Street Fighter 6 · Combo Cheat Sheet

JURI

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
Fuhajin↓↙← KHas a secondary 1-hit projectile hitbox durability on frames 14-19
Saihasho↓↘→ K1-hit projectile
Ankensatsu↓↘→ KAirborne low crush on frames 8-27 (Forced Knockdown state)
Go Ohsatsu↓↘→ KNot cancelable into further QCF specials without using 1 Fuha stock
Tenserin→↓↘ PInvincible against airborne strikes on frames 1-8
Shiku-sen↓↙← K (air)Puts the opponent into a limited juggle state
> Shiren-sen↓↙← K >X K (air)Puts the opponent into a limited juggle state
Sakkai Fuhazan (0 stock)↓↘→↓↘→ KStrike and Throw invincible on frames 1-8
Sakkai Fuhazan (1 stock)↓↘→↓↘→ K (hold)Strike and Throw invincible on frames 1-8
Feng Shui Engine↓↙←↓↙← PDuration of 600 frames (10 seconds) - The remaining timer freezes during any …

Bread & Butter meterless

ComboDmgDrive / SANotes
↓LK, LP >X ↓↙←LK8600 / 0Basic stocking combo. You only get two light attacks into a store.
↓LK, ↓LP, ↓LP >X ↓↙←MK10100 / 03-hit light confirm into stock
↓LK, LP, LK >X →↓↘LP11300 / 0–
↓LK, LP, LK >X →↓↘HP13700 / 0–
LP, LP >X ↓↙←LK9600 / 0Basic stocking combo. You only get two light attacks into a store.

Punish Counters

ComboDmgDrive / SANotes
LP, ↓HP >X ↓↙←HP, →↓↘HP19700 / 04f Punish Counter. Point blank
LP, ↓MK >X ↓↙←MK11800 / 04f Punish Counter. Works at any range.
LP >X DRC ~ MP, ↓HP >X ↓↙←HK, →↓↘HP19323 / 04f Punish Counter. Works at any range.
LK >X DRC ~ MP, ↓HP >X ↓↙←HK, →↓↘HP19323 / 05f Punish Counter. Works at any range.

Drive Rush

ComboDmgDrive / SANotes
LP, LP, LK >X DRC ~ LP, ↓HP >X ↓↙←HK, →↓↘HP16763 / 0–
MP, ↓MP >X DRC ~ →MP, ↓HP >X ↓↙←HK, →↓↘HP27723 / 0–
MP, ↓MP >X DRC ~ ↓HP, MP, ↓MP >X ↓↙←MK24333 / 0–
LP >X DRC ~ LP–3 / -4f or less
LK >X DRC ~ LP–3 / -4f or less

Corner & Super Enders

ComboDmgDrive / SANotes
DI, Jump HK, ↓HP >X ↓↙←HK, →↓↘HP20201 / 0Forward jump can't cross up into the corner, making this an easy conversion.
MP, ↓MP >X DRC ~ HP >X ↓↙←↓↙←P, →MP >X MK >X HK >X ↓HP >X Jump LK >X Jump MK >X Jump HP >X Jump HK30653 / 2GoatGloat's setup from CEO in the corner. Sets up a mixup in the corner.
HP >X ↓↙←HP >X ↓↙←↓↙←P (held), ↓HP, Jump MP >X Jump MK >X ↓↙←K >X K31500 / 2Entry point into SA2 that corners the opponent.
MP, ↓MP >X DRC ~ →MP, ↓HP >X ↓↙←HK >X ↓↘→↓↘→K31503 / 1Example SA1 conversion
MP, ↓MP >X DRC ~ →MP, ↓HP >X ↓↘→MK+HK (2 hits) >X ↓↙←↓↙←P (first hit) (held), MP >X HP >X HK >X ↓↘→HK29545 / 2Example SA2 conversion

Practice First

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

Sources