Street Fighter 6/Lily/Combos: Difference between revisions

From SuperCombo Wiki
Line 722: Line 722:
   | Combo      = PC {{clr|4|DI}}, {{clr|9|4HP}}/{{clr|9|2HP}} > {{clr|9|(Heavy Starter Combo)}}
   | Combo      = PC {{clr|4|DI}}, {{clr|9|4HP}}/{{clr|9|2HP}} > {{clr|9|(Heavy Starter Combo)}}
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    =  
   | Damage    = 2530+
   | Drive      = 1+
   | Drive      = 1+
   | Super      = 0+
   | Super      = 0+
  | Difficulty =
  | Notes      = Keeps the opponent standing for a combo into SA3.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|4|DI}}, {{clr|9|4HP}} > {{clr|4|DI}}
  | Position  = Anywhere
  | Damage    = 2320
  | Drive      = 2
  | Super      = 0
   | Difficulty = {{clr|7|Easy}}
   | Difficulty = {{clr|7|Easy}}
   | Notes      = Keeps the opponent standing for a combo into SA3.
   | Notes      = Deals 2.5 bars of drive damage. Very useful for burning out the opponent.
   | Video      =  
   | Video      =  
   |}}
   |}}
Line 822: Line 832:
   | Combo      = {{clr|4|DI}} (Wall), {{clr|9|9j.2HP}}, ...
   | Combo      = {{clr|4|DI}} (Wall), {{clr|9|9j.2HP}}, ...
   | Position  = Near Corner
   | Position  = Near Corner
   | Damage    =  
   | Damage    = 2152+
   | Drive      = 1+
   | Drive      = 1+
   | Super      = 0+
   | Super      = 0+
Line 832: Line 842:
   | Combo      = {{clr|4|DI}} (Wall), ...
   | Combo      = {{clr|4|DI}} (Wall), ...
   | Position  = Corner
   | Position  = Corner
   | Damage    =  
   | Damage    = 1680+
   | Drive      = 1+
   | Drive      = 1+
   | Super      = 0+
   | Super      = 0+

Revision as of 11:31, 11 November 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.

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.
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.
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
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, ...
  • 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 > 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, ...
  • 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, 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.
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/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.

  • DR~4HP punishes moves that are at least -23f when parried, or -25f when blocked.
  • DR~5MK punishes moves that are at least -16f when parried, or -18f when blocked. Deals 480 less damage than DR~4HP.
  • DI punishes moves that are at least -26f on block. It deals less damage than the above but can burn the opponent out.
  • j.HK punishes moves that are around -40f on block. This also deals less damage but conserves some drive gauge.

Notable examples where 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).

In all cases the different starter can used in place of DR~4HP in any combo listed below.
Note that DI does have some crumple specific combos that are covered in the separate Drive Impact section.

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 2530+ 1+ 0+ Keeps the opponent standing for a combo into SA3.
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} 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 2152+ 1+ 0+ Hard Leads into one of the juggle combos above if far enough from the corner.
DI (Wall), ... Corner 1680+ 1+ 0+ Mostly equivalent to PC 5HP, but non-cancellable.
Refer to PC 5HP followups in the Punish Counter section.


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
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry