Street Fighter 6/Lily/Combos: Difference between revisions

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   | Difficulty = {{clr|3|Hard}}
   | Difficulty = {{clr|3|Hard}}
   | Notes      = 1 Windclad. Situationally optimal with less than 3 drive bars and no super gauge.<br>{{clr|4|DR}}~{{clr|9|2HP}} should be delayed to hit twice. {{clr|4|W.}}{{clr|8|236MK}} must only hit twice.
   | Notes      = 1 Windclad. Situationally optimal with less than 3 drive bars and no super gauge.<br>{{clr|4|DR}}~{{clr|9|2HP}} should be delayed to hit twice. {{clr|4|W.}}{{clr|8|236MK}} must only hit twice.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|4|DI}}, 66, {{clr|9|4HP}} > {{clr|9|(Punish Counter 5HP Combo)}}
  | Position  = Anywhere
  | Damage    =
  | Drive      = 1
  | Super      =
  | Difficulty = {{clr|2|Medium}}
  | Notes      = Equivalent to PC {{clr|9|5HP}}, {{clr|9|4HP}}. See the Punish Counter 5HP section for details.<br>Damage after {{clr|4|DI}} will be roughly 80-85% of the listed values.<br>Some of the more useful followups are directly listed below.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|4|DI}}, 66, {{clr|9|4HP}} > {{clr|4|W.}}{{clr|9|236HK}}, {{clr|10|236236P}}
  | Position  = Near Corner<br>{{clr|4|Windclad}}
  | Damage    = 3700
  | Drive      = 1
  | Super      = 1
  | Difficulty = {{clr|2|Medium}}
  | Notes      = 1 Windclad into SA1 without burning any additional drive gauge.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|4|DI}}, 66, {{clr|9|4HP}} > {{clr|4|W.}}{{clr|9|236HK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|W.}}{{clr|10|j.PPP}}, {{clr|10|236236P}}
  | Position  = Near Corner<br>{{clr|4|Windclad x3}}
  | Damage    = 4540
  | Drive      = 3~5
  | Super      = 1
  | Difficulty = {{clr|2|Medium}}
  | Notes      = 3 Windclad into SA1.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|4|DI}}, 66, {{clr|9|4HP}} > {{clr|4|*.}}{{clr|10|236KK}} > {{clr|10|236236K}}
  | Position  = Corner
  | Damage    = 3660{{clr|4|{3850} }}
  | Drive      = 1
  | Super      = 2
  | Difficulty = {{clr|7|Easy}}
  | Notes      = 0-1 Windclad into SA2 safe jump setup.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|4|DI}}, 66, {{clr|9|4HP}} > {{clr|4|W.}}{{clr|9|236HK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, {{clr|10|236236K}}
  | Position  = Near Corner<br>{{clr|4|Windclad x2}}
  | Damage    = 4820{{clr|4|{4880} }}
  | Drive      = 3~5
  | Super      = 2
  | Difficulty = {{clr|2|Medium}}
  | Notes      = 2-3 Windclad into SA2.
   | Video      =  
   | Video      =  
   |}}
   |}}
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   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      = {{clr|4|DI}} (Wall), ...
   | Combo      = {{clr|4|DI}} (Wall), {{clr|9|4HP}}/{{clr|9|6HP}} > {{clr|9|(Punish Counter Crumple Combo)}}
   | Position  = Corner
   | Position  = Corner
   | Damage    = 1680+
   | Damage    =  
   | Drive      = 1+
   | Drive      = 1+
   | Super      = 0+
   | Super      =  
  | Difficulty =
  | Notes      = Equivalent to PC {{clr|9|5HP}}, {{clr|9|4HP}}/{{clr|9|6HP}}<br>Refer to the Punish Counter Crumple Combos section.<br>Damage will be roughly 70% of the listed values.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC {{clr|4|DI}}, 66, {{clr|9|4HP}}/{{clr|9|6HP}} > {{clr|9|(Punish Counter Crumple Combo)}}
  | Position  = Anywhere
  | Damage    =
  | Drive      = 1+
  | Super      =
   | Difficulty =  
   | Difficulty =  
   | Notes      = Mostly equivalent to PC {{clr|9|5HP}}, but non-cancellable.<br>Refer to PC {{clr|9|5HP}} followups in the Punish Counter section.
   | Notes      = Equivalent to PC {{clr|9|5HP}}, {{clr|9|4HP}}/{{clr|9|6HP}}<br>Refer to the Punish Counter Crumple Combos section.<br>Damage will be roughly 80% of the listed values.
   | Video      =  
   | Video      =  
   |}}
   |}}

Revision as of 11:08, 14 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 Crumple Combos

Punish Counter 5HP puts the opponent into a crumple state which significantly changes the available combo routes.

Most of these combos also work after a Drive Impact Wall Splat or Punish Counter Drive Impact.
On Punish Counter it's usually better to do one of the combos directly listed in the Drive Impact Combos section, but sometimes the higher launch height of a crumple combo is desirable.

For combos after Drive Impact, simply replace the PC 5HP, 6HP/4HP starter in a listed combo with one of:

  • PC DI, 66, 4HP/6HP
  • DI (Wall), (66), 4HP/6HP (Whether to dash depends on the distance the opponent travels to the wall)

Other adjustments can be made to the listed combos depending on the range at which 5HP or DI hits:

  • 4HP can be used instead of 6HP for 100 more damage, but this causes consistency issues at longer ranges. It works better after DI.
  • When out of range for 6HP, a non-cancelled DR~2HP/4HP can be used for the cost of 1 drive bar and some damage.
  • PC 5HP > DR~2HP/6HP extends the range to full screen (e.g. Dhalsim limbs) at the cost of 3 drive bars.
  • The 4HP and 2HP variants mentioned above also launch the opponent slightly higher than 6HP, which allows for better juggle combos.

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 Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP > *.236HK Anywhere 2080{2180} 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 3141 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}
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}
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} 2 2 Medium 0-1 Windclad.
Safe jump setup. Non-Windclad 236KK requires 4HP.
PC 5HP, DR~2HP > 214PP, W.623PP > *.j.PPP, *.236236K Corner 5038{5106}{5226} 5~7 2 Medium Windless drive dump route into SA2.
Not as efficient as the above, but useful when too far for 6HP.
PC 5HP, 6HP > (DR~4HP) > W.236HK, W.623HP Corner
Windclad x2
3780
3956
0
3
Medium 2 Windclad.
PC 5HP, 4HP > DR~4HP, W.623HP, (W.623LP) Corner
Windclad
3586(4096) 3 Hard 1-2 Windclad.
W.623HP is a safe jump setup.
PC 5HP, 4HP > DR~4HP, W.623HP, W.623PP > *.j.PPP Corner
Windclad x2
4878{4946} 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
Windclad x3
4380
4680
5100
2
2~4
4~6
Hard 3 Windclad.
Must hit with the absolute tip of 4HP.
PC 5HP, 6HP > W.236HK, 236236P/*.236236K Corner
Windclad
4260
4440{4520}
1
2
Medium 1 Windclad into SA1 or SA2.
PC 5HP, 4HP > W.236HK, W.623PP > W.j.PPP, 236236P Corner
Windclad x3
5300 2~4 1 Medium 3 Windclad into SA1.
PC 5HP, 6HP > W.236KK, W.623PP > W.j.PPP, 236236P Corner
Windclad x3
5200 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
Windclad x2
4460{4540}
5460{5540}
2~4 0
2
Medium 2-3 Windclad into SA2.
PC 5HP, 4HP > 214PP, W.623PP > W.j.PPP, *.236236K Corner
Windclad
5640{5760} 4~6 2 Medium 1+ Windclad into SA2.
Requires more drive gauge than the above.

Optimal Punish Counter 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.

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 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.
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), 4HP/6HP > (Punish Counter Crumple Combo) Corner 1+ Equivalent to PC 5HP, 4HP/6HP
Refer to the Punish Counter Crumple Combos section.
Damage will be roughly 70% of the listed values.
PC DI, 66, 4HP/6HP > (Punish Counter Crumple Combo) Anywhere 1+ Equivalent to PC 5HP, 4HP/6HP
Refer to the Punish Counter Crumple Combos section.
Damage will be roughly 80% of the listed values.


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