Street Fighter 6/Game Data - SuperCombo Wiki (2024)

Frame data

The word "frame" is used to represent the smallest unit of time in the game. In SF6 and most fighting games, one frame is 1/60 of a second, since the game runs at 60 frames per second. Every action a character takes, like walking, jumping, attacking, or blocking, can be measured in terms of frames. Frames are often abbreviated with the letter "f", as in 60f = 60 frames.

As an example, if Chun-Li has a backdash with a duration of 25 frames, this is equal to 25/60 or 5/12 of a second in real time. If you have a 5 frame window to input a combo link, this is a timing window of 5/60 or 1/12 of a second to properly time the combo.

When one character makes contact with another, both will be "stuck" for some period of time. Usually, one character will be able to act again before the opponent has fully recovered; this situation is referred to as "Frame Advantage" (or more specifically Hit Advantage, Block Advantage, Knockdown Advantage, etc). Frame Advantage is represented with a plus or minus sign; +3 means the character can act 3 frames before the opponent, while -6 means the opponent can act 6 frames before you; 0 indicates a neutral advantage where both characters can act simultaneously.

Move Stages

Keeping in mind that all actions are measured in frames, moves can be further divided into phases called Startup, Active, and Recovery. Knowing the definition of each will make it much easier to interpret Frame Data.

  • Startup: The beginning portion of an attack before it can hit the opponent; think "winding up for a punch"
  • Active: The portion of an attack that can hit or grab the opponent
  • Recovery: The ending portion of an attack that can no longer connect with the opponent, and the attacker is unable to perform any other action such as blocking.

It's important to note that in modern Street Fighter games, Startup is measured to also include the first Active frame (known as FAF or First Active Frame startup). This is done to make it easier to understand which moves can be used in combos and in punishes (e.g. a move with +5 Advantage combos into a move with 5 frame startup; a move with 7 frame startup can punish a move with -7 Disadvantage). This means that if you want to know the total frame count of an attack, you should add Startup + Active + Recovery frames and then subtract 1 to account for that overlap.

Many older games use "True Startup", in which Startup and Active frames are completely separate; an attack that hits on frame 3 is considered to have 2 frames of Startup. Keep this in mind if comparing frame data between different games.

Hitstun/Blockstun/Hitstop

When you land an attack, the opponent gets "stuck" for a fixed amount of time from the impact.

  • Hitstun - the opponent is stuck in a reeling animation from the hit. Any followup attack that connects while the opponent is stuck in hitstun results in a combo.
  • Blockstun - the opponent is stuck in a blocking pose. Causing the opponent to block a series of attacks is a blockstring; if the opponent never exits blockstun, it is a true blockstring.
  • Hitstop - also known as "Hit Freeze"; time essentially stops for both characters, making a move feel more impactful. Heavier attacks have longer hitstop, and some Punish Counters with special effects can have extra long hitstop. In addition to making the hits look more natural, hitstop helps to give players time to input a special move cancel and hitconfirm followup attacks.

Input Buffer

SF6 gives players some leniency to time their inputs on offense and defense. For most applications, any move can be buffered up to 4 frames early, meaning that there is a 5 frame window to get the follow-up input at the earliest possible timing. As an example, consider a common link for Chun-Li: 5MP (+6 on Hit) into 2MP (6f startup). While this appears to be a 1 frame link, the 4 buffer frames turn it into a 5 frame link, which is much more consistent. This also applies when timing your defensive inputs; if you want to interrupt your opponent's staggered block pressure with a quick jab, you have 5 frames to time the jab as early as possible. The same holds true when attempting an invincible reversal out of hitstun or blockstun.

Dashes and Wakeup Reversals have an increased buffer window of 7 frames (so, an 8 frame total window). Mashing a backdash to escape the opponent's tick throw pressure is much easier as a result of this increased window, and timing an invincible DP or Super on wakeup is easier than doing it out of hitstun or blockstun.

There are some exceptions to the universal input buffer rules, which may be unintended bugs. For example, after blocking Ryu's 5MP, the buffer for a dash is only 4f instead of the intended 7f. There are also some situations where the input buffer does not help execution. Some combos like Ken's Jinrai Loops must have their cancel delayed as late as possible to juggle properly; this late timing cannot be buffered early.

Screen Freeze Buffers

When the screen freezes during your Perfect Parry or during the opponent's Super activation, you can automatically buffer any attack by holding the button after performing the move input. For example, holding a medium button with 6f startup will guarantee a punish starter after any Perfect Parry, even against the fastest light normals or multi-hit attacks. If the opponent tries to chip you out with a Super that can't be jumped out of, you can buffer your own Super motion and hold the Punch/Kick button to make it come out at the earliest possible timing.

The game will choose your most recent input if you attempt multiple moves during a screen freeze. Letting go of the attack button will stop the buffer from occurring, so you can change your mind if you realize that you initially made the wrong decision.

Drive Rush screen freeze also allows your follow-up attack to be buffered, but you must wait until AFTER the freeze occurs before holding the button; nothing will come out if a button is held before the character starts glowing with a green aura.

Priority Systems

Hit Priority

Street Fighter 6 does not use a normal priority system for attacks like the one found in SFV. This means that any two attacks that collide on the same frame will cause a "trade", unless one of the attacks has invincibility frames. Both hits will be considered a Counterhit, and the usual effects (hitstun, knockdown) will apply depending on the attack. Unlike most previous SF titles, strikes actually have priority over throws when they collide on the same frame. This makes tick throw pressure slightly worse in situations where a character has very slight frame advantage.

Projectile Priority

In most Street Fighter games, projectiles have a specific number of hits, with EX moves or Supers usually having more hits than meterless ones. When they would collide, the projectiles would clash hits, and the fireball with more hits would continue onward after subtracting the number of clashed hits.

In Street Fighter 6, clashing projectiles are now subject to a priority system. The general rule is Super Art > OD Projectile > Meterless Projectile. Projectiles of the same priority will clash in the same way as previous games. When a higher priority projectile clashes with a lower priority projectile, it will still be slowed down by the clash, but will not lose any hits in the process.

As an example, Guile can create a meterless 2-hit projectile with Sonic Blade into Sonic Cross. If he uses this against Ryu's 2-hit OD Hadoken, the fireballs will clash twice before the Hadoken continues, retaining both of its hits. If Guile throws out five Sonic Break projectiles during his Lv.2 Super, Ryu's OD Hadoken would clash with each one individually with the same end result.

Luke's Flash Knuckle has the ability to clash with projectiles, and is considered to be at the lowest (meterless) priority. Against a meterless projectile, Luke can cancel the clash into his Lv.3 Super, but this cancel is impossible when clashing with a higher priority projectile.

Move Input Priority

When multiple inputs are entered on the same frame, the game will use this priority list to determine what move comes out. Moves that are higher on this list take precedence over moves below:

TO-DO

Standing/Crouching Hurtboxes

In some previous Street Fighter games, it took a few frames for a character's hurtbox to shift when transitioning from standing to crouching. It was possible to land meaty attacks on crouch blocking opponents that normally whiff on crouchers (e.g. Sagat's High Tiger Shot) due to the forced standing frames on wakeup, and the only way to circumvent this was to wake up with an immediate crouching attack to force a crouching state. Making an opponent stand block a jump-in attack could also make them vulnerable to an instant "fuzzy overhead" attack if they attempt to crouch block immediately, leading to crucial 50/50 guesses at the end of a round.

In Street Fighter 6, there is still technically a transition period between standing and crouching, with the hurtbox fully shifting on the 5th frame. However, entering proximity guard from an attack's startup allows the defender to skip these transition frames. As a result, it is no longer possible to meaty a crouch blocking opponent with attacks that whiff on crouchers, like Ryu 5HK or Cammy 4HK.

Note: SF6 Training Mode does not accurately reflect this scenario if you attempt instant overheads or meaty high attacks on a crouching dummy. This is because when the dummy is set to Crouch + Block All, it is not actually holding Down + Back; instead, it is holding straight Down, then automatically blocking on the final possible frame. Thus, it never enters proximity guard to shift its hurtbox.

Instant Overheads still exist, but they require the opponent to be stuck in blockstun long enough for the jump attack to connect. This is especially notable for Juri, as many people have labbed setups involving instant j.MP > j.214KK that do not actually work in practice. The only way to set up a fuzzy overhead into j.MP is to connect a deep heavy jump-in against a burned out opponent.

When attempting to Parry from a crouching state, the hurtbox remains in a crouching position for the first 2 frames. This means that you cannot automatically Perfect Parry an attack that whiffs on crouchers by simply tapping parry during the move's active frames; instead, you will stand on frame 3 and perform a normal Parry if the attack still has any remaining active frames. This also means that attempting to Perfect Parry certain air attacks (e.g. E. Honda's Sumo Smash) requires a different timing when input from a standing or crouching position.

Combo-Only Hitboxes

Some moves have hitboxes that only interact with an opponent that is already in hitstun. This is often used to make combos/juggles more consistent without making the hitbox too large in other contexts. For example, Luke and Cammy both have a large combo-only hitbox on their SA3, making the attack look like a taller anti-air than it actually is. At mid-range, Guile's SA1 is a combo-only hitbox; this makes it slower as a ranged punish while still allowing it to combo even from ranged whiff punish normals.

This "combo-only" state only applies when a strike causes the initial hitstun; hitstun from a projectile will not allow this type of hitbox to connect, whether the opponent is grounded or in a juggle state.

Recoverable HP

Being hit by a Drive Reversal or absorbing an attack with Armor causes the character to take recoverable damage (or "gray damage/gray life"). Upon taking recoverable damage, a cooldown timer of 120 frames begins, after which point the HP will be restored at a rate of 2HP per frame. For example, a 500 damage Drive Reversal would take 370f total to recover upon impact (120f cooldown + 250f recovery, or 6.17 seconds). Taking real damage will cause any accumulated recoverable HP to be lost. If the gray damage would cause the character's HP to reach 0, a KO will occur; this means that armor cannot be used defensively at low health.

Damage Scaling

As more hits are used in a combo, the damage of each successive attack is reduced. This system, known as "damage scaling", allows longer combos to exist without being overwhelmingly powerful. Most extended combo sequences require the use of Drive or Super meter. Because the marginal damage output of each additional hit is reduced, the decision to spend or save these resources adds complexity to your offensive decision making. Note that this scaling does not affect the amount of Drive/Super meter gained from each hit (outside of Perfect Parry and some SA2 follow-up combos), so long combos can still be useful even if the damage is low.

The main types of damage scaling in SF6 are:

  • Starter Scaling: When starting a combo with this move, the followup is scaled by x%
    • In frame data, written as "applies a x% damage scaling to next hit when beginning a combo"
  • Combo Scaling: When a move is comboed into, the followup is scaled by x%
    • In frame data, may be written as "counts as X hits for damage scaling when comboed into" or "applies an extra X% damage scaling to next attack when comboed into"
  • Immediate Scaling: When comboed into, the damage of this move is immediately scaled by x%
    • e.g. after a crumple, Throws (including most Command Throws) immediately have their damage reduced by an additional 20% when comboed into
    • Similar to Combo Scaling except that any follow-up moves continue scaling as usual

The general progression of damage scaling depends on how the combo is started:

SF6 Damage Scaling
Attack #General ScalingLight Normal Starter
(Standing/Crouching)
Cancelable 2MK Starter
1st Attack100%100%100%
2nd Attack100%80%80%
3rd Attack80%70%70%
4th Attack70%60%60%
5th Attack60%50%50%
6th Attack50%40%40%
7th Attack40%30%30%
8th Attack30%20%20%
9th Attack20%10%10%
10th + Attack10%10%10%

For scaling purposes, an "attack" corresponds to each move that is input by the player, not the number of hits performed by the character. This means that a move like Chun-Li's Lightning Kicks only counts as one attack, while Jamie's 236P~6K~6K (Freeflow Kicks) sequence counts as 3 separate attacks unless otherwise stated. Target Combos like Kimberly's 5LP~MP~HP~HK sequence also count each hit separately for the purpose of damage scaling.

There are many exceptions to these general guidelines, which are documented below.

System-Wide Scaling

Super Arts
Will always do a set minimum amount of damage, even if the combo would normally be scaled to a lower percent.

  • The minimum is 30% (SA1), 40% (SA2), and 50% (SA3/CA)

Level 3 Super Arts:

  • Additional 10% damage scaling penalty when canceled from a special move
    • This means that a raw Special > SA3 will be scaled as 100% -> 90%
    • Outside of this scenario, it acts as if there is 1 additional hit of scaling (100% -> 100% -> 70%)
    • There are some exceptions to this noted in the character-specific sections

Health Bar References to calculate SA3/CA Damage at Minimum Scaling

Note: At minimum scaling, Akuma's Raging Demon deals ~24%; depending on Medal count, Manon's

SA3 deals 20~23% and

CA deals 23~26%

Perfect Parry
Any punish after Perfect Parry multiplies the damage scaling by 50% (so a standard combo would look like 50 -> 50 -> 40 -> 35 -> 30...). There is no way to mitigate this by delaying the punish - if the followup is not scaled, then the opponent's move has recovered and it wasn't a true punish.

Perfect Parry also applies Drive/Super gauge scaling for all hits of a punish combo:

  • Super Gain (attacker/defender) reduced to 80%
  • Drive Gain (attacker) reduced to 50%
  • Drive Damage (defender) reduced to 50%
    • This includes the Drive Damage from a combo into a Super; for example, Critical Art would only deplete 1 Drive bar instead of the usual 2

Drive Rush
When used raw to start a combo:

  • No additional scaling penalty; (any other applicable scaling penalties, such as 2MK starters, still apply)

When used mid-combo (regardless of whether it was canceled into; also applies after Drive Impact Stun):

  • All remaining hits in the combo have an additional 15% scaling penalty (plus any other scaling that applies)
  • This scaling is rounded down to the nearest whole number (59.5 -> 59)
  • Using Drive Rush multiple times per combo does not stack an additional penalty
  • Example combo using Drive Rush cancel and standard scaling progression:
    • 100% -> 85% -> 68% -> 59% -> 51% -> 42% -> 34% -> 25% -> 17% -> 8%...

NOTE:

Drive Rush and Perfect Parry scaling can stack with each other multiplicatively; so if you would normally be at 80% scaling on the 3rd hit, you would instead do 34% damage (80 * .5 PP * .85

DR). Both of these can also bring the minimum combo scaling below 10%, and as low as 4% when combined.

Drive Impact
If blocked for a corner wallsplat juggle (indicated by a "CRUSH" icon):

  • A 20% scaling multiplier is applied to the usual damage scaling formula (80% -> 80% -> 64% -> 56% -> 48% ...)
    • Because the DI was blocked, it does not count as the first hit of a combo
    • This means that the first attack after a wallsplat can inflict additional starter scaling

If DI hits the opponent for a crumple/wallsplat or causes a stun against an opponent in Burnout:

  • Incurs 20% starter scaling (follow-up: 80% -> 70% -> 60% ...)

Throws
Comboing into a throw (like after a Stun,

Drive Impact crumple, or a rare grounded Wall Splat) will apply an immediate 20% damage scaling to the throw. This often applies to command throws as well, but this is not universal. This is also separate from the damage scaling that applies to throws that can start a combo (such as Kimberly with Spray Can, JP with Amnesia/

SA2, or Blanka with Blanka-chan Bomb).

Character-Specific Scaling
MoveDamage Scaling Notes
A.K.I.2MK10% scaling when beginning a combo
  • Not a standard cancelable 2MK
6HK20% scaling when beginning a combo
j.HP20% scaling when beginning a combo
214PP~6P2 hits of scaling when comboed into (applies to next attack)
214HP15% immediate scaling when comboed into
236PP20% scaling [Toxic Blossom: 10%] when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
214K20% scaling when beginning a combo (meterless versions)
2PP~LPLK20% immediate scaling when comboed into (Stun, DI Crumple, etc.)
Akuma5HK2 hits of scaling when comboed into (applies to next attack)
4HK20% scaling when beginning a combo
j.2MK20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
5MP~MP2 hits of scaling when comboed into (applies to next attack)
5MK~HK2 hits of scaling when comboed into (applies to next attack)
236[P] (Lv.2/Lv.3 Charge)
236PP
236[PP] (Full Charge)
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
j.236P20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
  • Also applies to Shin Akuma j.214PP (Double Zanku Hadoken)
623P20% scaling when beginning a combo
  • 30% total when combined with SA3 cancel scaling
214LK
214MK
2 hits of scaling when comboed into (applies to next attack)
j.214K30% scaling when beginning a combo
j.214KK2 hits of scaling when comboed into (applies to next attack)
214PP20% scaling when beginning a combo
214HP~6P3 hits of scaling when comboed into (applies to next attack)
236K~K
236KK~K
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
236KK~214K2 hits of scaling when comboed into (applies to next attack)
Air SA110% scaling when beginning a combo
5% extra scaling when comboed into (applies to next attack)
SA240% scaling when beginning a combo
4 hits of scaling when comboed into (applies to next attack)
Blanka6HP20% scaling when beginning a combo
[4]6LP (during SA2)
[4]6MP (during SA2)
10% scaling when beginning a combo
10% immediate scaling when comboed into
[4]6HP20% scaling when beginning a combo
[4]6HP (during SA2)20% scaling when beginning a combo
10% immediate scaling when comboed into
[4]6PP
[4]6PP (during SA2)
20% scaling when beginning a combo
[2]8K (during SA2)10% scaling when beginning a combo
10% immediate scaling when comboed into
[2]8KK (during SA2)40% scaling when beginning a combo
10% immediate scaling when comboed into
63214K (during SA2)
63214KK (during SA2)
10% scaling when beginning a combo
10% immediate scaling when comboed into
j.[4]6P (during SA2)
j.[4]6PP (during SA2)
10% scaling when beginning a combo
10% immediate scaling when comboed into
22P (Blanka-Chan)20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
Forward Throw20% scaling when beginning a combo into Blanka-chan Bomb (applies to 3rd hit of combo)
  • e.g. Throw 100% -> Blanka-chan 100% (2-hit scaling) -> Follow-up 50%
  • 3rd combo hit (usually 80%) is reduced 20% from Throw and another 10% by Blanka-chan
Cammy4HK20% scaling when beginning a combo
6HK20% scaling when beginning a combo
5HP~HKEach hit of HK counts as a separate attack for scaling
2nd hit applies 2 hits of combo scaling to follow-up when comboed into
236KK5% extra scaling when comboed into (applies to next attack)
214MP20% scaling when beginning a combo
214HP/PP20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
j.214K20% scaling when beginning a combo
j.214KK20% scaling when beginning a combo
10% immediate scaling when comboed into
  • Also applies to OD Hooligan Divekick
236P~Slide
236[HP]~Slide
236PP~Slide
20% scaling when beginning a combo
236P~K Divekick20% scaling when beginning a combo
236[HP]~K Divekick
236PP~K Divekick
20% scaling when beginning a combo
10% immediate scaling when comboed into
236P~2K Overhead
236[HP]~2K Overhead
236PP~2K Overhead
20% scaling when beginning a combo
236[HP]~LPLK Throw20% scaling when beginning a combo
236PP~LPLK Throw30% scaling when beginning a combo
Chun-Li5HK20% scaling when beginning a combo
j.2MK15% scaling when beginning a combo
[4]6PP20% scaling when beginning a combo
j.236K20% scaling when beginning a combo
  • Weaker when used as a counter to throw loops
214LK
214HK
20% scaling when beginning a combo
214MK30% scaling when beginning a combo
214KK20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
SA240% scaling when beginning a combo
3 hits of scaling when comboed into (applies to next attack)
Dee Jay5HP20% scaling when beginning a combo
5HK20% scaling when beginning a combo
5LP~MK20% scaling when beginning a combo with the MK
[4]6PP20% scaling when beginning a combo
236HK25% scaling when beginning a combo
236KK20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
214PP2 hits of scaling when comboed into (applies to next attack)
214K~LK20% scaling when beginning a combo
PC 214K~MK30% scaling when beginning a combo
214KK~HK2 hits of scaling when comboed into (applies to next attack)
SA140% scaling when beginning a combo (Counter-Hit/Punish Counter crumple follow-ups)
SA225% scaling when beginning a combo
3 hits of scaling when comboed into (applies to next attack)
  • Follow-up rhythm hits do not add additional scaling
Dhalsim2LKDoes not have the usual light normal scaling
  • 1LK acts as a standard 2LK with 20% starter scaling
2MK20% scaling when beginning a combo (after well-spaced slide)
  • 1MK acts as a standard cancelable 2MK with 20% starter scaling
4HP20% scaling when beginning a combo
j.MP / j.MK
j.HP / j.HK
20% scaling when beginning a combo
j.2K20% scaling when beginning a combo
236KK20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
j.63214PP20% scaling when beginning a combo
Ed2MPActs as a standard cancelable 2MK with 20% starter scaling
5[HP] (Lv.1)
5[HP] (Lv.2)
20% scaling when beginning a combo
5MP~HP2 hits of scaling when comboed into (applies to next attack)
2HK~HP3 hits of scaling when comboed into (applies to next attack)
623LP30% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
214PP2 hits of scaling when comboed into (applies to next attack)
236[K]
(Charged LK/MK/HK version)
20% scaling when beginning a combo
15% extra scaling when comboed into (applies to next attack)
236[KK]20% scaling when beginning a combo
5% extra scaling when comboed into (applies to next attack)
5KK~6P (Early)20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
5KK~6P (Late)20% scaling when beginning a combo
SA3 / CA30% immediate scaling when canceled into from 236LK/236MK
E. HondaEnhanced 214P
(Sumo Spirit)
2 hits of scaling when comboed into (applies to next attack)
  • Meterless versions only
[4]6P30% scaling when beginning a combo
  • 40% total when combined with SA3 cancel scaling
[2]8K
[2]8KK
25% scaling when beginning a combo (Punish Counter OTG bounce)
63214K
63214KK
20% immediate scaling when comboed into (Stun, DI Crumple, etc.)
Guile5HP20% scaling when beginning a combo
2MK20% scaling when beginning a combo (includes 2MK~6MP Target Combo)
  • Not a standard cancelable 2MK
2HK20% scaling when beginning a combo (2HK~3HK Punish or Drive Rush starter)
2MP~2MP
(Double Shot)
10% immediate scaling on the 2nd attack
  • Starting a combo (2MP~2MP > Special): 100% -> 90% -> 70%
  • Comboed into (e.g. j.HK, 2MP~2MP > Special): 100% -> 100% -> 70% -> 60%
[4]6PP20% scaling when beginning a combo
[2]8K30% scaling when beginning a combo
  • 40% total when combined with SA3 cancel scaling
JamieDrink Levels
(DL0 - DL4)
90/95/100/105/110% scaling for DL0/1/2/3/4 respectively
  • Reaching DL4 with SA2 install only gives 105% scaling
6HK~4HK~P
(DL4 Headbutt)
2 hits of scaling when comboed into (applies to next attack)
2KK20% scaling when beginning a combo
236PP~6P~6P
(DL0-DL4)
All 6P follow-ups do not count as separate attacks for damage scaling
  • 6K follow-ups and meterless 6P follow-ups still count separately
623LK30% scaling when beginning a combo
214PP20% scaling when beginning a combo
214P~6P (DL4)
214PP~6P (DL4)
20% scaling when beginning a combo
  • e.g. blocked palm + frame trap into 6P follow-up
j.214KK (DL1+)20% scaling when beginning a combo
10% immediate scaling when comboed into (e.g. j.MP > 214KK)
63214K (DL3+)20% scaling when beginning a combo, applied to the 3rd hit of combo
  • e.g. 63214K (100%), 2MP (100%) > 623K (60%)

20% immediate scaling when comboed into (e.g. after corner PC 214PP)

63214KK (DL3+)30% scaling when beginning a combo
SA3 (Launch)2 hits of scaling when comboed into (applies to next attack)
JP5HP20% scaling when beginning a combo
4MP~MP2 hits of scaling when comboed into (applies to next attack)
Forward Throw40% scaling when beginning a combo (juggle into SA2 or Amnesia bomb)
  • Back Throw can also juggle before Throw damage is applied, causing no additional scaling
214P (Portal Spike)
214PP (Portal Spike)
20% scaling when beginning a combo
  • Also applies to manual activation with 214HP
22PP20% scaling when beginning a combo
236KK20% scaling when beginning a combo
214K
214KK
10% immediate scaling when comboed into
22K (Bomb Explosion)
22KK (Bomb Explosion)
50% scaling when beginning a combo
60% immediate scaling when comboed into
  • Canceling a move into SA3 immediately detonates bombs to prevent JP from bypassing this scaling
SA225% scaling when beginning a combo, applied to the 3rd hit of combo
25% immediate scaling when comboed into
Juri5HK
(Regular/FSE)
20% scaling when beginning a combo
236LK (1-Stock)20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
236MK
236MK (1-Stock)
236LK+HK
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
236MK+HK20% scaling when beginning a combo
Ken5MK20% scaling when beginning a combo
  • Applies to 5MK~MK~HK Target Combo or links after CH/PC/DR 5MK
5HK30% scaling when beginning a combo
  • Applies to Punish Counter juggle follow-ups
5MP~HP2 hits of scaling when comboed into (applies to next attack after HP)
236PP20% scaling when beginning a combo
623P20% scaling when beginning a combo
  • 30% total when combined with SA3 cancel scaling
j.214K
j.214KK
30% scaling when beginning a combo
623LK30% scaling when beginning a combo
623MK
623HK
30% scaling when beginning a combo
3 hits of scaling when comboed into (applies to next attack)
623KK
KK~623K
5% extra scaling when comboed into
Each hit counts separately for scaling when juggled into
236K~6LK20% scaling when beginning a combo
5% extra scaling when comboed into (applies to next attack)
236KK~6MK20% scaling when beginning a combo
236KK~6LK~6K
236KK~6MK~6K
2 hits of scaling when comboed into (applies to next attack)
KK~214K15% scaling when beginning a combo
Kimberly5MK15% scaling when beginning a combo
2MK15% scaling when beginning a combo
  • Not a standard cancelable 2MK
3MK15% scaling when beginning a combo
4HK25% scaling when beginning a combo
6HK20% scaling when beginning a combo
214KK30% scaling when beginning a combo
j.214K20% scaling when beginning a combo
j.214KK20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
236LP20% scaling when beginning a combo
  • Mostly relevant after spaced +5 starter or when Light > Light > 236LP breaks DI armor as a Counter-hit
236K~MK
236KK~MK
20% scaling when beginning a combo
236KK(close)~P
(OD Arc Step > Throw)
20% scaling when beginning a combo (OTG bounce)
j.236PP20% scaling when beginning a combo (OTG bounce)
2 hits of scaling when comboed into (applies to next attack)
22P
(Explosion)
10% scaling when beginning a combo
  • No difference between single/double spraycan detonation
Forward Throw20% scaling when beginning a combo into Spraycan explosion
  • Total scaling will be: 100% (Throw) -> 80% (Bomb) -> 70% (Follow-up Juggle) ...
SA3 / CAUpon activation, base damage scaling increased to 111% for the rest of the match
  • Effectively brings Kimberly's damage values in line with the rest of the cast
Lily214PP20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
236KK
W.236K
W.236KK
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
623PP
W.623PP
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
j.PPP
W.j.PPP
10% immediate scaling when comboed into (e.g. canceled from 623PP on hit)
360+P
360+PP
20% immediate scaling when comboed into (Stun, DI Crumple, etc.)
SA3 / CA10% immediate scaling when comboed into
  • Unlike most SA3 scaling, this applies to any combo, not just from special moves
Luke2MP15% scaling when beginning a combo
2HP5% extra scaling when comboed into (applies to next attack)
6HP~6HP2 hits of scaling when comboed into (applies to next attack)
236PP20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
214[P]
pf.214[P]
Each hit counts as a separate attack for scaling
236KK~P
236KK~K
50% scaling when beginning a combo
M. Bison5HP20% scaling when beginning a combo
Psycho MineActs as 1 standard hit of damage scaling at the beginning or middle of combo
  • Does not add extra scaling when automatically triggered by special moves
[4]6P
[4]6PP
30% scaling when beginning a combo
  • 40% total when combined with SA3 cancel scaling
  • Also applies with automatic Psycho Mine detonation
236LK30% scaling when beginning a combo
236MK20% scaling when beginning a combo
Manon214KK20% scaling when beginning a combo
236P~K
236PP~K
10% immediate scaling when comboed into
SA3 / CA5% immediate scaling when comboed into
15% when canceled from 236HK 1st hit
  • Unlike most SA3 scaling, this applies to any combo, not just from special moves
Marisa5HP / 5[HP]10% scaling when beginning a combo
  • Applies to 5HP~HP Target Combo or after PC/DR 5HP links
5HK / 5[HK]10% scaling when beginning a combo
  • Mostly relevant for Punish Counter 5HK juggles
5LP~LP10% scaling when beginning a combo with the second 5LP
5% extra scaling when 2nd hit is comboed into (applies to next attack)
  • 5LP~LP has a 3f gap on block, allowing the 2nd hit to frame trap and begin a combo
  • The initial 5LP requires CH/PC/DR to combo into the 2nd hit of the TC
214P~6P
(MP/HP/PP versions)
2 hits of scaling when comboed into (applies to next attack)
236PP
236[PP]
30% scaling when beginning a combo
623PP20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
SA215% immediate scaling when comboed into
Rashid2HP20% scaling when beginning a combo
6HK20% scaling when beginning a combo
j.2HP15% scaling when beginning a combo
5MP~HK2 hits of scaling when comboed into (applies to next attack)
Run~6K15% scaling when beginning a combo
Run~6K
(Air Current)
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
236LP
(Regular)
30% scaling when beginning a combo
236LP
(Air Current)
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
236MP
(Regular)
10% scaling when beginning a combo
236PP
(Regular/Air Current)
20% scaling when beginning a combo
214KK
(Regular)
2 hits of scaling when comboed into (applies to next attack)
236KK
(Uncharged)
25% scaling when beginning a combo
15% extra scaling when comboed into (applies to next attack)
236[KK]
(Charged)
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
214PP20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
214P~6K~K
(Nail Assault)
20% scaling when beginning a combo
SA22 hits of scaling when comboed into (applies to next attack)
Ryu236PP
Denjin 236HP
Denjin 236PP
20% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
623P30% scaling when beginning a combo
  • 40% total when combined with SA3 cancel scaling
j.214K30% scaling when beginning a combo
j.214KK15% extra scaling when comboed into (applies to next attack)
236KK5% extra scaling when comboed into (applies to next attack)
214PP (Regular)2 hits of scaling when comboed into (applies to next attack)
Zangief6HP25% scaling when beginning a combo
2 hits of scaling when comboed into (applies to next attack)
j.2HP2 hits of scaling when comboed into (applies to next attack)
  • e.g. Drive Impact crumple, j.2HP, juggle SA1
360+P
(Meterless)
10% immediate scaling when comboed into (Stun, DI Crumple, corner PC 3HK)
j.360+K20% immediate scaling when comboed into
j.360+KK10% immediate scaling when comboed into
63214K (Close)
(Meterless)
10% immediate scaling when comboed into (Stun, DI Crumple, corner PC 3HK)
SA110% immediate scaling when comboed into
SA3 / CA10% immediate scaling when comboed into (Stun, DI Crumple, corner PC 3HK)

System Data

namehpthrowRange
Akuma90000.8
Zangief110001.02
Ryu100000.8
Dhalsim100000.8
Lily100000.8
Blanka100000.9
Cammy100000.8
E. Honda105000.9
Ed100000.8
Guile100000.8
JP100000.8
Ken100000.8
Kimberly100000.8
Luke100000.8
Manon100000.8
Marisa105000.9
Rashid100000.8
A.K.I.100000.8
Chun-Li100000.8
Dee Jay100000.8
Jamie100000.8
Juri100000.8
M.Bison100000.8
Terry100000.8
namefwdWalkSpdbwdWalkSpdfwdDashSpdbwdDashSpdfwdDashDistbwdDashDist
Akuma0.0520.03619231.3520.923
Zangief0.03640.02522251.0070.712
Ryu0.0470.03219231.2520.923
Dhalsim0.0280.02525231.4671.00
Lily0.0420.02721241.1540.939
Blanka0.0470.03219231.5781.169
Cammy0.05050.03318231.321.002
E. Honda0.0450.02519231.0580.601
Ed0.04750.03219231.3480.803
Guile0.0430.03221231.5670.74
JP0.0370.02522231.4541.003
Ken0.0470.03219231.3220.923
Kimberly0.0505 (0.0561)0.033 (0.0366)18231.4090.893
Luke0.0470.03219231.4670.751
Manon0.04520.03121251.4991.254
Marisa0.0390.02722251.400.90
Rashid0.0450.03218251.20 (1.86)1.10 (1.91)
A.K.I.0.04520.03219231.3001.079
Chun-Li0.0500.03519251.5081.211
Dee Jay0.0430.03219231.500.90
Jamie0.0480.03519231.500.85
Juri0.0470.03222231.9031.114
M.Bison0.0480.031219231.540.754
Terry0.0480.03219231.500.985
namejumpSpdfwdJumpDistbwdJumpDistjumpApex
Akuma4+38+31.901.522.115
Zangief5+38+31.7251.4062.115
Ryu4+38+31.901.522.115
Dhalsim4+68+32.041.7682.178
Lily5+39+31.951.562.139
Blanka4+38+31.901.522.115
Cammy4+38+31.901.522.115
E. Honda4+38+31.901.522.115
Ed4+38+31.901.522.115
Guile4+38+31.901.522.115
JP4+38+31.901.522.115
Ken4+38+31.901.522.115
Kimberly4+38+31.901.522.115
Luke4+38+31.901.522.115
Manon4+38+31.901.522.115
Marisa4+38+31.901.522.115
Rashid4+38+31.90 (5.07)1.52 (3.63)2.115
A.K.I.4+40+32.001.602.176
Chun-Li4+42+32.101.682.247
Dee Jay4+38+31.901.522.115
Jamie4+38+31.901.522.115
Juri4+38+31.901.522.115
M.Bison4+38+31.901.522.115
Terry4+38+31.901.522.115

Range Comparisons

CharacterStartup
(Frames)
RangeNotes
Juri81.5171st active frame: 1.446
Terry81.501
Cammy81.49
Ryu81.482
Luke81.4821st active frame: 1.44
M. Bison81.482
Blanka81.48Wide hurtbox (outpoked by shorter 2MKs)
Chun-Li71.477
Akuma81.473
Ken71.46
Jamie71.42
Ed81.412MP (functions as a 2MK)
Rashid71.405
Lily91.364
A.K.I.71.34Super Cancel only
Dhalsim*81.191MK (2MK input is Slide)
CharacterButtonRangePushback
(Hit)
Pushback
(Block)
Zangief2LK1.390.3730.433
E. Honda2LP1.230.4020.412
Marisa2LP1.170.3630.389
Luke2LP1.140.3510.330
E. Honda5LK1.120.5310.550
Blanka5LK1.110.4990.522
Rashid5LP1.110.4050.418
M. Bison5LK1.100.2130.218
Manon2LP1.090.4270.436
JP2LP1.070.3710.325
M. Bison2LP1.060.4040.385
Cammy5LP1.050.3520.304
Cammy2LP1.050.3520.304
Chun-Li5LP1.050.3200.343
A.K.I.5LK1.040.2110.379
Dee Jay5LP1.040.4090.428
Guile2LP1.030.4680.389
Akuma5LP1.020.3640.378
Ed2LP1.020.3610.338
Ken5LP1.010.3750.333
Kimberly2LP1.010.2890.259
Manon5LP1.010.4240.433
Rashid5LK1.010.2660.271
Ryu5LP1.010.2890.378
Terry5LP1.010.2890.333
Akuma2LP1.000.3830.341
Jamie2LP0.980.3610.374
A.K.I.2LP0.960.2770.286
Ryu2LP0.940.2770.330
Ed5LP0.920.2890.278
Juri2LP0.920.3200.330
Chun-Li2LP0.910.3210.338
Terry2LP0.910.2990.330
Ken2LP0.890.3510.330
Dhalsim5LP0.880.3730.385
Chun-Li2LK0.850.3250.330
Juri5LP0.850.3190.333
Lily5LK0.820.4250.436
Dhalsim*2LK*0.810.4220.431

Note: Dhalsim 2LK is an unsafe, uncancelable slide; 1.44 range on final active frame


Note: This table lists cancelable 5-frame buttons that are useful for ranged punishes.
Some non-cancelable buttons may also be included if they link into a consistent punish at max range, or if the character has no other useful 5f options near max range.
These less useful options are listed in italics.
CharacterButtonRangeNotes
Blanka5LP1.36
Manon5LK1.35
Marisa2LK1.34Terrible punish, but sometimes Marisa's only 5f punish option
Ken5LK1.32
Akuma5LK1.30
Ed2LK1.30
Ryu5LK1.30
E. Honda5LP1.28
Cammy5LK1.27
Guile5LK1.27
Luke5LK1.26
M. Bison5LP1.26
Dee Jay5LK1.24
Lily5LP1.23
Jamie5LP (DL1)1.21
Kimberly5LK1.20
Terry5LK1.19
A.K.I.2LK1.19Only useful as max range punish linked into 2MK
Dee Jay2LP1.18Slightly shorter than 5LK but better follow-ups
Juri5LK1.16
Dhalsim2LP1.14
Chun-Li5LK1.13
Jamie5LK1.13
JP5LK1.12
Guile5LP1.07Slightly more range than 2LP while still allowing link to 5HP
Rashid2LP1.02Less range than 5LP (4f startup), but links to 5HP on Punish Counter
Jamie5LP (DL0)0.97Listed for comparison only; use 2LP or 5LK at DL0
Kimberly5LP0.97Kimberly's shortest light punish, but links into 5HP on Punish Counter for stronger conversions
Jamie5HP (1st)0.92Short range but strong 5f punish starter if it reaches
Ken5MP0.91Short range but strong 5f punish starter if it reaches
A.K.I.5LP0.90Short range but useful punish into 5LP~LP Target Combo
Cammy4MP0.83Short range but strong 5f punish starter if it reaches
Chun-Li5MP0.80Short range but strong 5f punish starter if it reaches
Juri5MK (1st)0.74Extremely short range (slightly longer on frame 6)
Zangief----LP SPD range is 1.62; only his 2LK (4f) can punish -4 or -5 otherwise

Note: Sweep refers to any low-hitting normal or command normal that knocks down.
CharacterButtonRangeNotes
M. Bison3HK3.47Slides forward; Range 1.75 on 1st active frame
Blanka3HP3.10Slides forward
Dhalsim2HK3.06Slides forward; Range 1.50 on 1st active frame
JP3HP2.41
Chun-Li214P~MP2.30Slides forward; Range 1.89 on 1st active frame
Dee Jay2HK2.19Slides forward; Range 1.62 on 1st active frame
E. Honda6HK*2.11Only knocks down on Punish Counter
Guile2HK2.04 / 1.762 hits (2nd / 1st); Range 1.74 on 1st active frame of 1st hit
Jamie2HK2.02 / 1.672 hits (2nd / 1st)
Manon2HK2.01
Marisa2[HK]1.96
M. Bison2HK1.99
Zangief2HK1.96
Lily2HK1.93 / 1.702 hits; Range 1.67 on 1st active frame of 1st hit
A.K.I.2HP1.92Does not actually slide forward during the active frames like the animation suggests
Blanka2HK1.87
Marisa2HK1.86
Juri2HK1.79
Ryu2HK1.79
Akuma2HK1.78Moves forward during animation
Ed2HP1.78
Cammy2HK1.73
Rashid2HK1.71
Luke2HK1.66
Ken2HK1.65
Terry2HK1.63
E. Honda2HK1.61
Chun-Li2HK1.52
Dee Jay2MK1.52Fast and safe, but no Hard Knockdown on regular hit
Kimberly2HK1.52Less range on active frames 2-3
JP2HK1.38Short range but very safe when spaced
Dhalsim1HK1.29

SF6 Navigation

Street Fighter 6 (SF6)
General

FAQ

Controls

HUD

Glossary

Movement

Offense

Defense

Gauges

Patch Notes

Links

Characters

A.K.I.

Akuma

Blanka

Cammy

Chun-Li

Dee Jay

Dhalsim

Ed

E. Honda

Guile

Jamie

JP

Juri

Ken

Kimberly

Lily

Luke

M. Bison

Manon

Marisa

Rashid

Ryu

Terry

Zangief

Data

A.K.I.

Akuma

Blanka

Cammy

Chun-Li

Dee Jay

Dhalsim

Ed

E. Honda

Guile

Jamie

JP

Juri

Ken

Kimberly

Lily

Luke

M. Bison

Manon

Marisa

Rashid

Ryu

Terry

Zangief

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