Street Fighter 6 · Combo Cheat Sheet

C. VIPER

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

MoveInputWhy it matters
Thunder Dash↓↙← PInvincible to airborne attacks on frames 1-9
Tracer Combination↓↙← P >X 6PPCan only be performed on hit
Burning Kick↓↘→ KCannot hit cross-up
Knuckled Pursuit↓↘→ K >X PPCombos naturally on hit
Double Burn↓↘→ K >X KKLeaves C. Viper with advantage on block but does not combo on hit without a P…
Seismic Hammer→↓↘ P1-hit projectile
Focus Force (lvl 1)↓↙← K (lvl 1)Has 1 hit of armor on frames 6-13 or until release
Limit Decoupler↓↘→↓↘→ KStrike and Throw invincible on frames 1-11 and further invincible to airborne…
Mission Complete↓↙←↓↙← PFully invincible on frames 1-10
Hard Luck Rejector↓↙←↓↙← KFully invincible on frames 1-13

Bread & Butter meterless

ComboDmgDrive / SANotes
LP, ↓LK, ↓LP, LK >X ↓↙←HP13000 / 0Basic light string, can cancel earlier if you don't want the link. Stand blocking makes st. lk whiff.
↓LK, ↓LP, LK >X ↓↙←HP11900 / 0–
↓LK, ↓LP, LK >X ↓↙←HP >X →PP14401 / 0Worth spending the 1 bar of drive to extend this, offers good dash-up oki
↓LK, ↓LP, LK >X ↓↙←MP11900 / 0Relatively safe hitconfirm.
MP, ↓MP >X ↓↙←HP19200 / 0Basic medium string. You can cancel earlier buttons into specials.

Punish Counters

ComboDmgDrive / SANotes
↓LP, ↓HP >X ↓↙←HP16300 / 04f punish. cr. hp's lunge makes this hit anywhere.
↓LP, ↓HP >X →↓↘LP >X SJC, ↓↘→HK, ↓↙←HP24801 / 04f punish
↓MP, ↓HP >X ↓↙←HP22400 / 06f punish.
↓MP, ↓HP >X →↓↘LP >X SJC, ↓↘→HK, ↓↙←HP32501 / 06f punish

Drive Rush

ComboDmgDrive / SANotes
LK >X DRC ~ ↓LP, ↓HP >X →↓↘LP >X SJC, ↓↘→HK, ↓↙←HP20174 / 0–
LK >X DRC ~ ↓LP, ↓HP >X ↓↙←HP ~ K, ↓MP >X ↓↙←HP16603 / 0Example dr conversion into a feint.
↓MP >X DRC ~ →HK, MP, ↓MP >X ↓↙←HP25853 / 0–
LP >X DRC ~ LK–3 / -5f or less
↓LP >X DRC ~ LK–3 / -5f or less

Corner & Super Enders

ComboDmgDrive / SANotes
HK >X SJC, Jump HP, ↓HP >X →↓↘LP >X SJC, ↓↘→HK, ↓↙←HP40002 / 010f punish. Corner only.
HK >X SJC, Jump HP, ↓HP >X ↓↙←HP ~ K, ↓MP >X →↓↘PP >X SJC, ↓↘→HK, ↓↘→KK >X ↓↙←↓↙←K65305 / 310f punish. Corner only. Example that uses SA3 and demonstrates that the damage comes from SJCs/feints, not drive rus…
DI (crumple), Neutral jump HK, DR ~ ↓HP >X →↓↘LP >X sjc, ↓↘→HK, ↓↙←HP31133 / 0A bit more corner carry than the previous.
↓HP >X →↓↘LP >X SJC, ↓↘→HK, ↓↘→KK >X ↓↙←↓↙←P39703 / 2Example conversion into SA2 using OD burnkick as a pickup.
↓HP >X ↓↙←HP ~ K, ↓MP >X →↓↘PP >X SJC, ↓↘→HK, ↓↘→KK >X ↓↙←↓↙←P48505 / 2Extension of the previous combo using a feint cancel.

Practice First

  1. LP, ↓LK, ↓LP, LK >X ↓↙←HP as your everywhere combo.
  2. ↓LK, ↓LP, LK >X ↓↙←HP for a second confirm.
  3. ↓LP, ↓HP >X ↓↙←HP after blocking a punishable move.
  4. LK >X DRC ~ ↓LP, ↓HP >X →↓↘LP >X SJC, ↓↘→HK, ↓↙←HP as your Drive Rush route.
  5. HK >X SJC, Jump HP, ↓HP >X →↓↘LP >X SJC, ↓↘→HK, ↓↙←HP once you can reach the corner.

Sources