UFC 6 Knockout Preset Combos: All 10 Sequences
See every Knockout UFC 6 preset with its move order and video demo. Learn how to choose, activate and test a combo for your fighter.
Knockout includes ten named preset sequences. Each preset sends a defined series of controller inputs from its supplied activation control. The reference below shows the exact move order and the corresponding demo, so you can choose by the attacks you want to practice rather than by the name alone.
How to choose your first preset
Start with a sequence whose individual moves you already use. Cross Uppercut Chain and Triple Uppercut have three moves; High Kick Finisher and Body Kick Finisher have four. The shorter presets are useful for initial activation checks because there is less to track during one attempt.
Check every move against your fighter's in-game move list, then try those attacks manually. The script sends inputs; it does not grant moves a fighter lacks or guarantee that an opponent stays in range. A kick-ending sequence needs a different spacing check from an uppercut sequence.
The names are identifiers, not automatic tactics. Duck Counter Uppercuts contains Lead Hook, Rear Uppercut and Lead Uppercut. It does not add an automatic duck. Southpaw Power Counter does not detect an incoming strike or change your fighter's stance.
Activate once, then reset
Use the preset controls documented with your current download. Use the controller reference if you need help matching PlayStation and Xbox labels.
Press the chord once and release. Let the sequence finish before the next press. Holding the activator does not repeat the preset, and pressing a second chord during playback does not queue another sequence. If your next attempt does not start, check that you released the direction and allowed the first combo to finish.
Which presets have timing controls?
Four-slot combinations expose Hold and Wait in the Zen menu. Three-move presets use their sequence timing without those fields. The cards below identify the two types.
Hold changes the last active phase while preserving the preceding phases. Wait is a final neutral pause, not a gap inserted between every strike. Begin at the defaults, compare repeatable attempts, and use the Hold/Wait guide before tuning.
Read the demos as a move reference
The clips help you recognize the intended sequence. They do not establish a universal timing value, an unavoidable attack or a guaranteed result against a defending opponent. Compare them with your own fighter, stance, move list and range.
The demos loop automatically without audio. Watch the move order as each sequence repeats. Keep a note of the first move that differs in your own attempt. If every strike appears but the finisher misses, test distance before changing the script. If the wrong lead or rear attack appears, inspect the stance mapping.
Once a preset is familiar, compare the three-move and four-move presets. Preserve the working preset in your notes so you have a baseline to return to.
FAQ
Does selecting a Southpaw-named preset change my stance?
No. Preset names identify sequences. The separate Southpaw menu option swaps script mappings and must match the stance you use in the game.
Does Duck Counter Uppercuts duck automatically?
No. Its move list is Lead Hook, Rear Uppercut, Lead Uppercut. Any defensive setup or positioning before activation remains your decision.
All ten preset sequences
Use the demos to identify the move order. Range, stamina and your fighter's available moves still determine what happens in a fight.
Cross Uppercut Chain
Cross → Lead Uppercut → Cross
Three moves · fixed sequence timing
High Kick Finisher
Cross → Lead Hook → Cross → Head Rear Kick
Four slots · Hold / Wait controls
Triple Uppercut
Lead Uppercut → Rear Uppercut → Lead Uppercut
Three moves · fixed sequence timing
Uppercut Sandwich
Lead Uppercut → Cross → Lead Uppercut
Three moves · fixed sequence timing
Hook to Uppercut Rush
Lead Hook → Rear Hook → Lead Uppercut → Rear Uppercut
Four slots · Hold / Wait controls
Body Kick Finisher
Cross → Lead Hook → Cross → Body Rear Kick
Four slots · Hold / Wait controls
Cross Uppercut Barrage
Cross → Lead Uppercut → Cross → Lead Uppercut
Four slots · Hold / Wait controls
Southpaw Power Counter
Cross → Lead Uppercut → Rear Hook
Three moves · fixed sequence timing
Duck Counter Uppercuts
Lead Hook → Rear Uppercut → Lead Uppercut
Three moves · fixed sequence timing
Southpaw Hook Finisher
Lead Uppercut → Cross → Lead Uppercut → Rear Hook
Four slots · Hold / Wait controls
Keep reading
UFC 6 Knockout Controls & Zen Menu
Understand Knockout’s supplied preset controls, PlayStation and Xbox button labels, and how to check the active script and menu.
1 min read →Using Knockout’s Included UFC 6 Presets
Learn how to use Knockout’s included preset combinations with the supplied controls and check a sequence with your fighter.
1 min read →UFC 6 Combo Timing: What Hold and Wait Actually Change
Understand Knockout's four-slot Hold and Wait controls, fixed shorter sequences and a repeatable method for tuning without guessing universal values.
3 min read →