Street Fighter 6/Lily/Combos: Difference between revisions

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Line 75: Line 75:
   | Drive      =  
   | Drive      =  
   | Super      = 1<br>3
   | Super      = 1<br>3
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Easier input: {{clr|7|2LP}} > {{clr|7|236LP}}~{{clr|10|236P}}
   | Notes      = Easier input: {{clr|7|2LP}} > {{clr|7|236LP}}~{{clr|10|236P}}
   | Video      =  
   | Video      =  
Line 117: Line 117:
   | Drive      = 3+
   | Drive      = 3+
   | Super      = 0+
   | Super      = 0+
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Light Drive Rush confirm into bigger buttons.<br>Staying close by using {{clr|7|2LP}} or a shorter confirm can lead to better followups.
   | Notes      = Light Drive Rush confirm into bigger buttons.<br>Staying close by using {{clr|7|2LP}} or a shorter confirm can lead to better followups.
   | Video      =  
   | Video      =  
Line 209: Line 209:
   | Drive      = 4<br>4(6)
   | Drive      = 4<br>4(6)
   | Super      = 0<br>2
   | Super      = 0<br>2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = 2-3 Windclad.<br>{{clr|10|236KK}} deals no extra damage but launches higher.<br>SA2 requires either {{clr|10|236KK}} or 3 Windclad for the dive.
   | Notes      = 2-3 Windclad.<br>{{clr|10|236KK}} deals no extra damage but launches higher.<br>SA2 requires either {{clr|10|236KK}} or 3 Windclad for the dive.
   | Video      =  
   | Video      =  
Line 269: Line 269:
   | Drive      =  
   | Drive      =  
   | Super      = 1<br>3
   | Super      = 1<br>3
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Technically also works with {{clr|10|236236K}}, but not from a sane distance.
   | Notes      = Technically also works with {{clr|10|236236K}}, but not from a sane distance.
   | Video      =  
   | Video      =  
Line 291: Line 291:
   | Drive      = 3+
   | Drive      = 3+
   | Super      = 0+
   | Super      = 0+
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = +3 on block.
   | Notes      = +3 on block.
   | Video      =  
   | Video      =  
Line 304: Line 304:
   | Drive      = 3+
   | Drive      = 3+
   | Super      = 0+
   | Super      = 0+
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = +2 on block.
   | Notes      = +2 on block.
   | Video      =  
   | Video      =  
Line 317: Line 317:
   | Drive      = 3+
   | Drive      = 3+
   | Super      = 0+
   | Super      = 0+
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = +2 on block. There is a gap but it is safe against Drive Impact.
   | Notes      = +2 on block. There is a gap but it is safe against Drive Impact.
   | Video      =  
   | Video      =  
Line 342: Line 342:
   | Drive      = 1
   | Drive      = 1
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Leads into a Medium Starter combo.<br>
   | Notes      = Leads into a Medium Starter combo.<br>
Typically goes straight into {{clr|9|623HP}}.
Typically goes straight into {{clr|9|623HP}}.
Line 353: Line 353:
   | Drive      = 1
   | Drive      = 1
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Slightly more damage than {{clr|8|5MK}} into SA.
   | Notes      = Slightly more damage than {{clr|8|5MK}} into SA.
   | Video      =  
   | Video      =  
Line 363: Line 363:
   | Drive      = 1
   | Drive      = 1
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Can begin with any of {{clr|9|2HP}}, {{clr|9|4HP}}, {{clr|9|5HP}} or {{clr|9|6HP}}.
   | Notes      = Can begin with any of {{clr|9|2HP}}, {{clr|9|4HP}}, {{clr|9|5HP}} or {{clr|9|6HP}}.
   | Video      =  
   | Video      =  
Line 373: Line 373:
   | Drive      = 1
   | Drive      = 1
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Leads into a Light Starter combo.<br>Can use {{clr|7|5LK}} instead of {{clr|7|5LP}} for consistency.
   | Notes      = Leads into a Light Starter combo.<br>Can use {{clr|7|5LK}} instead of {{clr|7|5LP}} for consistency.
   | Video      =  
   | Video      =  
Line 398: Line 398:
   | Drive      = 0+
   | Drive      = 0+
   | Super      = 0-2
   | Super      = 0-2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Close range whiff punish into any special move.<br>{{clr|9|4HP}} deals more damage than {{clr|9|6HP}} but needs to be closer.
   | Notes      = Close range whiff punish into any special move.<br>{{clr|9|4HP}} deals more damage than {{clr|9|6HP}} but needs to be closer.
   | Video      =  
   | Video      =  
Line 408: Line 408:
   | Drive      = 0<br>2
   | Drive      = 0<br>2
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Close range alternative.<br>{{clr|7|LP}}/{{clr|8|MP}} grab isn't as worth it compared to regular combos.
   | Notes      = Close range alternative.<br>{{clr|7|LP}}/{{clr|8|MP}} grab isn't as worth it compared to regular combos.
   | Video      =  
   | Video      =  
Line 418: Line 418:
   | Drive      = 1+
   | Drive      = 1+
   | Super      = 0-2
   | Super      = 0-2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Mid range whiff punish into any special move.
   | Notes      = Mid range whiff punish into any special move.
   | Video      =  
   | Video      =  
Line 428: Line 428:
   | Drive      = 3+
   | Drive      = 3+
   | Super      = 0-2
   | Super      = 0-2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Cancelling into {{clr|4|DR}} significantly extends the range.<br>{{clr|4|DR}}~{{clr|9|6HP}} allows for full screen punishes on Dhalsim's limbs.
   | Notes      = Cancelling into {{clr|4|DR}} significantly extends the range.<br>{{clr|4|DR}}~{{clr|9|6HP}} allows for full screen punishes on Dhalsim's limbs.
   | Video      =  
   | Video      =  
Line 448: Line 448:
   | Drive      = 2
   | Drive      = 2
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Generates and immediately uses Windclad.
   | Notes      = Generates and immediately uses Windclad.
   | Video      =  
   | Video      =  
Line 458: Line 458:
   | Drive      = 4<br>6<br>6
   | Drive      = 4<br>6<br>6
   | Super      = 0<br>0<br>2
   | Super      = 0<br>0<br>2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = 0+ Windclad.<br>SA2 requires Windclad {{clr|10|j.PPP}}.
   | Notes      = 0+ Windclad.<br>SA2 requires Windclad {{clr|10|j.PPP}}.
   | Video      =  
   | Video      =  
Line 468: Line 468:
   | Drive      =  
   | Drive      =  
   | Super      = 0
   | Super      = 0
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = 2 Windclad
   | Notes      = 2 Windclad
   | Video      =  
   | Video      =  
Line 478: Line 478:
   | Drive      =  
   | Drive      =  
   | Super      = 1<br>2
   | Super      = 1<br>2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = 1 Windclad + Super
   | Notes      = 1 Windclad + Super
   | Video      =  
   | Video      =  
Line 501: Line 501:
   | Drive      = 1
   | Drive      = 1
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Basic meterless followup.
   | Notes      = Basic meterless followup.
   | Video      =  
   | Video      =  
Line 511: Line 511:
   | Drive      = 1~3<br>3~5
   | Drive      = 1~3<br>3~5
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Deals less damage when Windclad as the first hit of {{clr|4|W.}}{{clr|10|623PP}} whiffs.
   | Notes      = Deals less damage when Windclad as the first hit of {{clr|4|W.}}{{clr|10|623PP}} whiffs.
   | Video      =  
   | Video      =  
Line 541: Line 541:
   | Drive      = 1
   | Drive      = 1
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = 2 Windclad.
   | Notes      = 2 Windclad.
   | Video      =  
   | Video      =  
Line 551: Line 551:
   | Drive      = 1~3
   | Drive      = 1~3
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
Line 561: Line 561:
   | Drive      = 1~3<br>3~5
   | Drive      = 1~3<br>3~5
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = 2 Windclad.
   | Notes      = 2 Windclad.
   | Video      =  
   | Video      =  
Line 571: Line 571:
   | Drive      = 3~5<br>5~7
   | Drive      = 3~5<br>5~7
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
Line 581: Line 581:
   | Drive      = 1
   | Drive      = 1
   | Super      = 1
   | Super      = 1
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Basic 1 bar combo.
   | Notes      = Basic 1 bar combo.
   | Video      =  
   | Video      =  
Line 601: Line 601:
   | Drive      = 1~3<br>4~6
   | Drive      = 1~3<br>4~6
   | Super      = 1
   | Super      = 1
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = 1 Windclad.<br>The drive rush extension is less efficient than the above midscreen combo.
   | Notes      = 1 Windclad.<br>The drive rush extension is less efficient than the above midscreen combo.
   | Video      =  
   | Video      =  
Line 611: Line 611:
   | Drive      = 1
   | Drive      = 1
   | Super      = 2
   | Super      = 2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Basic 2 bar combo.
   | Notes      = Basic 2 bar combo.
   | Video      =  
   | Video      =  
Line 621: Line 621:
   | Drive      = 1~3<br>4~6
   | Drive      = 1~3<br>4~6
   | Super      = 2
   | Super      = 2
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = An extremely efficient use of meter.<br>The drive rush extension '''deals less damage''' but builds more meter.
   | Notes      = An extremely efficient use of meter.<br>The drive rush extension '''deals less damage''' but builds more meter.
   | Video      =  
   | Video      =  
Line 671: Line 671:
   | Drive      = 1
   | Drive      = 1
   | Super      = 3
   | Super      = 3
   | Difficulty = {{clr|4|Medium}}
   | Difficulty = {{clr|2|Medium}}
   | Notes      = Basic 3 bar combo.<br>{{clr|8|214MP}} results in less damage but builds more meter.
   | Notes      = Basic 3 bar combo.<br>{{clr|8|214MP}} results in less damage but builds more meter.
   | Video      =  
   | Video      =  

Revision as of 03:52, 29 October 2023


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.

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 Damage Drive Gauge Super Gauge Difficulty Notes Video
5LK > 2LP > *.623P Anywhere 1530{1690} 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}
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}
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
Windclad
1620 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
Windclad x2
2265 Easy 2 Windclad corner combo.
5LK > 2LP > 5LP > W.236MK > W.623PP > (*.j.PPP) Corner
Windclad x2
2420
2840{2900}
2
4
Easy 2+ Windclad drive dump.
5LK > 2LP > 5LP > W.236KK > W.623PP > *.j.PPP, 236236K Corner
Windclad x2
3910{3970} 6 2 Easy 2+ Windclad drive and meter dump.
5LK > 2LP > 2LP/5LP > DR~5LP, ...
  • 2HP > (Heavy Starter Combo)
  • 5MK > (Medium Starter 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 followups.

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 Damage Drive Gauge Super Gauge Difficulty Notes Video
MK > *.236LK/W.236HK Anywhere 1400{1800} 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} 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} 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} 2 2 Easy
HP/MK > W.236HK > W.623HP Corner
Windclad x2
3180 Easy 2 Windclad.
HP/MK > W.236KK, 236236P Corner
Windclad
3740 2 1 Easy 1 Windclad.
HP/MK > W.236HK, *.236236K Corner
Windclad
3950{4160} 2 Easy 1 Windclad.
HP/MK > W.236HK/KK > W.623PP > *.j.PPP, (236236K) Corner
Windclad x2
4020{4120}
5020{5120}
4
4(6)
0
2
Medium 2-3 Windclad.
236KK deals no extra damage but launches higher.
SA2 requires either 236KK or 3 Windclad for the dive.
HP > 214PP > (W.236236K) Anywhere 2200
4160
2 0
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}
4
6
Easy Builds and uses Windclad.
HP > 214MP > (214214P) Anywhere 1900
4600(4900)
0
3
Easy 214MP is +2 on hit, which allows for some sneaky resets.
4HP/6HP > 214HP Anywhere 2100 Easy 214HP doesn't combo after 2HP or 5HP without a counterhit or DR.
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 followup combo to account for distance.
HP/MK > DR~5LP, ...
  • 2HP > (Heavy Starter Combo)
  • 5MK > (Medium Starter Combo)
Anywhere 2413+ 3+ 0+ Medium +3 on block.
HP/MK > DR~2HP, ...
  • > 214HP/*.236HK
  • > (Heavy Starter Combo)
  • 5LK > (Light Starter Combo)
Anywhere 2198+ 3+ 0+ Medium +2 on block.
HP > DR~4HP, ...
  • > 214HP/*.236HK
  • > (Heavy Starter Combo)
  • 5MK > (Medium Starter Combo)
Anywhere 2966+ 3+ 0+ Medium +2 on block. There is a gap but it is safe against Drive Impact.

Drive Rush Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DR~5LP, 2HP > ... Anywhere 1 Hard Leads into a Heavy Starter combo.
DR~4HP/2LP/5LP, 5MK > ... Anywhere 1 Medium Leads into a Medium Starter combo.
Typically goes straight into 623HP.
DR~4HP/2LP/5LP, 2MP > SA1/2/3 Anywhere 1 Medium Slightly more damage than 5MK into SA.
DR~HP > 214HP/*.236HK Anywhere 1 Medium Can begin with any of 2HP, 4HP, 5HP or 6HP.
DR~3HP, 5LP > ... Anywhere 1 Medium Leads into a Light Starter combo.
Can use 5LK instead of 5LP for consistency.

Punish Counter Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP > *.236HK Anywhere 2080{2180} Easy Long range meterless whiff punish that almost always reaches.
Windclad version connects from an even longer distance.
PC 5HP, 4HP/6HP > (DR~4HP) > Special Anywhere 2720+ 0+ 0-2 Medium Close range whiff punish into any special move.
4HP deals more damage than 6HP but needs to be closer.
PC 5HP, 360HP/360PP Anywhere 3320
3400
0
2
Medium Close range alternative.
LP/MP grab isn't as worth it compared to regular combos.
PC 5HP, DR~2HP > (DR~4HP) > Special Anywhere 2474+ 1+ 0-2 Medium Mid range whiff punish into any special move.
PC 5HP > DR...2HP/6HP > (DR~4HP) > Special Anywhere 2474+ 3+ 0-2 Medium Cancelling into DR significantly extends the range.
DR~6HP allows for full screen punishes on Dhalsim's limbs.
PC DR~4HP, 2HP > (Heavy Starter Combo) Anywhere 2920+ 1+ 0-3 Hard Optimal starter for punishing reversals and other big whiffs.
See the Reversal Punishes section below for optimising damage off this starter.
PC 5HP, 4HP/6HP > 214PP, W.623MP Corner 3760 2 Medium Generates and immediately uses Windclad.
PC 5HP, 4HP/6HP > 214PP, W.623PP > *.j.PPP, *.236236K Corner 4000
4560{4640}
5640{5760}
4
6
6
0
0
2
Medium 0+ Windclad.
SA2 requires Windclad j.PPP.
PC 5HP, 4HP/6HP > W.236HK, W.623HP Corner
Windclad x2
3880 0 Medium 2 Windclad
PC 5HP, 4HP/6HP > W.236HK, 236236P/*.236236K Corner
Windclad
4360
4540{4720}
1
2
Medium 1 Windclad + Super

Reversal Punish Combos

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

Drive Rush 4HP, 2HP is the optimal starter for punishing most reversals. It punishes moves that are at least -25f on block, or -23f when parried, which includes most invincible OD moves and Super Arts
If done after parrying the opponent's attack, the initial hits almost completely build back the cost of the drive rush.

Some moves can also be punished with Drive Impact (26f) or j.HK (~40f), but these combos generally deal less damage than the above outside of very specific situations.
e.g. When there is a guaranteed burnout setup available.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC DR~4HP, 2HP > *.623HP Anywhere 3160{3320} 1 Medium Basic meterless followup.
PC DR~4HP, 2HP > 623PP > (j.PPP) Anywhere 3320{3160}
4160{4000}{4120}
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}
1~4
4~7
Hard
PC DR~4HP, 2HP > DR~4HP, 5MK > *.623PP > *.j.PPP Anywhere 4424{4526}{4594} 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
Windclad x2
4000 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
Windclad x2
4120
4680{4760}
1~3
3~5
Medium 2 Windclad.
PC DR~4HP, 2HP > 214PP, W.623PP > (*.j.PPP) Corner 4120
4680{4760}
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
Windclad
4480
4591
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} 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
Windclad
4846{4966} 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} 4~7 2 Hard
PC DR~4HP, 2HP > W.236HK, W.623PP > W.j.PPP, 236236K Corner
Windclad x3
5760 3~5 2 Hard 3 Windclad.
PC DR~4HP, 2HP > W.236KK, W.623PP > j.PPP, 236236K Corner
Windclad x2
5680 5~7 2 Hard 2 Windclad.
PC DR~4HP, 2HP > (214MP) > 214214P Anywhere 5350(5700) 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)
1~4
4~7
3 Hard THE punish combo. Builds about 2/3 of a Super Gauge bar.
  • Gauge values formatted as A~B, means A is the starting amount needed to complete the combo, and B is the total amount of gauge used.

Drive Impact Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC DI, 4HP/2HP > (Heavy Starter Combo) Anywhere 1+ 0+ Easy Keeps the opponent standing for a combo into SA3.
PC DI, 8j.2HP, 9j.MP~dl.MP, *.623LP/W.623MP Anywhere 2960{3010} / {3110} 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 > (*.236236K) Anywhere 3210{3310}
3630{3730}{3790}
4790{4910}
3
5
5
0
0
2
Hard 9j.2HP switches sides in the corner or from long range.
236236K requires Windclad j.PPP in the corner.
DI (Wall), 9j.2HP, ... Near Corner 1+ 0+ Hard Leads into one of the juggle combos above if far enough from the corner.
DI (Wall), ... Corner 1+ 0+ Mostly equivalent to PC 5HP, but non-cancellable.
Refer to PC 5HP followups in the Punish Counter section.


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