| Yaksha's Order | ↓↘→↓↘→ P | Fully invincible on frames 1-15 |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| LP, ↓LK, ↓LP >X ↓↘→LP | 1230 | 0 / 0 | Standard 3 piece light string with a low fish. |
| ↓MK, ↓LP >X ↓↘→LP | 1400 | 0 / 0 | Medium low starter. |
| HP >X HP >X HK | 1600 | 0 / 0 | Hitconfirmable target combo |
| HP >X HP >X ↓↙←↓↙←P | 3400 | 0 / 2 | SA2 conversion from the hitconfirmable target combo. |
| HP >X HP >X HP | 2800 | 0 / 0 | Hitconfirmable target combo. Corner only. |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| LP (PC), →↘↓↙←P | 1640 | 0 / 0 | 4f punish. Point blank. Most of this damage is gray damage. |
| LP (PC), MK >X ↓↘→MP | 1550 | 0 / 0 | 4f punish. Point blank. |
| LP (PC), MK >X →↓↘LP | 1620 | 0 / 0 | 4f punish. Point blank. |
| ↓LP (PC), ↓MP | 920 | 0 / 0 | 5f punish. Snags people at tip range for cr. lp. |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| DR ~ ↓MK, MK >X →↓↘LP | 1860 | 1 / 0 | Example drive rush into a low. |
| DR ~ cr mk, →↘↓↙←P | 1880 | 1 / 0 | Caveat, does gray damage. Example of Arjun's hitgrab comboing. |
| DR ~ ↓LK, LK >X ↓↘→LP | 1180 | 1 / 0 | Example drive rush into a low. |
| LP >X DRC ~ LK | – | 3 / 0 | 6f or less on hit |
| ↓LP >X DRC ~ LK | – | 3 / 0 | 6f or less on hit |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| HP >X HP >X HP | 2800 | 0 / 0 | Hitconfirmable target combo. Corner only. |
| HP >X HP >X HP >X ↓↘→↓↘→P | 4800 | 0 / 0 | SA3 conversion from the hitconfirmable target combo. Corner only. |
| ↓HP >X ↓↘→KK >X →MP, ↓↘→LP >X →P | 2680 | 2 / 0 | Corner only. |
| HP >X HP >X ↓↙←↓↙←P | 3400 | 0 / 2 | SA2 conversion from the hitconfirmable target combo. |
| MK >X HK >X ↓↘→↓↘→K | 3000 | 0 / 1 | SA1 conversion from the safe on block target combo. |
Practice First
- LP, ↓LK, ↓LP >X ↓↘→LP as your everywhere combo.
- ↓MK, ↓LP >X ↓↘→LP for a second confirm.
- LP (PC), →↘↓↙←P after blocking a punishable move.
- DR ~ ↓MK, MK >X →↓↘LP as your Drive Rush route.
- HP >X HP >X HP once you can reach the corner.
Translated from FAT's Classic routes using FAT's Modern input for each move (manual motions, not assisted). Routes that use a button Modern doesn't have are left out. Damage shown is Classic's; AUTO (assisted) specials deal less.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
L M HLight / Medium / Heavy
SPSpecial button (+ direction)
AUTOAssist button held
AAOD: two attack buttons
AAny attack button
DR DRC DIDrive Rush / cancel / Impact
L M HLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Arm of Justice | ↓↘→H | Puts opponent into a limited juggle state with a higher launch on counter-hit |
| Arm follow-up | SP / ↓↘→A ~ →SP / →A | Only combos naturally from HP Arm of Justice (LP/MP versions require meaty sp… |
| Cruel Shoulder | →↓↘H | Transitions into Justice Beyond when colliding with an active Divine Pillar |
| Breathing Ring | ←SP | Cannot be input while another Breathing Ring as active on-screen |
| Breathing Shockwave | ←SP ~ →A | Button strength determines projectile trajectory (LP straight / MP 45 degrees… |
| Divine Pillar | db/d/↘SP | Upper head hurtbox is Projectile invincible on frames 24-53 (extended leg hur… |
| Justice Beyond | →SP / →↓↘A (Pillar) | Armor Break |
| Howling Destruction | SP+H or →SP+H / ↓↘→↓↘→L | Strike and Throw invincible on frames 1-8 |
| Instant Oblivion | ←SP+H / ↓↙←↓↙←M | Fully invincible on frames 1-12 |
| Yaksha's Order | ↓SP+H / ↓↘→↓↘→H | Fully invincible on frames 1-15 |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| L, AUTO L, ↓L >X ↓↘→L | 1230 | 0 / 0 | Standard 3 piece light string with a low fish. |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| L (PC), →↘↓↙←A | 1640 | 0 / 0 | 4f punish. Point blank. Most of this damage is gray damage. |
| L (PC), M >X ↓↘→M | 1550 | 0 / 0 | 4f punish. Point blank. |
| L (PC), M >X →↓↘L | 1620 | 0 / 0 | 4f punish. Point blank. |
| ↓L (PC), ↓M | 920 | 0 / 0 | 5f punish. Snags people at tip range for cr. lp. |
Drive Rush
No confirmed combos for this section yet.
Corner & Super Enders
No confirmed combos for this section yet.
Practice First
- L, AUTO L, ↓L >X ↓↘→L as your everywhere combo.
- L (PC), →↘↓↙←A after blocking a punishable move.