(→Drive Rush Starter: Micro-walk combos) |
(→Punish Counter Starter: Micro-walk combos) |
||
Line 892: | Line 892: | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = | | Notes = | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|9|j.HK}}, {{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, 6~{{clr|7|5LK}} > ({{clr|7|5LP}}) > {{clr|4|DR}}~{{clr|7|5LP}}, {{clr|9|2HP}} > {{clr|10|214PP}} > {{clr|4|W.}}{{clr|10|236236K}} | |||
| Position = Anywhere | |||
| Damage = 4943 | |||
| Drive = 6~8 | |||
| Super = 2 | |||
| Difficulty = {{clr|3|Hard}} | |||
| Notes = A rare case of {{clr|9|4HP}} not being the optimal starter.<br>Must start with fuil drive gauge and then micro-walk to build a pixel back.<br>The optional {{clr|7|5LP}} builds meter but lowers damage. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|9|j.HK}}, {{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, 6~{{clr|7|5LK}} > ({{clr|7|5LP}}) > {{clr|4|DR}}~{{clr|7|5LP}}, {{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, {{clr|8|2MP}} > {{clr|4|W.}}{{clr|10|236236K}} | |||
| Position = Anywhere<br>{{clr|4|Windclad}} | |||
| Damage = 5050 | |||
| Drive = 6~9 | |||
| Super = 2 | |||
| Difficulty = {{clr|3|Hard}} | |||
| Notes = Windclad variant. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|9|j.HK}}, {{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, 6~{{clr|8|5MK}} > {{clr|4|DR}}~({{clr|7|5LP}}, ){{clr|9|2HP}} > {{clr|10|214PP}} > {{clr|4|W.}}{{clr|10|236236K}} | |||
| Position = Anywhere | |||
| Damage = 5128 | |||
| Drive = 6~8 | |||
| Super = 2 | |||
| Difficulty = {{clr|10|Very Hard}} | |||
| Notes = Frame perfect variant of the previous combo. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|9|j.HK}}, {{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, 6~{{clr|8|5MK}} > {{clr|4|DR}}~({{clr|7|5LP}}, ){{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, {{clr|8|2MP}} > {{clr|4|W.}}{{clr|10|236236K}} | |||
| Position = Anywhere<br>{{clr|4|Windclad}} | |||
| Damage = 5282 | |||
| Drive = 6~9 | |||
| Super = 2 | |||
| Difficulty = {{clr|10|Very Hard}} | |||
| Notes = Frame perfect Windclad variant. | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 931: | Line 971: | ||
| Super = 3 | | Super = 3 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = THE punish combo. Builds about 2 | | Notes = THE punish combo. Builds about 60% of a Super bar. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|9|j.HK}}, {{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, 6~{{clr|8|5LK}} > ({{clr|7|5LP}}) > {{clr|4|DR}}~{{clr|7|5LP}}, {{clr|9|2HP}} > {{clr|4|DR}}~({{clr|7|5LP}}, ){{clr|9|2HP}} > {{clr|8|214MP}} > {{clr|10|214214P}} | |||
| Position = Anywhere | |||
| Damage = 6061(6311) | |||
| Drive = 6~9 | |||
| Super = 2 | |||
| Difficulty = {{clr|3|Hard}} | |||
| Notes = Optimal meter building micro-walk combo. Builds a little over 70% of a Super bar. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|9|j.HK}}, {{clr|9|2HP}} > {{clr|4|DR}}~{{clr|9|4HP}}, 6~{{clr|8|5MK}} > {{clr|4|DR}}~({{clr|7|5LP}}, ){{clr|9|2HP}} > {{clr|4|DR}}~({{clr|7|5LP}}, ){{clr|9|2HP}} > {{clr|8|214MP}} > {{clr|10|214214P}} | |||
| Position = Anywhere | |||
| Damage = 6480(6730) | |||
| Drive = 6~9 | |||
| Super = 2 | |||
| Difficulty = {{clr|10|Very Hard}} | |||
| Notes = The most optimal, situational, and difficult combo that you're never going to land in a match. | |||
| Video = | | Video = | ||
|}} | |}} |
Revision as of 09:42, 18 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, (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 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, (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. |
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, so the weaker 2LP must be used instead.
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 | Damage | 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 | 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 | 2000 | 1 | Medium | Combos from any of 2HP, 4HP, 5HP or 6HP. | ||
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) |
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) |
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.
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-canceled 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. |
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 | 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 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 Windclad |
5050 | 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 Windclad |
5282 | 6~9 | 2 | Very Hard | Frame perfect Windclad variant. | |
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 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) | 6~9 | 2 | 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) | 6~9 | 2 | Very Hard | The most optimal, situational, and difficult combo that you're never going to land in a match. |
Drive Impact Starter
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 > (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. |