Street Fighter 6 · Combo Cheat Sheet
TERRY
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 |
|---|---|---|
| Power Wave | ↓↘→ P | 1-hit projectile |
| Round Wave | ↓↘→ P | 1-hit stationary projectile hitbox that still counts as a Strike for the purp… |
| Quick Burn | ↓↙← P | Second hit is an Overhead (effectively 22 frame start-up if the first hit whi… |
| Burning Knuckle | ↓↙← P | Slower but further range and more active frames compared to the faster MP ver… |
| Crack Shoot | ↓↙← K | Lower body is projectile invincible on frames 14-31 |
| Rising Tackle | →↓↘ P | Invincible to airborne strikes on frames 1-8 |
| Power Charge | ↓↘→ K | Cancelable into any other special move on HIT only on frames 26-45 (36F hit c… |
| Buster Wolf | ↓↘→↓↘→ K | Strike and Throw invincible on frames 1-8 |
| Power Geyser | ↓↙←↓↙← P | Fully invincible on frames 1-17 |
| Twin Geyser | ↓↙←↓↙← P >X 5PP | No form of invincibility on this first follow-up hit |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| LP, LP, LP >X →↓↘HP | 1530 | 0 / 0 | Simple rapid cancel string. |
| LP, LP >X ↓↙←LP | 1170 | 0 / 0 | Simple rapid cancel string. |
| ↓LP, ↓LK, LP >X →↓↘HP | 1450 | 0 / 0 | Low fish rapid cancel string. |
| ↓MP, LK >X →↓↘HP | 1940 | 0 / 0 | – |
| ↓MP, LK >X ↓↙←MP | 1700 | 0 / 0 | – |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| LP (PC), ↓HP >X →↓↘HP | 1910 | 0 / 0 | 4f pc, point blank |
| LP (PC), ↓MK >X ↓↙←MP | 1460 | 0 / 0 | 4f pc, tip jab range. |
| ↓MP (PC), HP (1st) >X ↓↘→HK >X ↓↙←HK, →↓↘HP | 2830 | 0 / 0 | 6f pc. Point blank |
| ↓MP (PC), ↓MK >X ↓↙←MP | 2020 | 0 / 0 | 6f pc. Tip range. |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓LP, LP, LP >X DRC ~ LP, ↓HP >X ↓↘→MK, ↓↘→↓↘→K | 2111 | 3 / 1 | – |
| DR ~ ↓LK, ↓MP >X ↓↘→MK | 1240 | 1 / 0 | – |
| DR ~ MK, HP (1st) >X ↓↘→HK >X ↓↙←HK, →↓↘HP | 2810 | 1 / 0 | – |
| LP >X DRC ~ LP | – | 3 / - | 4f or less |
| ↓LP >X DRC ~ LP | – | 3 / - | 4f or less |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| HP >X ↓↘→HK >X ↓↘→HP, DR ~ ↓HP >X ↓↙←MK, →↓↘HP | 3396 | 1 / 0 | Corner only. |
| HP >X ↓↘→HK >X ↓↘→PP, DR ~ HK, DR ~ ↓HP >X ↓↙←MK, →↓↘HP | 3515 | 4 / 0 | Needs to start from midscreen and end in the corner for this combo to work. |
| HP >X ↓↘→HK >X ↓↘→PP, DR ~ HK, DR ~ MP >X HK >X HK | 3221 | 4 / 0 | Corner carry option |
| HP (2nd) >X ↓↘→MK, ↓↘→↓↘→K | 3000 | 0 / 1 | – |
| ↓LP, LP, LP >X DRC ~ LP, ↓HP >X ↓↘→MK, ↓↘→↓↘→K | 2111 | 3 / 1 | – |
Practice First
- LP, LP, LP >X →↓↘HP as your everywhere combo.
- LP, LP >X ↓↙←LP for a second confirm.
- LP (PC), ↓HP >X →↓↘HP after blocking a punishable move.
- ↓LP, LP, LP >X DRC ~ LP, ↓HP >X ↓↘→MK, ↓↘→↓↘→K as your Drive Rush route.
- HP >X ↓↘→HK >X ↓↘→HP, DR ~ ↓HP >X ↓↙←MK, →↓↘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 |
|---|---|---|
| Power Wave | SP / ↓↘→L | 1-hit projectile |
| Round Wave | ↓↘→H | 1-hit stationary projectile hitbox that still counts as a Strike for the purp… |
| Quick Burn | ↓↙←L | Second hit is an Overhead (effectively 22 frame start-up if the first hit whi… |
| Burning Knuckle | ↓↙←H | Slower but further range and more active frames compared to the faster MP ver… |
| Crack Shoot | ←SP | Lower body is projectile invincible on frames 14-31 |
| Rising Tackle | →SP / →↓↘H | Invincible to airborne strikes on frames 1-8 |
| Power Charge | ↘SP | Cancelable into any other special move on HIT only on frames 26-45 (36F hit c… |
| Buster Wolf | SP+H or →SP+H / ↓↘→↓↘→L | Strike and Throw invincible on frames 1-8 |
| Power Geyser | ←SP+H / ↓↙←↓↙←M | Fully invincible on frames 1-17 |
| Twin Geyser | ←SP+H / ↓↙←↓↙←M ~ AA | No form of invincibility on this first follow-up hit |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| L, L, L >X →↓↘H | 1530 | 0 / 0 | Simple rapid cancel string. |
| L, L >X ↓↙←L | 1170 | 0 / 0 | Simple rapid cancel string. |
| ↓L, AUTO L, L >X →↓↘H | 1450 | 0 / 0 | Low fish rapid cancel string. |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| L (PC), ↓H >X →↓↘H | 1910 | 0 / 0 | 4f pc, point blank |
| L (PC), ↓M >X ↓↙←M | 1460 | 0 / 0 | 4f pc, tip jab range. |
| AUTO M (PC), AUTO H (1st) >X ↘SP >X ←SP, →↓↘H | 2830 | 0 / 0 | 6f pc. Point blank |
| AUTO M (PC), ↓M >X ↓↙←M | 2020 | 0 / 0 | 6f pc. Tip range. |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓L, L, L >X DRC ~ L, ↓H >X ↓SP, ↓↘→↓↘→L | 2111 | 3 / 1 | – |
| DR ~ AUTO L, AUTO M >X ↓SP | 1240 | 1 / 0 | – |
| L >X DRC ~ L | – | 3 / - | 4f or less |
| ↓L >X DRC ~ L | – | 3 / - | 4f or less |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| AUTO H >X ↘SP >X ↓↘→AA, DR ~ H, DR ~ M >X H >X H | 3221 | 4 / 0 | Corner carry option |
| AUTO H (2nd) >X ↓SP, ↓↘→↓↘→L | 3000 | 0 / 1 | – |
| ↓L, L, L >X DRC ~ L, ↓H >X ↓SP, ↓↘→↓↘→L | 2111 | 3 / 1 | – |
Practice First
- L, L, L >X →↓↘H as your everywhere combo.
- L, L >X ↓↙←L for a second confirm.
- L (PC), ↓H >X →↓↘H after blocking a punishable move.
- ↓L, L, L >X DRC ~ L, ↓H >X ↓SP, ↓↘→↓↘→L as your Drive Rush route.
- AUTO H >X ↘SP >X ↓↘→AA, DR ~ H, DR ~ M >X H >X H once you can reach the corner.