(→Punish Counter Combos: DR~5MK variant) |
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{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr|9|4HP}}, {{clr|9|2HP}} > {{clr|9|(Heavy Starter Combo)}} | | Combo = PC {{clr|4|DR}}~{{clr|9|4HP}}/{{clr|8|5MK}}, {{clr|9|2HP}} > {{clr|9|(Heavy Starter Combo)}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2920+ | | Damage = 2920+ | ||
Line 459: | Line 459: | ||
| Super = 0-3 | | Super = 0-3 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Optimal starter for punishing reversals and other big whiffs.<br>See the Reversal Punishes section below for optimising damage off this starter. | | Notes = Optimal starter for punishing reversals and other big whiffs.<br>{{clr|8|5MK}} deals less damage but works against less punishable moves than {{clr|9|4HP}}.<br>See the Reversal Punishes section below for optimising damage off this starter. | ||
| Video = | | Video = | ||
|}} | |}} |
Revision as of 10:21, 11 November 2023
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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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 | |
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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 | 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. |
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5LK > 2LP > *.623PP > (*.j.PPP) | Anywhere | 1690{1530} 2530{2370}{2490} |
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. |
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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. |
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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 2~4 |
Easy | 2+ Windclad drive dump. | ||
5LK > 2LP > 5LP > W.236KK > W.623PP > *.j.PPP, 236236K | Corner Windclad x2 |
3910{3970} | 4~6 | 2 | Easy | 2+ Windclad drive and meter dump. | |
5LK > 2LP > 2LP/5LP > DR~5LP, ...
|
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. |
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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 |
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HP/MK > *.623HP | Anywhere | 2200{2600} | Easy | Not really confirmable on its own. Easier to use after a jump-in or Drive Rush confirm. |
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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 > W.623PP > *.j.PPP, (236236K) | Corner Windclad x2 |
4020{4120} {5120} |
2~4 | 0 2 |
Medium | 2-3 Windclad. 236236K requires 3 Windclad. |
|
HP/MK > W.236KK > W.623PP > j.PPP, 236236K | Corner Windclad x2 |
5020{5120} | 4~6 | 2 | Medium | 2 Windclad. W.236KK deals no extra damage, but launches higher than W.236HK. |
|
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} |
2~4 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, ...
|
Anywhere | 2413+ | 3+ | 0+ | Medium | +3 on block. | |
HP/MK > DR~2HP, ...
|
Anywhere | 2198+ | 3+ | 0+ | Medium | +2 on block. | |
HP > DR~4HP, ...
|
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. |
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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, 2LP/5LP > ... | Anywhere | 1 | Medium | Leads into a Light Starter combo. 2LP has more range, but 5LP deals slightly more damage. Can also use 5LK when close for easier timing. |
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. |
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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. |
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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/5MK, 2HP > (Heavy Starter Combo) | Anywhere | 2920+ | 1+ | 0-3 | Hard | Optimal starter for punishing reversals and other big whiffs. 5MK deals less damage but works against less punishable moves than 4HP. 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} |
2~4 4~6 4~6 |
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. |
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) | Anywhere | 3210{3310} 3630{3730}{3790} |
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 | Near Corner Windclad x2 |
4790{4910} | 3~5 | 2 | Hard | 2 Windclad stocks allow the previous combo to be extended with SA2 in the corner. | |
PC DI, 8j.2HP, DR~4HP > Special | Anywhere | 2751+ | 2 | Hard | Burns a drive bar for a little more damage compared to just 4HP > Special. Unlike j.MP combos this allows ending with Condor Wind to build a stock. |
||
PC DI, 8j.2HP, DR~dl.2HP > DR~4HP > W.236MK, 2HK | Near Corner Windclad |
3344 | 2~5 | Hard | 1 Windclad. Situationally optimal with less than 3 drive bars and no super gauge. DR~2HP should be delayed to hit twice. W.236MK must only hit twice. |
||
PC DI, 66, 4HP > W.236HK, 236236P | Near Corner Windclad |
3700 | 1 | 1 | Medium | 1 Windclad into SA1 without burning any additional drive gauge. The dash isn't strictly necessary but pushes the opponent closer to the corner. |
|
PC DI, 66, 4HP > W.236HK, W.623PP > W.j.PPP, 236236P | Near Corner Windclad x3 |
4540 | 3~5 | 1 | Medium | 3 Windclad into SA1. | |
PC DI, 66, 4HP > *.236KK > 236236K | Corner | 3660{3850} | 1 | 2 | Easy | 0-1 Windclad into SA2 safe jump setup. | |
PC DI, 66, 4HP > W.236HK, W.623PP > *.j.PPP, 236236K | Near Corner Windclad x2 |
4820{4880} | 3~5 | 2 | Medium | 2-3 Windclad into SA2. | |
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. |