Line 1,496: | Line 1,496: | ||
| Combo = PC {{clr|H|5HP}} > {{clr|OD|214[PP]}}, {{clr|H|5HP}} > {{clr|4|W.}}{{clr|M|623MP}}, {{clr|OD|623PP}} > {{clr|OD|j.PPP}}, {{clr|SA|SA2}} | | Combo = PC {{clr|H|5HP}} > {{clr|OD|214[PP]}}, {{clr|H|5HP}} > {{clr|4|W.}}{{clr|M|623MP}}, {{clr|OD|623PP}} > {{clr|OD|j.PPP}}, {{clr|SA|SA2}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 5340 | | Damage = 4960<br>5340 | ||
| Stocks = 0 | | Stocks = 0 | ||
| Drive = 6(4) | | Drive = 6(4) | ||
| Super = 2 | | Super = 1<br>2 | ||
| Difficulty = {{clr|10|Very Hard}} | | Difficulty = {{clr|10|Very Hard}} | ||
| Notes = Requires some space behind the opponent. Works after blocking an OD reversal from Ken, Luke, Juri, Dee Jay, or anything that lands even further out.<br>The drive gauge built during the combo can prevent burnout. | | Notes = Requires some space behind the opponent. Works after blocking an OD reversal from Ken, Luke, Juri, Dee Jay, or anything that lands even further out.<br>The drive gauge built during the combo can prevent burnout. | ||
Line 1,507: | Line 1,507: | ||
| Combo = PC {{clr|H|5HP}} > {{clr|OD|214[PP]}}, {{clr|H|5HP}} > {{clr|4|W.}}{{clr|H|623HP}}, {{clr|4|W.}}{{clr|OD|623PP}} > {{clr|OD|j.PPP}}, {{clr|SA|SA1}}/{{clr|SA|SA2}} | | Combo = PC {{clr|H|5HP}} > {{clr|OD|214[PP]}}, {{clr|H|5HP}} > {{clr|4|W.}}{{clr|H|623HP}}, {{clr|4|W.}}{{clr|OD|623PP}} > {{clr|OD|j.PPP}}, {{clr|SA|SA1}}/{{clr|SA|SA2}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = | | Damage = 5260<br>5640 | ||
| Stocks = 1 | | Stocks = 1 | ||
| Drive = 6(4) | | Drive = 6(4) |
Revision as of 08:36, 30 December 2024
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).
- 'A' is the total amount of drive gauge used by the combo.
- 'B' excludes the last drive move in the combo.
- When the amount of available drive gauge is less than 'A' but more 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.236HK/MK/LK).
5LK > 2LP > 5LP is used as a standard confirm in the combo table below. 5LK for its fast startup, and 2LP for its low pushback.
At a frame advantage of +2 or higher, use 5LP instead of 5LK for more damage (+3 vs Marisa or JP to avoid leaving a gap for their armored special moves).
Windclad OD Condor Spire (W.236KK) has slightly more pushback on block, but also has the aforementioned +2 frame advantage.
5LP > 2LP > 2LP adjusts for both of these factors, but be aware that the 3rd hit can whiff if the opponent blocks the first two.
When starting from point blank such as after a knockdown in the corner, pushback is less important.
5LP > 5LP > 5LP should be used for damage, optionally starting with 5LK at low frame advantage, or 2LK for a low hit.
There are other alternatives depending on the situation. Refer to the Light Chains section of the strategy page for details.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
5LK > 2LP > *.623HP/MP/LP | Anywhere | 1380{1520} 1240{1380} 1170{1240} | 0-1 | Easy | 623HP works best against standing opponents. 623LP is the most consistent against crouching opponents. 623MP is in between. Lighter versions give a closer knockdown. |
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5LK > 2LP > *.623PP > (*.j.PPP) | Anywhere | 1520{1660} 2220{2360}{2460} | 0-2 | 2 4(2) |
Easy | More consistent than regular 623P. The Windclad version deals less damage at the range after blocked W.236K due to whiffing the first hit. |
||
5LK > 2LP > 5LP > *.236KK > (*.SA2) | Anywhere | 1385{1505} 2425{2545}{2665} | 0-2 | 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 | 1445 | 1 | Easy | W.236MK, 214LP is +2 on wakeup and loopable in the corner. W.236LK is more consistent at range but loses 2 frames of advantage. |
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5LK > 2LP > 5LP > SA1 | Anywhere | 2105 | 1 | Medium | Easier input: 2LP > 236LP~236P | |||
5LK > 2LP > *.SA2 | Anywhere | 2360{2570} | 0-1 | 2 | Medium | |||
5LK > 2LP > 5LP > W.SA2 | Anywhere | 2525 | 1 | 2 | Medium | Windclad gives SA2 enough range to be confirmed from 3 hits. | ||
5LK > 2LP > (5LP) > SA3 | Anywhere | 3240(3540) 3035(3285) | 3 | Medium | Deals more damage off a shorter confirm. | |||
5LK > 2LP > 2LP > W.623LP, 2HK/SA1/W.SA2 | Anywhere Standing |
1560 2210 2410 | 1 1 2 |
0 1 2 |
Hard | Late hit Tomahawk Buster followup. The opponent must get hit standing, typically when trying to jump out. After blocked W.236KK it's possible to do 2LK > 5LP > W.623LP, W.SA2 |
||
5LK > 2LP > 5LP > 623PP > j.PPP > SA1 | Corner Standing |
2365 | 0 | 4(2) | 1 | Hard | Start point-blank against a standing opponent so 623PP hits only once. When not point-blank it's possible to do this combo using more 2LPs or a 2-hit confirm, but it's much more difficult to set up the spacing. Technically this combo also works with Windclad and/or SA2, but is less efficient than just using 236KK. |
|
5LK > 2LP > 5LP > W.236MK > W.623MP | Corner | 1925 | 2 | Easy | ||||
5LK > 2LP > 5LP > W.236MK > W.623PP > (*.j.PPP) | Corner | 2085 2365{2405} | 2-3 | 2 4(2) |
Easy | |||
5LK > 2LP > 5LP > W.236KK, SA1 | Corner | 2385 | 1 | 2 | 1 | Easy | Opponent must reach the corner while in the air. | |
5LK > 2LP > 5LP > W.236KK > W.623PP > *.j.PPP, SA1/SA2 | Corner | 3085{3125} 3465{3505} | 2-3 | 6(4) | 1 2 |
Easy | With 3 Windclad it's possible to avoid burning out with a microwalk before W.623PP. | |
5LK > 2LP > 2LP > W.623MP, SA1/*.SA2 | Corner Standing |
2330 2530{2680} | 1 | 1 2 |
Hard | Corner variant of the late-hit Tomahawk Buster combo. | ||
5LK > 2LP > 2LP > W.623MP, W.236KK, SA1/*.SA2 | Corner Standing |
2490 2870{2990} | 1 | 2 | 1 2 |
Hard | Spending some drive gauge. | |
5LK > 2LP > 2LP > W.623MP, 623PP > j.PPP, SA1 | Corner Standing |
3010 | 1 | 4(2) | 1 | Hard | Drive dump into SA1. | |
5LK > 2LP > 2LP > W.623HP, *.623PP > *.j.PPP, SA1/SA2 | Corner Standing |
3230{3290} 3510{3610}{3670} | 2-3 1-3 |
4(2) | 1 2 |
Hard | Drive dump into SA2, or SA1 with enough Windclad stocks. 623MP hits more consistently but deals 120 less damage. |
|
5LK > 2LP > 2LP > W.623MP, W.236KK, W.623PP > j.PPP, SA2 | Corner Standing |
3490 | 3 | 6(4) | 2 | Hard | Full resource dump. Actually deals less damage but builds more meter. | |
5LK > 2LP > 5LP > DR~5LP/2LP, (Drive Rush Combo) | Anywhere | 1723+ | 3+ | 0+ | Medium | Light Drive Rush confirm into bigger buttons. Staying close with 2LP or a short confirm leads to better follow-ups. |
||
CH 5LK/5LP/2LP, 5MK > (Medium Starter Combo) | Anywhere | 1680+ | 0+ | 0+ | Hard | Possible to confirm by looking for the counter-hit message. On block the opponent can mash out before and after 5MK. |
||
Meaty 5LK/5LP/2LP, 5MK > (Medium Starter Combo) | Anywhere | 1620+ | 0+ | 0+ | Hard | Interruptible by mashing when blocked, but leads to better rewards. Needs a knockdown advantage of 5LK +5 / 5LP +5~6 / 2LP +6~7. Refer to the frame advantage table on the Strategy page for ways to accomplish this. |
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.
2HP is particularly notable as the 2-hits make it easy to hit-confirm unsafe moves when close enough to the opponent.
Most of these combos work from poking distance. Exceptions will be noted.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
MK > 236LK | Anywhere | 1400 | 0 | Easy | Unsafe and not confirmable. | |||
HP > 236MK/LK | Anywhere | 1900/1800 | 0 | Easy | Lighter versions give a closer knockdown. 2HP/4HP > 236LK is safe against Drive Impact between hits on block. It can also be spaced to have an advantage of +1 from 2HP, or ±0 from 4HP. |
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HP/MK > W.236HK/MK/LK | Anywhere | 2200/2100/2000 | 1 | Easy | +1 on block. Lighter versions combo from further away and give a closer knockdown. |
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HP/MK > *.623HP | Anywhere | 2200{2400} | 0-1 | Easy | Lily's highest damage meterless special move. Mostly useful near the corner or to close out rounds. |
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HP/MK > *.623PP > *.j.PPP | Anywhere | 3380{3580}{3720} | 0-2 | 4(2) | Easy | Another combo that's generally used to close out rounds with 2-3 Drive bars available. If more than 3 Drive bars and less than 2 Windclad stocks are available, it's possible to squeeze more damage out of a Drive Rush combo instead. |
||
HP/MK > *.236KK > *.SA2 | Anywhere | 3820{4020}{4230} | 0-2 | 2 | 2 | Easy | Without Windclad it's generally better to use 214PP instead, as long as it can reach. | |
HP/MK > W.236HK > W.623HP | Corner | 3180 | 2 | Easy | ||||
HP/MK > W.236HK, SA1/*.SA2 | Corner | 3740 4020{4230} | 1 | 1 2 |
Easy | Works if the opponent even slightly grazes the corner while in the air. | ||
HP/MK > W.236HK > W.623PP > *.j.PPP, (SA1/SA2) | Corner | 4020{4120} 4780 5160 | 2-3 3 3 |
4(2) | 0 1 2 |
Medium | SA requires 3 Windclad to build the juggle height. | |
HP/MK > W.236KK > W.623PP > j.PPP, SA2 | Corner | 5020{5120} | 2 | 6(4) | 2 | Medium | W.236KK deals no extra damage, but launches higher than W.236HK. | |
HP/MK > 214PP | Anywhere | 2200 | (+1) | 2 | 0 | Easy | True blockstring from 2HP. | |
HP/MK > 214PP > W.SA2 | Anywhere | 4230 | 2 | 2 | Easy | SA2 doesn't connect from the tip of 2HP/4HP range. | ||
HP/MK > 214PP, W.623MP | Corner | 3040 | 2 | Easy | Builds and uses Windclad. | |||
HP/MK > 214PP, W.623PP > (*.j.PPP) | Corner | 3320 4020{4120} | 0-1 | 4(2) 6(4) |
Easy | Builds and uses Windclad. | ||
4HP/6HP > 214HP | Anywhere | 2100 | (+1) | Easy | 214HP doesn't combo after 2HP or 5HP without a counter-hit or Drive Rush. | |||
4HP/6HP > DI | Anywhere | 1800 | 1 | Easy | Combo into 1 bar of drive damage. When blocked by burned out JP or Marisa, 6HP > DI can't be interrupted by 3f armor. |
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HP/MK/2MP > SA1 | Anywhere | 3200 | 1 | Medium | Confirming this off 2HP is particularly useful during burnout. 2MP is good for interrupting Drive Rush, but it's possible for the combo to drop after hitting an extended hurtbox. |
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HP/MK/2MP > *.SA2 | Anywhere | 3600{3900} | 0-1 | 2 | Medium | Combos from a maximum range 2MP when Windclad, but is liable to drop against extended hurtboxes. Comboing without Windclad requires near point blank range. |
||
HP/MK/2MP > SA3 | Anywhere | 5050(5500) | 3 | Medium | Less range than SA1 but more range than Windclad SA2. If a combo doesn't use Drive Impact or a Drive Rush Cancel, canceling directly into SA3 deals more damage than using 214MP but loses out on gaining a Windclad stock. |
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HP > 214MP > (SA3) | Anywhere | 1900 4600(4900) | (+1) | 0 3 |
Easy | 214MP is +2 on hit, which allows for some sneaky resets. It doesn't knock the opponent down so they can't Drive Reversal the mixup. |
||
4HP, 5LP > (Light Starter Combo) | Anywhere | 2310+ | 0+ | 0+ | Hard | Typically combos directly into Special, SA, or Drive Rush. If close enough it's possible to do another 2LP or 5LP first. 4HP, 5LP > 5LP > W.623P routes are also available against a standing opponent. |
||
HP/MK > DR~5LP/2LP, (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. |
Special Starter
For the most part it's possible to simply do the same combos listed in the above sections, but skipping the normal moves at the beginning.
The combos listed here are either important enough to be mentioned specifically, or require a special move to hit in a specific way in order to work.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
214MP > SA3 | Anywhere | 4500(4900) | (+1) | 3 | Medium | Single hit confirmable, anti Drive Impact combo. Buffer the SA3 input and press the button on reaction to the opponent's life bar going down (unless they are in burnout). Also effective against opponents that try to punish 214LP with Drive Rush. Hold 214MP for a moment to avoid the perfect parry, then release it to hit them out of Drive Rush. |
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*.236KK > *.SA2 | Anywhere | 3080{3280}{3520} | 0-2 | 2 | 2 | Easy | Windclad projectile punish. Without windclad, it still acts as a huge range whiff punish. |
|
W.236KK, SA1 | Corner | 2960 | 1 | 2 | 1 | Easy | Windclad projectile punish. Opponent must reach the corner while in the air. |
|
W.236KK, W.623HP | Corner | 2320 | 2 | 2 | Easy | Projectile punish with 2 Windclad. | ||
W.236KK, W.623PP > *.j.PPP, (SA1/SA2) | Corner | 33203440 {4100} 4360{4480} | 2-3 | 6 | 0 1 2 |
Easy | Projectile punish with 2+ Windclad. SA1 requires 3 Windclad. |
|
Late-Hit 236MK/HK, 623LP/MP/PP > (j.PPP) | Corner | 1800~2000 2300/2400 3280/3380 | 0 | 0 2 4(2) |
Medium | Condor Spire must hit towards the end of its active frames: 623LP/PP: 10~13f, 623MP: 12~13f |
||
Late-Hit 236KK, 623LP/MP/HP | Corner | 1720/1800/1960 | 0 | 2 | Medium | Condor Spire must hit towards the end of its active frames: 623LP: 5~13f, 623MP: 7~13f, 623HP: 9~13f |
||
Late-Hit *.236KK, 623PP > j.PPP, (SA1/SA2) | Corner | 2120{2220} 2960{3060} 3620{3620} 4000{4100} | 0 | 4(2) 6(4) 6(4) |
0 0 2 |
Medium | Non-Windclad Condor Spire must hit towards the end of its active frames: 623PP: 5~13f, SA2: 11~13f, SA1 13f Windclad Condor Spire must hit only twice, or once for SA1. |
|
Late-Hit *.236KK, 2HK | Corner | 1720{1820} | 0-1 | 2 | Medium | Non-Windclad Condor Spire must hit with its last 4 active frames (10~13f). Windclad Condor Spire must hit less than 3 times. |
||
Late-Hit W.236KK, W.236KK, SA1/*.SA2 | Corner | 3380 3620{3800} | 2 2-3 |
4(2) | 1 2 |
Medium | Windclad Condor Spire must hit less than 3 times. Can also start with the much less practical W.236HK. |
|
Late-Hit W.236KK, W.236MK, W.623MP / (W.623PP > j.PPP) | Corner | 2700 2940 3500 | 3 | 2 4(2) 6(4) |
Medium | Windclad Condor Spire must hit less than 3 times. The drive gauge generated by W.236MK can prevent burnout. |
||
Late-Hit W.236KK, W.236~dl.KK, W.623PP > j.PPP, (SA2) | Corner | 3580 4620 | 3 | 8(6) | 0 2 |
Hard | Windclad Condor Spire must hit less than 3 times. Requires a maxed out drive gauge and a micro-walk between Condor Spires to build extra drive gauge. |
Anti-air Starter
Lily can combo after anti-air 2HP on counter-hit, but the counter-hit is not usually confirmable so it is important to follow up with something that is also reasonably safe on non-counter-hit.
It generally combos into the same things as PC 5HP, DR~2HP, so refer to the Crumple Starter section for a more complete list. This section will only cover important ways to safely get the combo started.
It's also possible to combo off some other moves if they hit the opponent high enough. Those will also be covered here.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
AA CH 2HP > (Crumple Starter Combo) | Anywhere | Medium | Leads to the same combos as a crumple, but dealing ~800-900 less damage. The opponent is launched higher so adjustments may need to be made. | |||||
AA CH 2HP > DR~4HP > (Crumple Starter Combo) | Anywhere | 3 | Medium | As above, but makes the counter-hit confirmable. Sets up pressure on non-counter-hit, and a left-right mixup if the opponent isn't too close. |
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AA CH 2HP > 214HP/214MP | Anywhere | 1700/1500 | (+1) | Medium | Hold punch and release it on reaction to the counter-hit. On non-counter-hit delay the release until the opponent lands to make them block it. Safe against DI with frame perfect timing, otherwise buffer SA3 and be ready to react. Vulnerable to invincible reversals, making it more effective if the opponent is burned out. |
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AA CH 2HP > 214PP > (W.SA2) | Anywhere | 1800 3830 | (+1) 0 |
2 | 0 2 |
Medium | Hold PP and release it on reaction to the counter-hit. Particularly useful for confirming directly into SA2. On non-counter-hit keep it held to be completely safe. |
|
AA CH 2HP > 236HK | Anywhere | 1600 | Easy | On non-counter-hit this is safe on block but vulnerable to anti-airs. | ||||
AA CH 2HP > W.236HK/W.236KK | Anywhere | 1800 | 1 | 0-2 | Easy | Block advantage on non-counter-hit and safe against Drive Impact, but vulnerable to anti-airs and completely whiffs if the opponent is too close. | ||
AA *.623PP > *.j.PPP | Anywhere | 2520{2720}{2880} | 0-2 | 4(2) | Easy | |||
AA *.623PP > *.j.PPP, SA1/*.SA2 | Corner | 3510{3710}{3870} 3770{3890}{4050}{4145} | 0-3 | 4(2) | 1 2 |
Easy | Must catch the opponent slightly higher when not Windclad. | |
AA 9j.MP~MP > *.SA2 | Anywhere | 3480{3720} | 0-1 | 2 | Medium | |||
AA 9j.MP~dl.MP, *.623HP/MP/LP | Anywhere | 2120~2360{2200~2520} | 0-1 | Medium | Use 623LP for more consistency and a closer knockdown. | |||
AA 9j.MP~dl.MP, *.623PP > *.j.PPP, *.SA2 | Corner | 2520{2680} 3360{3520}{3640} 4020{4180}{4300} 4400{4560}{4680}{4800} | 0-3 | 2 4(2) 4(2) 4(2) |
0 0 1 2 |
Hard | Must catch the opponent high up or have Windclad stocks to create height during the combo. | |
AA 9j.MP~dl.MP, W.236KK, SA1 | Corner | 3680 | 1 | 2 | 1 | Hard | ||
AA 9j.MP~dl.MP, W.236KK > *.SA2 | Anywhere | 3920{4100} | 1-2 | 2 | 2 | Hard | ||
AA 9j.MP~dl.MP, W.236LK/KK, W.623HP/MP/LP | Corner | 2800/2920/3040 3200 | 2 | 0 2 |
Hard | Must catch the opponent high up. Use 623LP for consistency after 236LK. | ||
AA 9j.MP~dl.MP, W.236LK/KK, W.623PP > *.j.PPP, SA1/SA2 | Corner | 3720{3800} 4380{4460} 4760{4840} | 2-3 | 4(2) | 0 1 2 |
Hard | W.236KK adds 160 damage and guarantees enough height for SA2, or SA1 with 3 Windclad. | |
AA W.623LP/MP/HP, *.623LP/MP/HP | Corner | 1500{1600} 2000{2400} | 1-2 | Hard | Must connect with the opponent near the peak of their jump. More height allows for a heavier Tomahawk Buster. |
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AA W.623LP/MP/HP, *.623PP > *.j.PPP, SA2 | Corner | 2000~2400{2600} 2980~3380{3580}{3720} 3750~4150{4350}{4490} 4020~4420{4620}{4760} | 1-3 | 2 4(2) 4(2) 4(2) |
0 0 1 2 |
Hard | Must connect with the opponent near the peak of their jump. | |
AA W.623LP/MP/HP, W.236LK/KK, W.623HP/MP/LP | Corner | 2300~2700 2780~3180 | 3 | 0 2 |
Very Hard | Must connect with the opponent at the peak of their jump. Use 623LP for consistency after 236LK. |
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AA W.623LP/MP/HP, W.236LK, W.623PP > j.PPP, SA1/SA2 | Corner | 4080~4480 4460~4860 | 3 | 4(2) | 1 2 |
Very Hard | Must connect with the opponent at the peak of their jump. | |
AA W.623LP/MP/HP, W.236KK, W.623PP > j.PPP, SA1/SA2 | Corner | 4280~4680 4620~5060 | 3 | 6(4) | 1 2 |
Very Hard | Burning some more drive to make it slightly easier. |
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. DR~2LP can be used instead, but this does not combo into 2HP
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 | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
DR~5LP/2LP, 2HP > (Heavy Starter Combo) | Anywhere | 1990 | 1 | Hard | Must be close to the opponent so the first hit of 2HP connects. | |||
DR~HP > 214HP/214MP | Anywhere | 2100 | (+1) | 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. |
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DR~HP > 236HK | Anywhere | 2000 | 0 | 1 | Medium | Combos from any of 2HP, 4HP, 5HP or 6HP. | ||
DR~HP > DI | Anywhere | 1800 | 1 | Medium | Combo into 1 bar of drive damage. 2HP leads to a true blockstring that still deals 1 bar of drive damage. |
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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 3780{4020} 4850(5200) | 0 0-1 0 |
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. |
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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). |
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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 > 5LP > DR~2LP, 2HP always works. 5LK > 5LP > W.623P sets up the standing specific combo routes. |
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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. |
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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 623HP/MP/LP (+36), connecting non-meaty against a grounded opponent. |
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Meaty DR~3HP, 2MP > SA1/SA2/SA3 | Anywhere | 3360 3680 4750(5100) | 0 0-1 0 |
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. |
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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 3 frames, making it less consistent. Chaining into 5LP builds a tiny bit more meter at the cost of a tiny amount of damage. |
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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.
6HP is the simplest follow-up, but other options are available depending on distance and resources. See the starter list below for details.
Crumple combos also work after a Drive Impact Wall Splat or Punish Counter Drive Impact.
For combos after Drive Impact, simply replace PC 5HP in the combo with one of the DI equivalents from the starter list.
Crumple Starter | Drive | Notes |
---|---|---|
PC 5HP, 6HP | Standard starter. Any combo listed with this starter can be directly swapped to use any other starter listed below. | |
PC 5HP, 4HP | Close-range or corner starter that deals 100 more damage but builds less drive gauge. Can be used in place of 6HP in any combo if close enough or near the corner. 4HP launches slightly higher than 6HP, making it required for some combos. | |
PC 5HP, DR~(dl.)2HP/4HP | 1 | Long-range whiff punish starter using a non-canceled Drive Rush. Loses some damage due to DR scaling. 2HP launches even higher than 4HP and is required by some combos. For maximum launch height 2HP must connect with its first active frame, hence the delay. |
PC 5HP > DR~(dl.)2HP/4HP/6HP | 3 | Full-screen whiff punish starter done by canceling into Drive Rush instead (e.g. Dhalsim limbs). Doing this close enough keeps the opponent grounded for a Heavy Starter Combo, which is required for SA3. |
PC 5HP > 214[PP], 5HP/5MK | 2 | Point blank combo that builds Windclad, sometimes leading to a more optimal combo. Can also be used to build 2 Windclad in one combo with a 214HP/PP followup. 5MK is more consistent midscreen due to its special cancel moving towards the opponent. |
PC DI, 8j.HK, 6HP | 1 | Standard Drive Impact starter. Launches higher than all of the above so works with any combo. |
DI (Wall), (66), 4HP/6HP | 1 | Whether to dash depends on the distance the opponent travels to the wall. |
DI (Wall), 9j.HK, 6HP | 1 | Works when the opponent travels a long distance to the wall. |
Anti-air CH 2HP | Technically not a crumple, but leads into the same combos. |
In the following table, the combo starter may be separated by a double arrow (>>).
The starter for these combos can be replaced with another starter from the above table as long as it launches at least as high.
From highest to lowest, the order of launch height from a crumple is: j.2HP > j.HK > 2HP > 4HP > 5MK > 2MK > 5HP > 5LP/2LP > 6HP
Delayed inputs may be needed to allow the opponent to fall back down to the correct height for the combo.
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 | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 5HP > *.236HK | Anywhere | 2080{2180} | 0-1 | Easy | Meterless and driveless whiff punish that almost always reaches. Windclad version connects from an even longer distance. |
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PC 5HP, 360HP/MP/PP | Anywhere | 3240 3600 3690 | 0 0 2 |
Medium | Close range punish. 360LP is less efficient than a regular combo. |
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PC 5HP, 6HP >> (Special) | Anywhere | 2940{3100} 3740 3980{4220} | 0-1 | 0 1 2 |
Easy | Standard punish on whiff or block into a special move or SA. | ||
PC 5HP, 6HP~HP~HP | Anywhere | 2940 | Easy | Builds more meter and drive gauge than a special cancel. Less useful midscreen due to the far knockdown. |
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PC 5HP, 6HP >> (DR~4HP) > (dl.DR~4HP) > W.236MK, SA1 | Anywhere | 4180 4225 4556 | 1 | 0 3 6(3) |
1 | Medium | Extremely efficient way to combo into SA1. The second drive rush still works without a delayed cancel, but Condor Spire will only hit twice for less damage. |
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PC 5HP, 6HP >> DR~4HP > (Special) | Anywhere | 3368{3486} 3908 | 3 | 0 1 |
Medium | |||
PC 5HP, 6HP >> DR~4HP > 236KK, SA1 | Anywhere | 4166 | 0 | 5(3) | 1 | Medium | ||
PC 5HP, DR~dl.2HP >> 236KK, SA1 | Anywhere | 3721 | 0 | 3(1) | 1 | Medium | For when 6HP won't reach. 2HP must be delayed to hit with its first active frame so it launches high enough. |
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PC 5HP, 6HP >> DR~(dl.)4HP > (dl.)DR~4HP > (Special) | Anywhere | 3862{3964} 4321 4525{4678} | 6(3) | 0 1 2 |
Hard | Full drive dump combo. A delay is needed for W.623HP or SA1 to fully connect. |
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PC 5HP, 6HP >> (DR~4HP) > 214PP > W.SA2 | Anywhere | 4680 4586 | 2 5(2) |
2 | Medium | An extremely efficient use of meter. The drive rush extension deals less damage but builds more meter. |
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PC 5HP, 4HP >> W.236KK, W.236KK, W.SA2 | Anywhere | 4740{4860} | 2-3 | 4(2) | 2 | Medium | Midscreen wind and drive dump. | |
PC 5HP, 6HP >> DR~4HP > W.236KK, W.236KK, W.SA2 | Anywhere | 4870{4990} | 2-3 | 7(5) | 2 | Medium | Full burnout variant picking up with the longer ranged 6HP. | |
PC 5HP, DR~(dl.)2HP >> DR~4HP > 236MK | Anywhere | 3141 | 0 | 4(1) | Medium | +44 safe jump setup. At long range 2HP must be delayed to make sure it connects with its first active frame. | ||
PC 5HP, 4HP >> W.236KK, W.236KK, SA1 | Corner | 4580 | 2 | 4(2) | 2 | Medium | SA1 variant of the above. Carries over half stage distance. |
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PC 5HP, 6HP >> DR~dl.2HP > W.236KK, W.236KK, SA1 | Corner | 4490 | 2 | 7(5) | 2 | Medium | Even more corner carry. | |
PC 5HP, 6HP >> 214PP, W.623HP | Corner | 3780 | 2 | Medium | Generates and immediately uses Windclad. | |||
PC 5HP, 6HP >> 214PP, W.623PP > *.j.PPP | Corner | 3900 4460{4540} | 0-1 | 4(2) 6(4) |
Medium | Drive dump extension of the above. Burnout can be avoided with a 2-3 frame micro-walk before W.623PP, input as 623[6]~dl.PP. |
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PC 5HP, 6HP >> *.623PP > *.j.PPP, (SA1/*.SA2) | Corner | 3940{4100}{4220} 4600{4760}{4880} 4980{5140}{5260}{5380} | 0-3 | 4(2) | 0 1 2 |
Medium | Deals more damage than the 4 drive 214PP route above. Also provides a good windless route into SA2. Difficult to generate height with only 1 stock - usually requires 4HP instead of 6HP or a delayed cancel. |
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PC 5HP, 6HP >> 236KK > SA2 | Corner | 4280 | 0 | 2 | 2 | Medium | +44 safe jump setup. Also possible with exactly 1 Windclad stock by delaying the cancel after W.236KK. |
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PC 5HP, 6HP >> DR~4HP > 214PP, W.236KK, SA1 | Corner | 4532 | 7(5) | 1 | Medium | Windless drive dump route into SA1. | ||
PC 5HP, 4HP >> 214PP, W.623PP > *.j.PPP, *.SA2 | Corner | 5600{5680}{5800} | 0-2 | 7(5) | 2 | Medium | Windless drive dump route into SA2. Can use 6HP instead of 4HP if starting with Windclad. |
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PC 5HP, 6HP >> (DR~4HP) > W.236HK, W.623HP | Corner | 3780 3956 | 2 | 0 3 |
Medium | |||
PC 5HP, 4HP > DR~4HP, W.623HP, (W.623LP) | Corner | 3586(4096) | 1-2 | 3 | Hard | W.623HP is a +44 safe jump setup. | ||
PC 5HP, 4HP > DR~4HP, W.623HP, W.623PP > *.j.PPP | Corner | 4878{4946} | 2-3 | 7(5) | Hard | Drive dump version of the above. | ||
PC 5HP, dl.4HP > W.236KK, W.623HP, W.623LP/(W.623PP > j.PPP | Corner* | 4380 4680 5100 | 3 | 2 4(2) 6(4) |
Very Hard | Requires a specific distance from the corner. On the training stage, Lily's front toe must be between the 1st and 3rd line after the large grid line. 4HP must not be done too close to the opponent. Delaying it allows the opponent to fall backwards to the correct range. |
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PC 5HP, 6HP >> W.236HK, SA1/*.SA2 | Corner | 4260 4500{4680} | 1 1-2 |
1 2 |
Medium | |||
PC 5HP, 4HP >> W.236HK, W.623PP > W.j.PPP, SA1 | Corner | 5300 | 3 | 4(2) | 1 | Medium | ||
PC 5HP, 6HP >> W.236KK, W.623PP > W.j.PPP, SA1 | Corner | 5200 | 3 | 6(4) | 1 | Medium | Requires more drive gauge than the above but works from further away. | |
PC 5HP, 6HP >> W.236HK, W.623PP > *.j.PPP, (SA1/SA2) | Corner | 4460{4540} 5120{5200} 5500{5580} | 2-3 | 4(2) | 0 1 2 |
Medium | ||
PC 5HP, 4HP >> 214PP, W.623PP > *.j.PPP, *.SA2 | Corner | 5600{5680}{5800} | 0-2 | 6(4) | 2 | Medium | Requires more drive gauge than the above. | |
PC 5HP > 214[PP], 5MK > 214PP, W.623PP > W.j.PPP, SA1 | Corner | 4900 | 0 | 8(6) | 1 | Hard | Requires almost full drive gauge so the 5MK hit builds it back to over 4 bars. | |
PC 5HP > 214[PP], 5HP > W.623MP, 623PP > j.PPP, SA2 | Corner* | 4960 5340 | 0 | 6(4) | 1 2 |
Very Hard | Requires some space behind the opponent. Works after blocking an OD reversal from Ken, Luke, Juri, Dee Jay, or anything that lands even further out. The drive gauge built during the combo can prevent burnout. |
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PC 5HP > 214[PP], 5HP > W.623HP, W.623PP > j.PPP, SA1/SA2 | Corner* | 5260 5640 | 1 | 6(4) | 1 2 |
Very Hard | More optimal than the previous combo when starting with Windclad. | |
PC 5HP, dl.4HP > W.623LP/MP, 623PP > j.PPP, SA1/SA2 | Corner | 4900/5060 5280/5440 | 1 | 4(2) | 1 2 |
Very Hard | If the opponent is right in the corner, walk back to hit with the tip of 4HP and combo using 623LP 623MP requires some space behind the opponent. |
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PC 5HP, dl.4HP > W.623HP, W.623PP > *.j.PPP, SA1/SA2 | Corner | 5360{5460} 5740{5840} | 2-3 | 4(2) | 1 2 |
Very Hard | More stocks means more leniency, which means heavier Tomahawk Busters. |
Punish Counter Starter
This section covers complete combo routes for punishing an opponent when they fail to hit with an unsafe move like an invincible reversal.
In general:
- PC 5LK/5LP/2LP is roughly equivalent to a Medium Starter.
- PC 5MK/2MK is roughly equivalent to a Heavy Starter.
- PC 5HP has its own combo routes that are covered in the Crumple section.
- PC DI also has some optimal crumple specific combos that are covered in the Drive Impact section.
The following table lists useful combo starters along with their startup.
Startup values in parenthesis are for Drive Rush immediately after parrying the opponent's attack, bypassing the parry startup.
Combo Starter | Startup | Damage | Drive Damage | Drive Usage | Notes |
---|---|---|---|---|---|
PC j.HK, 2HP > (Combo) | ~40 | 1960... | 0.5 | 0 | Less damage than DR~4HP but conserves some drive gauge. |
PC DI, 2HP/4HP > (Combo) PC DI, (Crumple Starter Combo) |
26 | 1760... | 1.5 | 1 | Less damage again, but can burn the opponent out more easily. |
PC DR~4HP, 2HP > (Combo) | 25(23) | 2200... | 0.8 | 1 | Optimal punish for SA3 combos. Can punish 2 frames faster if opponent's attack is parried. |
PC 214MP, 5LP/2LP > (Light Starter Combo) | 23 | 1380-1430... | 0.8 | 0 | Situational starter if the opponent whiffs something during the charge. After a blocked max range 2HP this can dodge and punish some Drive Reversals. |
PC DR~5MK, 2HP > (Combo) | 18(16) | 1720... | 0.4 | 1 | A faster option that deals a bit less damage than 4HP. |
PC 5HP > (Crumple Starter Combo) | 11 | 1080... | 0.8 | 0 | Optimal for corner combos into SA1 or SA2. Otherwise useful for conserving drive gauge. |
PC 2HP > (Combo) | 10/12 | 1200... | 0.8 | 0 | Sometimes the simplest option is the best one. Faster than 5HP at close range, slower at long range. |
PC 2MP > SA1 PC 2MP > *.SA2 PC 2MP > SA3 |
8 | 3040 3340{3640} 4980(5340) |
1.1 1.6 2.1(2.6) |
0 | SA2 requires Windclad to combo from a reasonable range. |
PC 5MK > (Combo) | 7 | 720... | 0.4 | 0 | |
PC 5LK/5LP/2LP, 5MK > DR~2HP > (Combo) | 4/5/6 | 1430~1490... | 0.2 | 3 | Alternatively cancel 5MK directly into a special move. |
PC 5LK/5LP/2LP > DR~2HP > (Combo) | 4/5/6 | 1040~1100... | 0.2 | 3 | Works from a longer range than the previous starter. |
PC 5LK/5LP/2LP, (5MK) > 214PP > SA2 | 4/5/6 | 3060~3190 | 1.2 | 2 | |
PC 5LP/2LP, 2HP > (Combo) | 5/6 | 1160-1220... | 0.2 | 0 | Point blank punish. |
PC 360LP/MP/HP/PP | 5 | 2300/2760/3220/3350 | 1.0 | 0/2 | Huge damage using little resources. |
Anything listed as leading into "(Combo)" can be used in place of the starter DR~4HP, 2HP in the following combo table.
There are some notable reversals where 5HP or DR~5MK is needed to punish because DR~4HP is too slow:
- Chun-Li SA1 (-22f), and SA3 if not parried (-24f).
- Ryu SA2 (-20f), and SA1 if not parried (-24f).
- Cammy SA1/SA2 if not parried or after connecting late in the animation (-24f).
- Dee Jay SA1 if not parried (-24f).
- Ken SA1 if not parried (-24f).
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 5LP/2LP/5LK > DR~2HP, 5LK > 5LP > DR~5LP, 2HP > 214MP > SA3 | Anywhere | 4417(4667) | (+1) | 6(3) | 3 | Hard | Optimal jab punish when too far to link MK. Otherwise link 5MK/2MK, DR~2HP into one of the other combos below. |
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PC 5LP/2LP/5LK > DR~5LP, 6~5MK > DR~2HP > DR~4HP > 214MP > SA3 | Anywhere | 4498(4748) | (+1) | 9(6) | 3 | Very Hard | Micro-walk variant of the above. Walk for 2-3 frames (2f timing window) to build meter for a third drive rush. | |
PC X > DR~2HP, 5LK > 5LP > W.623MP, 623PP > j.PPP, SA1 | Corner* Standing* |
3105~4346 | 1 | 7(5) | 1 | Hard | Situational punish from any cancelable move on a standing opponent near the corner. Light attacks must be fairly close to get in range for the followup. PC 5HP and 6HP force standing which allows them to punish crouching attacks. With more wind or when close to the corner it's better to pick-up with W.236HK or 214PP instead. |
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PC X > DR~2HP, 5LK > 5LP > W.623HP, 623PP > j.PPP, SA2 | Corner* Standing* |
3569~4828 | 1 | 7(5) | 2 | Hard | SA2 variant. | |
PC 4HP/2HP > DR~6HP, 2LP > W.623MP, 623PP > j.PPP, SA1 | Corner* | 4491 | 1 | 7(5) | 1 | Hard | When whiff punishing a crouching opponent with 4HP or 2HP, force them to stand using 6HP. | |
PC 4HP/2HP > DR~6HP, 2LP > W.623HP, 623PP > j.PPP, SA2 | Corner* | 4989 | 1 | 7(5) | 2 | Hard | SA2 variant. | |
PC DR~4HP, 2HP > *.623HP | Anywhere | 3160{3320} | 0-1 | 1 | Medium | Basic meterless follow-up. | ||
PC DR~4HP, 2HP > 623PP > (j.PPP) | Anywhere | 3320{3160} 4160{4000}{4120} | 0 | 3(1) 5(3) |
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} | 0-1 | 4(1) 7(4) |
Hard | |||
PC DR~4HP, 2HP > DR~4HP, 5MK > *.623PP > *.j.PPP | Anywhere | 4424{4526}{4594} | 0-2 | 8(6) | Hard | Must start with full drive gauge to build enough to finish the combo. | ||
PC DR~4HP, 2HP > W.236HK, W.623HP | Corner | 4000 | 2 | 1 | Medium | |||
PC DR~4HP, 2HP > 214PP, W.623MP | Corner | 3880 | 3(1) | Medium | ||||
PC DR~4HP, 2HP > W.236HK, W.623PP > (*.j.PPP) | Corner | 4120 4680{4760} | 2-3 | 3(1) 5(3) |
Medium | |||
PC DR~4HP, 2HP > 214PP, W.623PP > (*.j.PPP) | Corner | 4120 4680{4760} | 0-1 | 5(3) 7(5) |
Medium | |||
PC DR~4HP, 2HP > SA1 | Anywhere | 3960 | 1 | 1 | Medium | Basic 1 bar combo. | ||
PC DR~4HP, 2HP > (DR~4HP) > DR~4HP, 2MP > SA1 | Anywhere | 4404 4743 | 4(1) 7(4) |
1 | Hard | 1 bar drive dump. | ||
PC DR~4HP, 2HP > W.236HK, SA1 | Corner | 4480 | 1 | 1 | 1 | Hard | Windclad corner carry into SA1. Crumple combos deal more damage when starting closer to the corner. |
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PC DR~4HP, 2HP > (DR~4HP) > DR~4HP, 5MK > W.236HK, SA1 | Corner | 4591 4940 | 1 | 4(1) 7(4) |
1 | Hard | Drive dump variant of the above. | |
PC DR~4HP, 2HP > (DR~4HP, 5MK) > W.236HK, W.623PP > W.j.PPP, SA1 | Corner | 5420 5322 | 3 | 4(2) 7(5) |
1 | Hard | Outdamages all but the most difficult 3 Windclad Crumple combo. The Drive Rush extension results in less damage. |
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PC DR~4HP, 2HP > *.SA2 | Anywhere | 4280{4520} | 0-1 | 1 | 2 | Medium | Basic 2 bar combo. | |
PC DR~4HP, 2HP > (DR~4HP > 5MK) > 214PP > W.SA2 | Anywhere | 4900 5006 | 3(1) 6(4) |
2 | Medium | An extremely efficient use of meter. | ||
PC DR~4HP, 2HP > DR~4HP > DR~4HP, 2MP > *.SA2 | Anywhere | 4919{5045} | 0-1 | 7(4) | 2 | Hard | ||
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > 214PP > W.SA2 | Anywhere | 4983 | 8(6) | 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. |
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PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > DR~4HP, 2MP > W.SA2 | Anywhere | 5090 | 1 | 9(6) | 2 | Hard | Windclad variant. | |
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > 214PP > W.SA2 | Anywhere | 5160 | 8(6) | 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.SA2 | Anywhere | 5322 | 1 | 9(6) | 2 | Very Hard | Frame perfect Windclad variant. | |
PC DR~4HP, 2HP > W.236HK, W.623PP > W.j.PPP, SA2 | Corner | 5800 | 3 | 5(3) | 2 | Hard | ||
PC DR~4HP, 2HP > W.236KK, W.623PP > j.PPP, SA2 | Corner | 5720 | 2 | 7(5) | 2 | Hard | Burns more drive gauge to make the previous combo work with only 2 Windclad stocks. | |
PC DR~4HP, 2HP > (214MP) > SA3 | Anywhere | 5350(5700) 5170(5420) | (+1) |
1 | 3 | Medium | 214MP results in less damage but builds more meter and a Windclad stock. | |
PC DR~4HP, 2HP > (DR~4HP, 5MK) > DR~5LP, 2HP > 214MP > SA3 | Anywhere | 5737(5987) 6388(6638) | (+1) | 4(1) 7(4) |
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 > SA3 | Anywhere | 6061(6311) | (+1) | 9(6) | 3 | 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 > SA3 | Anywhere | 6480(6730) | (+1) | 9(6) | 3 | Very Hard | The most optimal, situational, and difficult combo that you're never going to land in a match. |
Drive Impact Starter
After a Punish Counter Drive Impact there are generally two options.
- Immediate hit into grounded combo. Required for comboing into SA3, and usually also better for midscreen combos into SA1 or SA2.
- Delayed hit into crumple combo. Generally better for meterless combos and corner combos into SA1 or SA2.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC DI, 4HP/2HP > (Heavy Starter Combo) | Anywhere | 1+ | Keeps the opponent standing for a combo into SA3. | |||||
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. |
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PC DI, 8j.HK, 6HP > (Crumple Starter Combo) | Anywhere | 1+ | Refer to the Crumple Starter Combo section. Damage will be roughly 90-100% of the listed values. Launches very high so can be used with any crumple combo, even those that normally need to start with 4HP or 2HP. |
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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, 4HP, 5LP > SA1 | Anywhere | 3325 | 0 | 1 | 1 | Medium | Slightly more optimal than 2HP/4HP > SA1. With Windclad available it's better to do a crumple combo instead. |
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PC DI, 8j.2HP, 9j.MP~dl.MP, *.623LP/W.623MP | Anywhere | 2960{3010} / {3110} | 0-1 | 1 | Hard | Delay has a 3f timing window. 9j.2HP switches sides in the corner or from long range. W.623MP is only consistent in the corner or after a crossup. |
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PC DI, 8j.2HP, 9j.MP~dl.MP, *.623PP > (*.j.PPP) | Anywhere | 3210{3310} 3630{3730}{3790} | 0-1 0-2 |
3(1) 5(3) |
0 0 |
Hard | Delay has a 2f timing window (3f when Windclad). 9j.2HP switches sides in the corner or from long range. Deals 200 less damage when Windclad and midscreen due to the first hit not connecting. This can be avoided with a frame perfect 8j.2HP, or by using 9j.2HP after a long range hit. |
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PC DI, 8j.2HP, 9j.MP~MP > *.j.SA2 | Anywhere | 3810{3960} | 0-1 | 1 | 2 | Easy | A simple way to go into SA2 without using any extra drive gauge. | |
PC DI, 8j.2HP, 9j.MP~dl.MP, W.623PP > W.j.PPP > *.SA2 | Corner | 4830{4950} | 2-3 | 5(3) | 2 | Very Hard | Requires a frame perfect delay on the second j.MP. It's possible to visually confirm the height before going into SA2. | |
PC DI, 8j.HK, 6HP > DR~4HP > 236MK/W.623LP | Anywhere | 3118{2992} | 0-1 | 4(1) | Medium | Safe jump setup. | ||
PC DI, 8j.HK, DR~dl.2HP > DR~4HP > W.236MK, 2HK | Corner | 3344 | 1 | 5(2) | Hard | Situationally optimal with less than 3 drive bars and no SA. DR~2HP should be delayed to hit twice. W.236MK must only hit twice. |
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PC DI, 8j.HK/MK, dl.6HP, 214PP, W.623PP > *.j.PPP > *.SA2 | Corner | 4910{4950}{5070} 4530{4570}{4778} | 0-2 | 7(5) | 1 2 |
Hard | Windless drive dump route into SA2, or SA1 with much stricter timing. Use j.MK for automatic 6HP timing at the cost of 240 damage. |
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DI (Wall), 9j.HK, ... | Near Corner | 1+ | Leads into the same juggle combos as above if far enough from the corner. | |||||
Anti-air PC DI, 9j.MP~dl.MP > ... | Anywhere | 2550+ | Hard | Leads into the same j.MP combos as above. Deals about 400 less damage due to skipping j.2HP |
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Anti-air PC DI, 6HP > (Crumple Starter Combo) | Anywhere | 2520+ | Refer to the Crumple Starter Combo section. Launches very high so can be used with any crumple combo, even those that normally need to start with 4HP or 2HP. |
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Anti-air PC DI, 9j.dl.MP > 6HP > (Crumple Starter Combo) | Anywhere | 2870+ | j.MP just before landing. Easier to time based on how high DI hits. Does not work at all at minimum height. Leads to the same combos as Crumple > 6HP. |
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Anti-air PC DI, 6HP > 214HP, W.623LP/(W.623PP > *.j.PPP) | Corner | 3050 3410 3970{4050} | 0-1 | 0 2 4 |
Very Hard | Must hit the opponent at the maximum height of 6HP. The timing window is about 4 frames, but varies depending on how high the DI hit. |
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DI (Stun), 214[LP](3), (j.HK), 2HP > W.236HK, W.623PP > W.j.PPP, (SA1/SA2) | Corner | 3120{3220} 3780{3880} 4160{4260} | 0-3 | 4(2) | 0 1 2 |
Medium | Simple drive and meter dump from any stun. j.HK requires starting with at least 2 Windclad, or 1 Windclad if the opponent has a long travel time to the wall. |
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DI (Stun), 214LP, Walk 4/6, 8j.HK, 2HP > W.623HP/MP, *.623PP > *.j.PPP, (SA1/SA2) | Corner | 3260{3360}{3420} 3800{4020}{4080} 4300{4400}{4460} | 0-3 | 4(2) | 0 1 2 |
Hard | More optimal. Manually judge the walk distance so Tomahawk Buster connects as late as possible. 623MP is required to combo into SA1 when starting with no Windclad. |