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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.

Oct 4, 2026-2 min readBy Knockout-About the Knockout script

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