Street Fighter 6/Lily/Combos

From SuperCombo Wiki


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Lily Additional Combo Notation
Notation Meaning
W.X The Windclad version of the following special move is required. e.g. 5LP > W.236MK.
*.X Either the Windclad OR the normal version of the following special move can be used. e.g. 5LP > *.236KK.
The damage of the Windclad version will be denoted in brackets {}.
When both of the above are omitted, the normal non-Windclad version of the special move should be used.

When using Modern controls, the following moves are unavailable to Lily, so any combo that uses them cannot be performed.

  • DR~5LP (and any other instance of 5LP being used outside of a chain combo)
  • 5MK
  • 3HP

Drive Gauge values may be formatted as A~B.

  • 'B' is the total amount of drive gauge used by the combo.
  • 'A' excludes the last drive move in the combo.
  • When the amount of available drive gauge is more than 'A' but less than 'B', the combo can still be used at the cost of burning out.

Light Starter

These combos are designed to work at the distance after a blocked Windclad Condor Spire (W.236K).
5LK > 2LP is used as a standard confirm. 5LK is Lily's fastest normal move, and 2LP has the least pushback so keeps the opponent closer for consistency on hit and pressure on block.

OD Windclad Condor Spire has more pushback than the non-OD versions. Replace 5LP with 2LP in the hit-confirm to compensate.
2LK can be used instead of 5LK for a low hit, but this also has more pushback. Replace 5LP with 2LP in the hit-confirm to compensate.
Conversely, 5LP can be used instead of 2LP for more damage but more pushback.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
5LK > 2LP > *.623P Anywhere 1530{1690} 0-1 Easy 623HP works best against standing opponents.
623LP is the most consistent against crouching opponents.
623MP is in between.
5LK > 2LP > *.623PP > (*.j.PPP) Anywhere 1690{1530}
2530{2370}{2490}
0-2 2
2~4
Easy More consistent than regular 623P.
Windclad version deals LESS damage due to whiffing the first hit,
which only connects almost point blank on a crouching opponent.
5LK > 2LP > 5LP > *.236KK > (*.236236K) Anywhere 1550{1690}
2800{2940}{3090}
0-2 2 0
2
Easy For when too far away to connect with 623P.
Non-windclad 236KK, 214[PP] is +2 on the opponent's wakeup.
5LK > 2LP > 5LP > W.236MK Anywhere 16201 Easy W.236MK, 214LP is +2 on the opponent's wakeup. Loopable in the corner.
W.236LK is more consistent at range but loses 2 frames of advantage.
5LK > 2LP > 5LP > 236236P/214214P Anywhere 2390
3550(3850)
  1
3
Medium Easier input: 2LP > 236LP~236P
5LK > 2LP > 5LP > W.236MK > W.623MP Corner 22652 Easy
5LK > 2LP > 5LP > W.236MK > W.623PP > (*.j.PPP) Corner 2420
2840{2900}
2-3 2
2~4
Easy
5LK > 2LP > 5LP > W.236KK, 236236P Corner* 27951 2 1 Easy Works midscreen against Blanka.
5LK > 2LP > 5LP > W.236KK > W.623PP > *.j.PPP, 236236K Corner 3910{3970} 2-3 4~6 2 Easy
5LK > 2LP > 2LP/5LP > DR~5LP, (Drive Rush Combo) Anywhere 2070+  3+ 0+ Medium Light Drive Rush confirm into bigger buttons.
Staying close by using 2LP or a shorter confirm can lead to better follow-ups.

Medium / Heavy Starter

All combos starting with "HP" can be done from any of 2HP, 4HP, 5HP, or 6HP.
Damage values assume 4HP or 2-hits of 2HP. Subtract 100 damage for 5HP or 6HP. Subtract 500 damage for a single-hit 2HP.

Similarly, all combos starting with "MK" work with either 2MK or 5MK.

Most of these combos work from poking distance. Exceptions will be noted.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
MK > *.236LK/W.236HK Anywhere 1400{1800} 0-1 Easy Choose the kick button depending on distance and Windclad availability.
Very unsafe on block without Windclad.
HP > *.236LK/*.236MK/W.236HK Anywhere 1900{2200} 0-1 Easy Choose the kick button depending on distance and Windclad availability.
2HP > 236LK can be plus on block and DI-safe if spaced correctly
HP/MK > *.623HP Anywhere 2200{2600} 0-1 Easy Not really confirmable on its own.
Easier to use after a jump-in or Drive Rush confirm.
HP/MK > *.236KK > *.236236K Anywhere 3750{3950}{4160} 0-2 2 2 Easy
HP/MK > W.236HK > W.623HP Corner 31802 Easy
HP/MK > W.236KK, 236236P Corner* 37401 2 1 Easy Works midscreen against Blanka.
HP/MK > W.236HK, *.236236K Corner 3950{4160} 1 2 Easy
HP/MK > W.236HK > W.623PP > *.j.PPP, (236236K) Corner 4020{4120}
{5120}
2-3 2~4 0
2
Medium 236236K requires 3 Windclad.
HP/MK > W.236KK > W.623PP > j.PPP, 236236K Corner 5020{5120} 2 4~6 2 Medium W.236KK deals no extra damage, but launches higher than W.236HK.
HP > 214PP Anywhere 2200(+1) 2 0 Easy True blockstring from 2HP.
HP > 214PP > W.236236K Anywhere 4160  2 2 Easy SA2 doesn't connect from the tip of 2HP/4HP range.
HP > 214PP, W.623MP Corner 3040  2 Easy Builds and uses Windclad.
HP > 214PP, W.623PP > (*.j.PPP) Corner 3320
4020{4120}
0-1 2~4
4~6
Easy Builds and uses Windclad.
HP > 214MP > (214214P) Anywhere 1900
4600(4900)
(+1) 0
3
Easy 214MP is +2 on hit, which allows for some sneaky resets.
4HP/6HP > 214HP Anywhere 2100(+1) Easy 214HP doesn't combo after 2HP or 5HP without a counter-hit or DR.
4HP/6HP > DI Anywhere 1800  1 Easy Combo into 1 bar of drive damage.
When blocked by burned out JP or Marisa, 6HP > DI can't be interrupted by 3f armor.
2MP > 236236P/214214P Anywhere 2900
4750(5200)
  1
3
Medium Technically also works with 236236K, but not from a sane distance.
4HP, 5LK > (Light Starter Combo) Anywhere 2260+  0+ 0+ Hard Must be done at point blank range.
Skip the first 2LP after 5LK in the follow-up combo to account for distance.
HP/MK > DR~5LP, (Drive Rush Combo) Anywhere 2413+  3+ 0+ Medium +3 on block.
HP/MK > DR~2HP, (Drive Rush Combo) Anywhere 2198+  3+ 0+ Medium +2 on block.
HP > DR~4HP, (Drive Rush Combo) Anywhere 2966+  3+ 0+ Medium +2 on block. There is a gap but it is safe against Drive Impact.

Special Starter

For the most part it's possible to simply do the same combos listed in the above sections, but skipping the normal moves at the beginning.
The combos listed here are either important enough to be mentioned specifically, or require a special move to hit in a specific way in order to work.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
214MP > Hit-confirm 214214P Anywhere 4500(4900)(+1) 3 Medium Anti-Drive Rush and Drive Impact combo.
Especially effective against an opponent that tries to punish 214LP with Drive Rush.
Hold 214MP for a moment to delay the hit, avoiding Perfect Parry and giving more time to react, then release MP and buffer SA3, ready to press the button after confirming the hit.
*.236KK > *.236236K Anywhere 3000{3200}{3440} 0-2 2 2 Easy 1-2 Windclad projectile punish.
Without windclad, it still acts as a huge range whiff punish.
W.236KK, 236236P Corner 29601 2 1 Easy 1 Windclad projectile punish.
Works if the opponent even slightly grazes the corner before reaching the floor.
W.236KK, W.623HP Corner 23202 2 Easy 2 Windclad projectile punish.
W.236KK, W.623PP > *.j.PPP, (236236K) Corner 33203440
4320{4440}
2-3 6 0
2
Easy 2-3 Windclad projectile punish.
Late-Hit 236KK/236HK/236MK, 623P Corner ~19600 2 / 0 Medium Requires a long range or meaty Condor Spire hitting near the end of its active frames.
There is more leniency for a lighter strength Tomahawk Buster.
Late-Hit W.236KK, 2HK Corner 18201 2 Medium 1 Windclad.
The first hit of Windclad Condor Spire must whiff.
Late-Hit *.236KK, 623PP > j.PPP, (236236K) Corner 2960{3060}
3960{4060}
0-1 6 0
2
Medium 0-1 Windclad.
It's possible to start with non-OD Spire, but SA2 can't be used due to lack of height.
Late-Hit W.236KK, W.236KK, 236236P/*.236236K Corner 3380
3560{3740}
2
2-3
4 1
2
Medium 2 Windclad.
Can also start with the much less practical W.236HK.
Late-Hit W.236KK, W.236MK, W.623MP / (W.623PP > j.PPP) Corner 2700
2940
3500
3 2
4
6
Medium 3 Windclad.
The drive gauge generated by W.236MK can prevent burnout.
Late-Hit W.236KK, W.236~dl.KK, W.623PP > j.PPP, (236236K) Corner 3580
4580
3 6~8 0
2
Hard 3 Windclad, full drive.
A micro-walk is needed between Condor Spires to build extra drive gauge.

Drive Rush Starter

Typical ways to confirm into a Drive Rush combo are as follows:

  • (Light Normal) > DR~5LP
  • (Medium Normal) or (PC Light Normal) > DR~2HP/5LP
  • (Heavy Normal) or (PC Medium Normal) > DR~4HP/2HP/5LP

Note that DR~5LP is unavailable to Modern controls. DR~2LP can be used instead, but this does not combo into 2HP

Unless otherwise specified, the listed damage values are for raw Drive Rush into a 623HP ender using no additional resources.
Punish Counter Drive Rush combos are covered in the Punish Counter Starter section.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
DR~5LP, 2HP > (Heavy Starter Combo) Anywhere 2210  1 Hard Must be close to the opponent so the first hit of 2HP connects.
DR~HP > 214HP/214MP Anywhere 2100(+1) 1 Medium The extra hitstun from Drive Rush makes 214HP combo from any of 2HP, 4HP, 5HP or 6HP..
DR~2HP/4HP/6HP > 214MP is a true blockstring with no gap.
DR~2HP > 214HP is also a true blockstring, but leaves the opponent closer, making it more punishable.
DR~HP > 236HK Anywhere 20000 1 Medium Combos from any of 2HP, 4HP, 5HP or 6HP.
DR~HP > DI Anywhere 1800  1 Medium Combo into 1 bar of drive damage.
2HP leads to a true blockstring that still deals 1 bar of drive damage.
DR~4HP/2LP/5LP, 5MK > (Medium Starter Combo) Anywhere 2560  1 Medium Typically used to go into 623HP or another Drive Rush.
DR~4HP/2LP/5LP, 5MK > (Medium Starter Combo) Anywhere 2560  1 Medium Typically used to go into 623HP or another Drive Rush.
DR~4HP/2LP/5LP, 2MP > SA1/SA2/SA3 Anywhere 3460
3700{3940}
4850(5200)
0
0-1
0
1 1
2
3
Medium Slightly more damage than 5MK into SA.
Less damage than 4HP > 214MP > SA3 when done from a Drive Rush Cancel.
Meaty DR~4HP, 2HP > (Heavy Starter Combo) Anywhere 2960  1 Hard Works if 4HP hits any later than its first active frame.
Can be set up with a knockdown advantage of +25~27.
The easiest setup is SA1 against a grounded opponent in the corner (+27).
DR~2HP, 5LK > (Light Starter Combo) Anywhere 2260  1 Hard A way to confirm non-canceled DR~2HP at close range.
The light chain must be shortened by 1 attack due to distance.
5LK > 2LP > DR~5LP, 2HP always works.
DR~3HP, 2LP/5LP > (Light Starter Combo) Anywhere 2320  1 Medium 2LP has more range, but 5LP deals slightly more damage.
Can also use 5LK when close for easier timing.
Meaty DR~3HP, 5MK > (Heavy Starter Combo) Anywhere 2460  1 Hard Works if 3HP hits any later than its first active frame.
Can be set up with a knockdown advantage of +36~37. Typically works after windless 236MK/236HK (+37) or 623P (+36), connecting non-meaty against a grounded opponent.
Meaty DR~3HP, 2MP > SA1/SA2/SA3 Anywhere 3360
3600
4750(5100)
0
0-1
0
1 1
2
3
Hard Slightly more damage than the above when 3HP hits on its last active frame.
Can be set up with a knockdown advantage of +37. Typically works after windless 236MK/236HK (+37), connecting non-meaty against a grounded opponent.
HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > (Heavy Starter Combo) Anywhere 3274(3266)  6 Hard A 2 frame micro-walk after 4HP builds a pixel of drive gauge, allowing 2 Drive Rush Cancels without burning out, and optionally leading into a 3rd.
Micro-walk 5LP be used instead of 5LK for a little more damage, but this reduces the timing window from 4 frames to 2 frames, making it less consistent.
Chaining into 5LP builds a tiny bit more meter at the cost of a tiny amount of damage.
HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > (Heavy Starter Combo) Anywhere 3478  6 Very Hard A frame perfect variant of the micro-walk combo that does even more damage.
5LP can be skipped to get slightly more damage out of triple drive rush combos.

Crumple Starter

Punish Counter 5HP puts the opponent into a crumple state which significantly changes the available combo routes.
6HP is the simplest follow-up, but other options are available depending on distance and resources. See the starter list below for details.

Crumple combos also work after a Drive Impact Wall Splat or Punish Counter Drive Impact.
For combos after Drive Impact, simply replace PC 5HP in the combo with one of the DI equivalents from the starter list.

Crumple Starter Drive Notes
PC 5HP, 6HP Standard starter.
Any combo listed with this starter can be directly swapped to use any other starter listed below.
PC 5HP, 4HP Close-range or corner starter that deals 100 more damage.
Can be used in place of 6HP in any combo if close enough or near the corner.
4HP launches slightly higher than 6HP, making it required for some combos.
PC 5HP, DR~2HP/4HP 1 Long-range whiff punish starter using a non-canceled Drive Rush.
Loses some damage due to DR scaling.
2HP launches even higher than 4HP and is required by some combos.
PC 5HP > DR~2HP/4HP/6HP 3 Full-screen whiff punish starter done by canceling into Drive Rush instead (e.g. Dhalsim limbs).
Doing this close enough keeps the opponent grounded for a Heavy Starter Combo, which is required for SA3.
PC DI, 66, 4HP/6HP 1 Standard Drive Impact starter.
6HP isn't usually needed but does have slightly more corner carry.
PC DI, 8j.2HP, DR~4HP 2 More corner carry and meter in exchange for another drive bar.
More damage for short combos, less damage for long ones due to DR scaling.
At the tip of Drive Impact range it may be necessary to instead jump forwards with crossup 9j.2HP.
PC DI, 8j.2HP, DR~dl.2HP 2 This is basically a free extra hit due to 2HP combos already requiring DR.
There is a 4f timing window to get both hits of 2HP.
DI (Wall), (66), 4HP/6HP 1 Whether to dash depends on the distance the opponent travels to the wall.
DI (Wall), 9j.HK, DR~2HP/4HP 2 Works when the opponent travels a long distance to the wall.

For combos that can end with any Special Move:

  • 623HP deals the most damage without using extra resources, and is used to calculate the given damage values.
  • 214HP is the standard ender for building a Windclad stock. 214MP gives an extra frame of knockdown advantage at the cost of some damage.
  • 236HK allows for alternative pressure options, and is especially strong when Windclad. Using lighter versions adjusts the knockdown advantage.
  • SA1 or SA2 also work, though SA2 usually needs a Windclad stock to be worth it.
Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP > *.236HK Anywhere 2080{2180} 0-1 Easy Meterless and driveless whiff punish that almost always reaches.
Windclad version connects from an even longer distance.
PC 5HP, 360HP/360PP Anywhere 3320
3400
  0
2
Medium Close range punish.
360LP and 360MP are less efficient than a regular combo.
PC 5HP, 6HP > Special Anywhere 2940{3100}
3740
3980{4220}
  0
1
2
Easy Standard punish on whiff or block into any special move.
PC 5HP, 6HP > DR~4HP > Special Anywhere 3368{3486}
3908
  3 0
1
Medium
PC 5HP, DR~2HP > DR~4HP > 236MK Anywhere 31410 1~4 Medium Safe jump setup.
PC 5HP, 6HP > DR~(dl.)4HP > DR~4HP > Special Anywhere 3862{3964}
4321
4525{4678}
  3~6 0
1
2
Hard Full drive dump variant.
A delay is needed for W.623P or SA1 to connect properly.
There is also a risk of crossing under the opponent if too close.
PC 5HP, 6HP > (DR~4HP) > 214PP > W.236236K Anywhere 4620
4544
  2
2~5
2 Medium An extremely efficient use of meter.
The drive rush extension deals less damage but builds more meter.
PC 5HP, 6HP > 214PP, W.623MP Corner 3660  2 Medium Generates and immediately uses Windclad.
PC 5HP, 6HP > 214PP, W.623PP > *.j.PPP Corner 3900
4460{4540}
0-1 2~4
4~6
Medium Drive dump extension of the above.
PC 5HP, 6HP > *.623PP > *.j.PPP, (*.236236K) Corner 3940{4100}{4220}
4940{5100}{5220}{5340}
0-3 2~4 0
2
Medium Deals more damage than the 4 drive 214PP route above.
Also provides a good windless route into SA2.
PC 5HP, 4HP/6HP > *.236KK > 236236K Corner 4320{4540} 0-1 2 2 Medium 0-1 Windclad.
Safe jump setup. Non-Windclad 236KK requires 4HP.
PC 5HP, 6HP > DR~4HP > 214PP, W.236KK, 236236P Corner 4532  5~7 1 Medium Windless drive dump route into SA1.
PC 5HP, DR~2HP > 214PP, W.623PP > *.j.PPP, *.236236K Corner 5038{5106}{5226} 0-2 5~7 2 Medium Windless drive dump route into SA2.
PC 5HP, 6HP > (DR~4HP) > W.236HK, W.623HP Corner 3780
3956
2 0
3
Medium 2 Windclad.
PC 5HP, 4HP > DR~4HP, W.623HP, (W.623LP) Corner 3586(4096)1-2 3 Hard 1-2 Windclad.
W.623HP is a safe jump setup.
PC 5HP, 4HP > DR~4HP, W.623HP, W.623PP > *.j.PPP Corner 4878{4946} 2 5~7 Hard 2-3 Windclad.
Drive dump version of the above.
PC 5HP, 4HP > W.236KK, W.623HP, W.623LP/(W.623PP > j.PPP) Corner 4380
4680
5100
3 2
2~4
4~6
Hard 3 Windclad.
Must hit with the absolute tip of 4HP.
PC 5HP, 6HP > W.236HK, 236236P/*.236236K Corner 4260
4440{4520}
1
1-2
1
2
Medium 1 Windclad into SA1 or SA2.
PC 5HP, 4HP > W.236HK, W.623PP > W.j.PPP, 236236P Corner 53003 2~4 1 Medium 3 Windclad into SA1.
PC 5HP, 6HP > W.236KK, W.623PP > W.j.PPP, 236236P Corner 52003 4~6 1 Medium 3 Windclad into SA1.
Requires more drive gauge than the above but works from further away.
PC 5HP, 6HP > W.236HK, W.623PP > *.j.PPP, (236236K) Corner 4460{4540}
5460{5540}
2-3 2~4 0
2
Medium 2-3 Windclad into SA2.
PC 5HP, 4HP > 214PP, W.623PP > W.j.PPP, *.236236K Corner 5640{5760} 1-2 4~6 2 Medium 1+ Windclad into SA2.
Requires more drive gauge than the above.

Punish Counter Starter

This section lists complete combo routes for punishing an opponent when they fail to hit with an extremely unsafe move like an invincible reversal.

Combo Starter Startup After Parry Damage Drive Damage Notes
PC DR~4HP, 2HP 25f 23f 2200 0.8 Optimal punish.
PC 5HP, 6HP/4HP 11f 11f 1980/2080 0.8 For less punishable moves. Use 6HP for mid-screen consistency.
PC DR~5MK, 2HP 18f 16f 1720 0.4 More damage than 5HP when going into SA3.
PC j.HK, 2HP ~40f ~40f 1960 0.5 Less damage than DR~4HP but conserves some drive gauge.
PC DI 26f 26f 1.5 Less damage than all the above but can burn the opponent out more easily.

Notable examples where 5HP or DR~5MK is needed because DR~4HP is too slow:

  • Chun-Li's SA1 (-22f), and SA3 if not parried (-24f).
  • Ryu's SA2 (-20f), and SA1 if not parried (-24f).
  • Cammy's SA1/SA2 if not parried or if they connect late in the animation (-24f).
  • Dee Jay's SA1 if not parried (-24f).
  • Ken's SA1 if not parried (-24f).

DR~5MK or j.HK or DI can be used in place of DR~4HP in any combo listed below.
5HP has its own combo routes that are covered in the previous section.
DI also has some crumple specific combos that are covered in the Drive Impact section below.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC DR~4HP, 2HP > *.623HP Anywhere 3160{3320} 0-1 1 Medium Basic meterless follow-up.
PC DR~4HP, 2HP > 623PP > (j.PPP) Anywhere 3320{3160}
4160{4000}{4120}
0 1~3
3~5
Medium Deals less damage when Windclad as the first hit of W.623PP whiffs.
PC DR~4HP, 2HP > DR~4HP, 5MK > (DR~2HP) > *.623HP Anywhere 3846{3948}
4248{4332}
0-1 1~4
4~7
Hard
PC DR~4HP, 2HP > DR~4HP, 5MK > *.623PP > *.j.PPP Anywhere 4424{4526}{4594} 0-2 6~8 Hard Must start with full drive gauge to build enough to finish the combo.
PC DR~4HP, 2HP > W.236HK, W.623HP Corner 40002 1 Medium 2 Windclad.
PC DR~4HP, 2HP > 214PP, W.623MP Corner 3880  1~3 Medium
PC DR~4HP, 2HP > W.236HK, W.623PP > (*.j.PPP) Corner 4120
4680{4760}
2-3 1~3
3~5
Medium 2 Windclad.
PC DR~4HP, 2HP > 214PP, W.623PP > (*.j.PPP) Corner 4120
4680{4760}
0-1 3~5
5~7
Medium
PC DR~4HP, 2HP > 236236P Anywhere 3960  1 1 Medium Basic 1 bar combo.
PC DR~4HP, 2HP > (DR~4HP) > DR~4HP, 2MP > 236236P Anywhere 4404
4743
  1~4
4~7
1 Hard
PC DR~4HP, 2HP > (DR~4HP, 5MK) > W.236KK, 236236P Corner 4480
4591
1 1~3
4~6
1 Medium 1 Windclad.
The drive rush extension is less efficient than the above midscreen combo.
PC DR~4HP, 2HP > *.236236K Anywhere 4200{4440} 0-1 1 2 Medium Basic 2 bar combo.
PC DR~4HP, 2HP > (DR~4HP) > 214PP > W.236236K Anywhere 4840
4764
  1~3
4~6
2 Medium An extremely efficient use of meter.
The drive rush extension deals less damage but builds more meter.
PC DR~4HP, 2HP > DR~4HP, 5MK > W.236KK > *.236236K Anywhere 4846{4966} 1-2 4~6 2 Hard Deals more damage than the above when already Windclad.
PC DR~4HP, 2HP > DR~4HP > DR~4HP, 2MP > *.236236K Anywhere 4877{5003} 0-1 4~7 2 Hard
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > 214PP > W.236236K Anywhere 4943  6~8 2 Hard A rare case of 4HP not being the optimal starter.
Must start with fuil drive gauge and then micro-walk to build a pixel back.
The optional 5LP builds meter but lowers damage.
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > DR~4HP, 2MP > W.236236K Anywhere 50501 6~9 2 Hard Windclad variant.
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > 214PP > W.236236K Anywhere 5128  6~8 2 Very Hard Frame perfect variant of the previous combo.
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > DR~4HP, 2MP > W.236236K Anywhere 52821 6~9 2 Very Hard Frame perfect Windclad variant.
PC DR~4HP, 2HP > W.236HK, W.623PP > W.j.PPP, 236236K Corner 57603 3~5 2 Hard 3 Windclad.
PC DR~4HP, 2HP > W.236KK, W.623PP > j.PPP, 236236K Corner 56802 5~7 2 Hard 2 Windclad.
PC DR~4HP, 2HP > (214MP) > 214214P Anywhere 5350(5700)(+1) 1 3 Medium Basic 3 bar combo.
214MP results in less damage but builds more meter.
PC DR~4HP, 2HP > (DR~4HP, 5MK) > DR~5LP, 2HP > 214MP > 214214P Anywhere 5737(5987)
6388(6638)
(+1) 1~4
4~7
3 Hard THE punish combo. Builds about 60% of a Super bar.
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > DR~(5LP, )2HP > 214MP > 214214P Anywhere 6061(6311)(+1) 6~9 3 Hard Optimal meter building micro-walk combo. Builds a little over 70% of a Super bar.
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > DR~(5LP, )2HP > 214MP > 214214P Anywhere 6480(6730)(+1) 6~9 3 Very Hard The most optimal, situational, and difficult combo that you're never going to land in a match.

Drive Impact Starter

After a Punish Counter Drive Impact there are generally two options.

  • Immediate hit into grounded combo. Required for comboing into SA3, and usually also better for midscreen combos into SA1 or SA2.
  • Delayed hit into crumple combo. Generally better for meterless combos and corner combos into SA1 or SA2.
Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC DI, 4HP/2HP > (Heavy Starter Combo) Anywhere 2530+  1+ Keeps the opponent standing for a combo into SA3.
DI (Wall), 4HP/6HP > (Crumple Starter Combo) Corner   1+ Refer to the Crumple Starter Combo section.
Damage will be roughly 70-75% of the listed values.
PC DI, 66, 4HP/6HP > (Crumple Starter Combo) Anywhere   1+ Refer to the Crumple Starter Combo section.
Damage will be roughly 80-85% of the listed values.
PC DI, 8j.2HP, DR~4HP > (Crumple Starter Combo) Anywhere   2+ Refer to the Crumple Starter Combo section.
Launches to the same height as delayed 4HP, but gains a little more meter and has more corner carry. Deals slightly more damage for short combos, but the DR scaling makes it deal less damage in combos that use any additional resources.
PC DI, 4HP > DI Anywhere 2320  2 0 Easy Deals 2.5 bars of drive damage. Very useful for burning out the opponent.
PC DI, 8j.2HP, 9j.MP~dl.MP, *.623LP/W.623MP Anywhere 2960{3010} / {3110} 0-1 1 Hard 9j.2HP switches sides in the corner or from long range.
W.623MP is only consistent in the corner or after a crossup.
PC DI, 8j.2HP, 9j.MP~dl.MP, *.623PP > (*.j.PPP) Anywhere 3210{3310}
3630{3730}{3790}
0-1
0-2
1~3
3~5
0
0
Hard 9j.2HP switches sides in the corner or from long range.
PC DI, 8j.2HP, 9j.MP~dl.MP, W.623PP > W.j.PPP > *.236236K Corner 4790{4910} 2-3 3~5 2 Hard 2 Windclad stocks allow the previous combo to be extended with SA2 in the corner, as long as the second j.MP is delayed enough.
PC DI, 8j.2HP, DR~dl.2HP > DR~4HP > 236MK Anywhere 30780 2~5 Hard Safe jump setup. The delayed 2HP has a 4 frame timing window, and will always result in the same advantage as long as both hits connect.
PC DI, 8j.2HP, DR~dl.2HP > DR~4HP > W.236MK, 2HK Corner
Windclad
33441 2~5 Hard 1 Windclad. Situationally optimal with less than 3 drive bars and no SA.
DR~2HP should be delayed to hit twice. W.236MK must only hit twice.
PC DI, 8j.2HP, DR~dl.2HP, 214PP, W.623PP > *.j.PPP > *.236236K Corner 4584{4618}{4738} 0-2 5~7 2 Hard Windless drive dump route into SA2.
Can be done more easily using DR~4HP when already Windclad.
DI (Wall), 9j.2HP, ... Near Corner   1+ Leads into the same juggle combos as above if far enough from the corner.


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu