Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2LP, 2HP > 623HK | Anywhere | 2007 | 0 | 0 | Easy | ||
2LP, 2HP > 236HP~K~K | Anywhere | 1809 | 0 | 0 | Easy | +1 drink. | |
2LP, 2MK > 236MP~P~P | Anywhere | 1539 | 0 | 0 | Very Easy | Ranged option. | |
2LP, 2MK > 236MP~K~K | Anywhere | 1422 | 0 | 0 | Very Easy | +1 drink. Ranged option. |
(22 intermediate revisions by 3 users not shown) | |||
Line 6: | Line 6: | ||
{{ComboKey-SF6}} | {{ComboKey-SF6}} | ||
==Confirms== | |||
===Light Confirms=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
! Drinks | |||
! Combo | |||
! Position | |||
! Damage | |||
! Drive Gauge | |||
! Difficulty | |||
| | ! Notes | ||
| | ! Video | ||
|- | |||
| 0 || 5LK~2LP > 236LP || Anywhere || ? || 0 || Easy || | |||
| | Easy confirm. Useful for building drinks when you are at Drink Level 0. Also useful at higher drinks, but sacrifices a lot of damage and oki. Only light version works off of light confirms. | ||
|} | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
{{SF6-ComboTable | {{SF6-ComboTable | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Drinks = 4 | |||
| Combo = {{clr|L|2LP}} , {{clr|L|5LK}}~{{clr|L|LK}} > {{clr|H|623HK}} | | Combo = {{clr|L|2LP}} , {{clr|L|5LK}}~{{clr|L|LK}} > {{clr|H|623HK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
Line 271: | Line 108: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|M|5MP}} , {{clr|L|5LK}} > {{clr| | | Combo = {{clr|M|5MP}} , {{clr|L|5LK}} > {{clr|M|623MK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 1674 | ||
| Drive = 0 | | Drive = 0 | ||
| Super = 0 | | Super = 0 | ||
Line 299: | Line 136: | ||
| Combo = {{clr|M|5MP}} , {{clr|LP|5LP}}~{{clr|LK|LK}}~{{clr|MP|MP}} > {{clr|L|623LK}} | | Combo = {{clr|M|5MP}} , {{clr|LP|5LP}}~{{clr|LK|LK}}~{{clr|MP|MP}} > {{clr|L|623LK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 2135 | ||
| Drive = 0 | | Drive = 0 | ||
| Super = 0 | | Super = 0 | ||
Line 308: | Line 145: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|M|5MP}} , {{clr|LP|5LP}}~{{clr|LK|LK}}~{{clr|MP|MP}} > {{clr| | | Combo = {{clr|M|5MP}} , {{clr|LP|5LP}}~{{clr|LK|LK}}~{{clr|MP|MP}} > {{clr|M|236MP}}~{{clr|M|MK}}~{{clr|M|MK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 1896 | ||
| Drive = 0 | | Drive = 0 | ||
| Super = 0 | | Super = 0 | ||
Line 343: | Line 180: | ||
| Combo = {{clr|H|2HP}} > {{clr|H|214HP}} | | Combo = {{clr|H|2HP}} > {{clr|H|214HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 1890 | ||
| Drive = 0 | | Drive = 0 | ||
| Super = 0 | | Super = 0 | ||
Line 354: | Line 191: | ||
| Combo = {{clr|H|2HP}} > {{clr|H|236HP}}~{{clr|H|HK}}~{{clr|H|HK}} | | Combo = {{clr|H|2HP}} > {{clr|H|236HP}}~{{clr|H|HK}}~{{clr|H|HK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 1777 | ||
| Drive = 0 | | Drive = 0 | ||
| Super = 0 | | Super = 0 | ||
Line 369: | Line 206: | ||
| Combo = {{clr|H|2HP}} > {{clr|H|236HK}} | | Combo = {{clr|H|2HP}} > {{clr|H|236HK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 2700 | ||
| Drive = 0 | | Drive = 0 | ||
| Super = 0 | | Super = 0 | ||
Line 384: | Line 221: | ||
| Combo = {{clr|H|2HP}} > {{clr|H|214HP}}~{{clr|H|6HP}} | | Combo = {{clr|H|2HP}} > {{clr|H|214HP}}~{{clr|H|6HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 3102 | ||
| Drive = 0 | | Drive = 0 | ||
| Super = 0 | | Super = 0 | ||
Line 393: | Line 230: | ||
}} | }} | ||
==Punish Counter== | |||
Punishers by range, shortest to longest, tested on DL0: {{clr|H|5HP}}, {{clr|L|2LP}}, {{clr|M|2MP}}, {{clr|H|5HP}}(2 hits), {{clr|L|5LK}}, {{clr|M|5MP}}, {{clr|M|2MK}}, {{clr|M|5MK}}, {{clr|H|5HP}}(1 hit), {{clr|H|5HK}}, {{clr|H|6HK}}, DI. | Punishers by range, shortest to longest, tested on DL0: {{clr|H|5HP}}, {{clr|L|2LP}}, {{clr|M|2MP}}, {{clr|H|5HP}}(2 hits), {{clr|L|5LK}}, {{clr|M|5MP}}, {{clr|M|2MK}}, {{clr|M|5MK}}, {{clr|H|5HP}}(1 hit), {{clr|H|5HK}}, {{clr|H|6HK}}, DI. | ||
<tabber> -4 = | <tabber> -4 = | ||
Line 711: | Line 548: | ||
</tabber> | </tabber> | ||
==2KK Anti-Air== | |||
Counter hit unless stated otherwise | Counter hit unless stated otherwise | ||
Line 768: | Line 605: | ||
}} | }} | ||
==Command Grab== | |||
Routes tested at DRINK LEVEL 3. | Routes tested at DRINK LEVEL 3. | ||
Tested various routes to try and find optimal damage under different conditions. If you find something better for a given scenario, feel free to update! | Tested various routes to try and find optimal damage under different conditions. If you find something better for a given scenario, feel free to update! | ||
Line 947: | Line 784: | ||
| Combo = 63214KK (CA)236236P | | Combo = 63214KK (CA)236236P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 5665 | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 3 | | Super = 3 | ||
Line 956: | Line 793: | ||
}} | }} | ||
==Drive Impact== | |||
Tested from DRINK LEVEL 1. All routes are from a Punish Counter unless the notes say otherwise. | Tested from DRINK LEVEL 1. All routes are from a Punish Counter unless the notes say otherwise. | ||
Line 1,023: | Line 860: | ||
}} | }} | ||
==Stun== | |||
The damage scales depending on if the dummy blocks or gets hit by the Drive Impact. | The damage scales depending on if the dummy blocks or gets hit by the Drive Impact. | ||
Line 1,074: | Line 911: | ||
}} | }} | ||
==Super Art 2 Extensions== | |||
SA2 is a strong extension tool that gives you a combo reset and immediate access to your full kit. | SA2 is a strong extension tool that gives you a combo reset and immediate access to your full kit. | ||
If used in punish scenarios, SA2 can net more high damage and corner carry and should be considered over SA3, especially if you are below Drink Level 2. | If used in punish scenarios, SA2 can net more high damage and corner carry and should be considered over SA3, especially if you are below Drink Level 2. | ||
Only unique routes that become possible with their listed Drink Levels are shown. | |||
{{SF6-ComboTable | {{SF6-ComboTable | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
Line 1,091: | Line 926: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|4|Easy}} | | Difficulty = {{clr|4|Easy}} | ||
| Notes = Easy and | | Notes = Easy and effective. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2HP > 214214P, 6HK~4HK~P > 214HP ~ 6HP | |||
| Position = Anywhere | |||
| Damage = 3567 | |||
| Drive = 0 | |||
| Super = 2 | |||
| Difficulty = {{clr|4|Easy}} | |||
| Notes = Optimal meterless. | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 1,135: | Line 981: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Not hit-confirmable, but nets more damage. | | Notes = Not hit-confirmable before the super, but nets more damage. | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 1,151: | Line 997: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = 2HP > 214214P, 2HP > DR~6HK~4HK~ | | Combo = 2HP > 214214P, 2HP > DR~6HK~4HK~P > 214PP~6P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 3755 | ||
| Drive = 5 | | Drive = 5 | ||
| Super = 2 | | Super = 2 | ||
Line 1,184: | Line 1,030: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = 2HP > 214214P, 2HP > DR~6HK~4HK~6P > DR~2HP > 214HP~6P | | Combo = 2HP > 214214P, 2HP > DR~6HK~4HK~P > DR~2HP > 214HP~6P | ||
| Position = Anywhere | |||
| Damage = 3971 | |||
| Drive = 6 | |||
| Super = 2 | |||
| Difficulty = {{clr|3|Hard}} | |||
| Notes = Difficult, but optimized scaling for damage. (obsolete after season 2) | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{DL1_SF6}} j.214KK, 214PP > 214214P, DR~2HP > 214HP~6P | |||
| Position = Anywhere | |||
| Damage = 3186 | |||
| Drive = 4 | |||
| Super = 2 | |||
| Difficulty = {{clr|2|Medium}} | |||
| Notes = Unique airborne route to combo into SA2. Huge gap if Luminous Dive Kick is blocked. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{DL1_SF6}} j.214KK, 214PP > 214214P, DR~5HK > DR~dl.2HP > 214HP~6P | |||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 3412 | ||
| Drive = 6 | | Drive = 6 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = | | Notes = Requires manual timing on the 2HP, but best damage from airborne starter. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = 2HP > 236KK > 214214P, 2HP > 214HP ~ 6HP | | Combo = {{DL2_SF6}} 2HP > 236KK > 214214P, 2HP > 214HP ~ 6HP | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4359 | | Damage = 4359 | ||
Line 1,210: | Line 1,074: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = 2HP > 236KK > 214214P, 2HP > DR~5MP, 2HP > DR~5MP, 2HP > 214HP~6P | | Combo = {{DL2_SF6}} 2HP > 236KK > 214214P, 2HP > DR~5MP, 2HP > DR~5MP, 2HP > 214HP~6P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4809 | | Damage = 4809 | ||
Line 1,221: | Line 1,085: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = DR~6MK, | | Combo = {{DL2_SF6}} DR~6MK, 5HP > DR~5MP, 2HP > 236KK > 214214PP, 2HP > 214HP~P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 3426 | ||
| Drive = 5 | | Drive = 5 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = High damage from an overhead, although difficult and costly. Useful to close out a round where you don't want to spend SA3. | | Notes = High damage from an overhead, although difficult and costly. Useful to close out a round where you don't want to spend SA3. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{DL2_SF6}} DR~6MK, 5HP > DR~5MP, 2HP > 236KK > 214214PP, 2HP > 214PP, 236236K | |||
| Position = Anywhere | |||
| Damage = 3817 | |||
| Drive = 6 | |||
| Super = 3 | |||
| Difficulty = {{clr|3|Hard}} | |||
| Notes = Complete meter dump extension of previous overhead for an additional ~400 damage | |||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = 2HP > 236KK > 214214P, 2HP > DR~ | | Combo = {{DL2_SF6}} 2HP > 236KK > 214214P, 2HP > DR~5MP, 2HP > DR~5MP, 2HP > 214HP~6P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 4809 | ||
| Drive = 6 | | Drive = 6 | ||
| Super = 2 | |||
| Difficulty = {{clr|4|Easy}} | |||
| Notes = Optimal and simple meter dump | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{DL2_SF6}} {{sf6-adv|VM|[PC]}} DR~5HP, 2HP > 236KK > 214214P, 2HP > DR~5MP, 2HP > DR~5MP, 2HP > 214HP~6P | |||
| Position = Anywhere | |||
| Damage = 5079 | |||
| Drive = 5 | |||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = | | Notes = Over 5000 damage on a blocked reversals and anything -16 or worse. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{sf6-adv|VM|[CH]}} 4HP~4HP > 214214P, 2HP > 214HP~P | | Combo = {{DL3_SF6}} {{sf6-adv|VM|[CH]}} 4HP~4HP > 214214P, 2HP > 214HP~P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3837 | | Damage = 3837 | ||
Line 1,258: | Line 1,140: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{sf6-adv|VM|[CH]}} 4HP~4HP > 214214P, 2HP > DR~5MP, 2HP > 214HP~P | | Combo = {{DL3_SF6}} {{sf6-adv|VM|[CH]}} 4HP~4HP > 214214P, 2HP > DR~5MP, 2HP > 214HP~P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4086 | | Damage = 4086 | ||
Line 1,267: | Line 1,149: | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{ | | Combo = {{DL4_SF6}} 6HK~4HK~P > DR~2HP > 214214P, 5HK > 214HP~P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 3843 | ||
| Drive = 3 | | Drive = 3 | ||
| Super = 2 | | Super = 2 | ||
Line 1,284: | Line 1,162: | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{ | | Combo = {{DL4_SF6}} 6HK~4HK~P > 214PP > 214214P, DR > 2HP > 214HP~P | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = 4161 | ||
| Drive = 3 | | Drive = 3 | ||
| Super = 2 | | Super = 2 | ||
Line 1,296: | Line 1,174: | ||
}} | }} | ||
==Super Art 3 Extensions== | |||
Damage is calculated when super is used raw and at the lowest possible drink level. | Damage is calculated when super is used raw and at the lowest possible drink level. | ||
Latest revision as of 02:27, 4 June 2024
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) |
Confirms
Light Confirms
Drinks | Combo | Position | Damage | Drive Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
0 | 5LK~2LP > 236LP | Anywhere | ? | 0 | Easy |
Easy confirm. Useful for building drinks when you are at Drink Level 0. Also useful at higher drinks, but sacrifices a lot of damage and oki. Only light version works off of light confirms. |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP , 5LK~LK > 623HK | Anywhere | 1566 | 0 | 0 | Easy | Useful for beating out block strings with big gaps. +39 KD, use to get a drink in. | |
2LP , 5LK~LK > 623LK | Anywhere | 1314 | 0 | 0 | Easy | A 5LK might need to be removed based on distance. +42 KD safe jump in the corner, or +5 anywhere after 2 dashes. | |
2LP , 2LK , 5LK > 623LK | Anywhere | 1233 | 0 | 0 | Easy | The light portion is useful as a block string due to it pushing further than other light strings. |
Drink Level 1 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2LP , 5LP~LK~MP > 623LK | Anywhere | 1544 | 0 | 0 | Easy | Easy link that is great for squeezing in extra damage after DRP~5HP | |
5LK , 2LP , 5LP~LK~MP > 623LK | Anywhere | 1612 | 0 | 0 | Easy | Only possible at very close distances but does lead to some extra damage. |
Medium Confirms
Confirms off of medium normals, useful for starting combos off of pokes in neutral.
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5MP , 5LK > 236LP~LK~LK | Anywhere | 1462 | 0 | 0 | Easy | Easy link that leads to a drink. | |
5MP , 5LK > 623MK | Anywhere | 1674 | 0 | 0 | Easy | Easy link that leads to a safe jump. | |
2MP > 236MP~MK~MK | Anywhere | 1431 | 0 | 0 | Easy | Low-hitting confirm into drink level |
Drink Level 1 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5MP , 5LP~LK~MP > 623LK | Anywhere | 2135 | 0 | 0 | Easy | Easy link that leads to safe jump and more damage as well as a more lenient input window. | |
5MP , 5LP~LK~MP > 236MP~MK~MK | Anywhere | 1896 | 0 | 0 | Easy | Slightly less damage but increases drink level. |
Drink Level 2 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5MP , 5LP~LK~MP > 236LK | Anywhere | 2250 | 0 | 0 | Easy | More damage and safe jump |
Heavy Confirms
Confirms off of heavy normals, useful for punishing very unsafe moves in neutral
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2HP > 214HP | Anywhere | 1890 | 0 | 0 | Easy | Simple combo but pretty damaging | |
2HP > 236HP~HK~HK | Anywhere | 1777 | 0 | 0 | Easy | Simple combo that leads into drink |
Drink Level 2 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2HP > 236HK | Anywhere | 2700 | 0 | 0 | Easy | Simple combo that is more damaging than ending in palm |
Drink Level 4 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2HP > 214HP~6HP | Anywhere | 3102 | 0 | 0 | Easy | Extension to DL1 combo |
Punish Counter
Punishers by range, shortest to longest, tested on DL0: 5HP, 2LP, 2MP, 5HP(2 hits), 5LK, 5MP, 2MK, 5MK, 5HP(1 hit), 5HK, 6HK, DI.
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5HP, 5LK~LK > 623HK | Anywhere | 2340 | 0 | 0 | Easy | ||
5HP, 5LK~LK > 236LP~K~K | Anywhere | 2015 | 0 | 0 | Easy | +1 drink. | |
5LK, 2MK > 236MP~K~K | Anywhere | 1476 | 0 | 0 | Easy | +1 drink. Ranged option. 2MK may still whiff on max range. |
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2MP, 2MP > 236MP~K~K | Anywhere | 1935 | 0 | 0 | Easy | +1 drink. | |
2MP, 2MK > 236MP~K~K | Anywhere | 1845 | 0 | 0 | Easy | +1 drink. Ranged option. |
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5MP, 2HP > 623HK | Anywhere | 2466 | 0 | 0 | Easy | ||
5MP, 2HP > 236HP~K~K | Anywhere | 2268 | 0 | 0 | Easy | +1 drink. | |
5MP, 2MK > 236MP~K~K | Anywhere | 1845 | 0 | 0 | Easy | +1 drink. Ranged option. 2MK may still whiff on max range. |
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5HP, 5LK > 623HK | Anywhere | 2034 | 0 | 0 | Easy | Less damage than faster DL0 meterless options, but has more range. | |
5HP, 5LK > 236LP~K~K | Anywhere | 1678 | 0 | 0 | Easy | +1 drink. Less damage than faster DL0 meterless options, but has more range. |
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5HK, Dash, 2HP > 623HK | Anywhere | 2682 | 0 | 0 | Easy | ||
5HK, Dash, 5MK > 214HP | Anywhere | 2268 | 0 | 0 | Easy | Ranged option. | |
5HK, Dash, 5MK > 214PP | Anywhere | 2196 | 0 | 0 | Easy | +1~2 drinks. Ranged option. |
Drink Level 1 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
5HK, Dash, 2HP > 623LK | Anywhere | 2527 | 0 | 0 | Easy | Simple and leads to a safe jump. | |
5HK, DR~2KK > j.HK, 5HP, 2HK-K-P | Anywhere | 2936 | 1 | 0 | Hard | Generally would do this midscreen. 5HP into Sweep is hard but doable with practice! | |
5HK, Dash, 2HP > 214PP, 2HK-K-P | Corner | 3416 | 2 | 0 | Easy | Resource efficient damage and a drink with plus frames. Can do 623HK (3527) or SA1 (3989) for more damage. |
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
6HK, 2MP > 236MP~K~K | Anywhere | 2259 | 0 | 0 | Easy | +1 drink | |
6HK, 2MK > 236MP~K~K | Anywhere | 2169 | 0 | 0 | Easy | +1 drink. Ranged option. | |
6HK, 2MP > 236236K | Anywhere | 3024 | 0 | 1 | Medium | ||
6HK, 2MP > 236236K[2] | Anywhere | 2772 | 0 | 1 | Medium | +1 drink. |
Drink Level 1 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
DR~5HP, 2HP > 236236P, DR~2KK > dl.j.HK, j.MP > j.214HK | Anywhere | 4929 | 2 | 3 | Medium | Universal SA3 route that leads to good damage. Dash after the divekick to be +7. | JB's Jamie Guide |
DR~5HP, 2HP > 214PP, 5HP > DR~2HP > 214PP, 623HK | Corner | 4103 | 8 | 0 | Medium | 1st DR~5HP gains some Drive, so 8 Drive is spent total. Burnout -> Corner damage dump. SA1 = 4327 | |
DR~5HP, 2HP > 236236P, DR~2HP, 623HK, 623KK | Corner | 5329 | 4 | 3 | Easy | Super Art 3 for lots of damage. |
2KK Anti-Air
Counter hit unless stated otherwise
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2KK, 2HK~K~P | Anywhere | 1539 | 0 | 0 | Easy | +1 drink, +4 oki in the corner. |
Drink Level 1 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2KK > dl.j.MP > j.214HK | Anywhere | 1876 | 0 | 0 | Medium | +25 oki. | |
2KK > dl.j.MP > j.214KK, dl.2HK~K~P | Anywhere | 2050 | 2 | 0 | Medium | +1 drink, +4 oki in the corner. |
Drink Level 2 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2KK > dl.j.MP > j.214KK, 236LK | Anywhere | 2460 | 2 | 0 | Medium |
Command Grab
Routes tested at DRINK LEVEL 3. Tested various routes to try and find optimal damage under different conditions. If you find something better for a given scenario, feel free to update!
Drink Level 3 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
63124K 5MP, 5LP~5LK~5MP > 236LK | Anywhere | 1565 | 0 | 0 | Easy | ||
63214K 2MP > DR~5MP, 2HP>236HK | Anywhere | 1971 | 3 | 0 | Easy | ||
63214K 2MP > DR~5MP, 2HP > DR~5MP, 2HP > 236HK | Anywhere | 2091 | 6 | 0 | Easy | ||
63214K 2MP > DR~5MP, 2HP > 214PP, DR~5LK > 236HK | Corner | 2110 | 6 | 0 | Medium | ||
63214K 2MP > 236236K | Anywhere | 1947 | 0 | 1 | Easy | Conserves drive meter while using SA1 for damage | |
63214K 5MP, 5LP~5LK~5MP > DR~5HP, 5LK > 2LP > 5LP~5LK~5MP > 236236K | Anywhere | 2148 | 3 | 1 | Medium | Optimal damage for SA1 when you only want to spend 3 Drive bars | |
63214K 2MP > DR~5MP, 2HP > DR~5MP, 2HP > 236236K | Anywhere | 2418 | 6 | 1 | Medium | Optimal damage for SA1 when you want to dump everything | |
63214K 2MP > DR~5MP, 2HP > 236HK > 236236P, DR~2HP > 623HK, 623KK | Anywhere | 3575 | 6 | 3 | Medium | I believe this is optimal SA3 damage at Drink Level 3. The combo after SA3 can be changed up to match your screen position. Here is Hatson's Drink Level 4 Route | |
63214KK 2HP, 236HK | Anywhere | 2758 | 0 | 0 | Easy | ||
63214KK DR~2KK > j.HK, 5HP, 2HK-K-P | Anywhere | 2402 | 1 | 0 | Hard | Generally would do this midscreen. 5HP into Sweep is hard but doable with practice! | |
63214KK 2HP > DR~5MP, 2HP > 236HK | Anywhere | 2968 | 3 | 0 | Easy | ||
63214KK 2HP > DR~5MP, 2HP > DR~5MP, 2HP > 236HK | Midscreen | 3088 | 6 | 0 | Medium | Burnout -> Midscreen damage dump. 2HP SA1 = 2944, one DR extension into SA1 = 3070, the full thing into SA1 = 3415. | |
63214KK 2HP > 214PP, 5HP > DR~2HP > 236HK | Corner | 3155 | 5 | 0 | Medium | Burnout -> Corner damage dump | |
63214KK 2HP > 214PP, 236236K | Corner | 3412 | 2 | 1 | Easy | Easy SA1 combo in the corner. Lots of damage. | |
63214KK <Ender> | Anywhere | Depends on the Ender | Depends on the Ender | 3 | Medium | Raw SA3 after OD-Grab is the most damage. Example enders from Hatson. | Credit to DaFeetLee on Twitter. |
Drink Level 4 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
63214KK (CA)236236P | Anywhere | 5665 | 2 | 3 | Easy | Insane damage off a grab, Critical Art is unscaled at 110% |
Drive Impact
Tested from DRINK LEVEL 1. All routes are from a Punish Counter unless the notes say otherwise.
Drink Level 1 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
DI DR~2KK > j.HK, 5HP, 2HK-K-P | Anywhere | 2608 | 1 | 0 | Hard | Check the Midscreen Launcher section for notes on the 5HP to Sweep. | JB's Jamie Guide |
DI 2HP > 214PP, 2HK-K-P | Corner | 3013 | 2 | 0 | Easy | Resource efficient damage, +1 drink, and +4 oki | |
DI 2HP > 214PP, 5HP > DR~2HP > 214PP, 623HK | Corner | 3427 | 7 | 0 | Medium | Max damage, full drive dump. | |
DI 5LK, 5HP, 2HK-K-P | Corner | 2330 | 0 | 0 | Easy | WALL SPLAT ONLY. Meterless, +1 drink, +4 oki. |
Drink Level 4 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
DI dl.6HK~4HK~P > 214PP , 2HK~HK~P | Corner | 3773 | 1 | 0 | Medium | On punish counter the 6HK needs to be delayed so it pops the opponent in the air. On wall splat, it can be done as soon as possible. |
Stun
The damage scales depending on if the dummy blocks or gets hit by the Drive Impact.
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
22[P](2), 2HP > 214PP, 2HK-K-P | Corner | 2940 | 2 | 0 | Easy | 22[P](2) means to hold the punch button in order to drink twice. Easy combo that nets you three total drinks! | |
22[P](2), 2HP > 214PP, 5HP > DR~2HP > 214PP, 623HK | Corner | 3372 | 7 | 0 | Medium | Full drive meter dump. | |
22[P](2), 2HP > 214PP, 236236K | Corner | 3470 | 2 | 1 | Easy | SA1 confirm. | |
22[P](2), 2HP > 236236P, DR, 623HK, 623KK | Corner | 4488 | 3 | 3 | Easy | SA3 confirm. |
Super Art 2 Extensions
SA2 is a strong extension tool that gives you a combo reset and immediate access to your full kit. If used in punish scenarios, SA2 can net more high damage and corner carry and should be considered over SA3, especially if you are below Drink Level 2.
Only unique routes that become possible with their listed Drink Levels are shown.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2HP > 214214P, 2HP > 214HP ~ 6HP | Anywhere | 3420 | 0 | 2 | Easy | Easy and effective. | |
2HP > 214214P, 6HK~4HK~P > 214HP ~ 6HP | Anywhere | 3567 | 0 | 2 | Easy | Optimal meterless. | |
[PC] DR~5HP, 2HP > 214214P, 2HP > 214HP~6HP | Anywhere | 3981 | 1 | 2 | Medium | Requires a Punish Counter and Drive Rush, leaving this more as a hard punish. | |
2HP > 236PP > 214214P, 2HP > 214HP ~ 6HP | Anywhere | 3414 | 2 | 2 | Medium | The most economical hit-confirmable and safe on block route that also keeps them grounded. | |
2HP > 214PP > 214214P, DR~2HP > 214HP~6HP | Anywhere | 3660 | 3 | 2 | Easy | Easy and optimal go-to that works anywhere. | |
2HP > 214214P, 2HP > DR~5MP, 2HP > 214HP~6HP | Anywhere | 3771 | 3 | 2 | Medium | Not hit-confirmable before the super, but nets more damage. | |
2HP > 214PP > 214214P, 214PP~6P | Anywhere | 3454 | 4 | 2 | Easy | Suboptimal but works anywhere with very easy execution. | |
2HP > 214214P, 2HP > DR~6HK~4HK~P > 214PP~6P | Anywhere | 3755 | 5 | 2 | Hard | Difficult and expensive route, but works from anywhere. Only gains ~100 extra damage over similar 3 bar routes. | |
2HP > 214214P, 2HP > DR~2HP > DR~2HP > 214HP~6P | Anywhere | 3984 | 6 | 2 | Easy | For those that do not want to worry about links and still do good damage. | |
2HP > 214214P, 2HP > DR~5MP, 2HP > DR~5MP, 2HP > 214HP~6P | Anywhere | 4107 | 6 | 2 | Medium | An extension of the 3 bar combo. | |
2HP > 214214P, 2HP > DR~6HK~4HK~P > DR~2HP > 214HP~6P | Anywhere | 3971 | 6 | 2 | Hard | Difficult, but optimized scaling for damage. (obsolete after season 2) | |
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Anywhere | 3186 | 4 | 2 | Medium | Unique airborne route to combo into SA2. Huge gap if Luminous Dive Kick is blocked. | |
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Anywhere | 3412 | 6 | 2 | Hard | Requires manual timing on the 2HP, but best damage from airborne starter. | |
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Anywhere | 4359 | 2 | 2 | Easy | OD Bakkai unlocks huge damage and keeps opponent grounded, allowing for high-damage and economical enders. | |
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Anywhere | 4809 | 6 | 2 | Medium | An extension of the 3 bar combo. | |
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Anywhere | 3426 | 5 | 2 | Hard | High damage from an overhead, although difficult and costly. Useful to close out a round where you don't want to spend SA3. | |
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Anywhere | 3817 | 6 | 3 | Hard | Complete meter dump extension of previous overhead for an additional ~400 damage | |
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Anywhere | 4809 | 6 | 2 | Easy | Optimal and simple meter dump | |
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Anywhere | 5079 | 5 | 2 | Hard | Over 5000 damage on a blocked reversals and anything -16 or worse. | |
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Anywhere | 3837 | 0 | 2 | Easy | Hit-confirmable for very good meterless damage. | |
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Anywhere | 4086 | 3 | 2 | Medium | An extension of the meterless combo. | |
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Anywhere | 3843 | 3 | 2 | Medium | Less damage than other 3 bar options, but doing Drive Rush Cancel off of the target combo allows gapless pressure on block. | |
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Anywhere | 4161 | 3 | 2 | Medium | Better damage and better use for a hit confirm than other options. |
Super Art 3 Extensions
Damage is calculated when super is used raw and at the lowest possible drink level.
Drink Level 0 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
... > 236236P, DR~2HP > 623HK, 623KK | Corner | 4672 | 3 | 3 | Easy | Most optimal damage. Easier to input the 623HK after 2HP if 3HP is held instead. | Hatson |
... > 236236P, DR~2HP > 214LP, 5HP, 623LK | Corner | 4447 | 1 | 3 | Easy | Optimal damage for 1 Drive bar. | Hatson |
... > 236236P, DR~2HP > 214LP, 5HP > 623LK | Corner | 4076 | 1 | 3 | Easy | +41 KD safe-jump | Hatson |
... > 236236P, DR~2HP > 214PP, DR~2HP > 623LK | Corner | 4622 | 4 | 3 | Medium | +42 KD safe-jump | Hatson |
... > 236236P, DR~2HP > 214LP, 5HP > 22P | Corner | 3626 | 1 | 3 | Medium | +1 drink with +12 mix. | Hatson |
... > 236236P, DR~2HP > 214MP, 5HP > 22P | Corner | 3687 | 1 | 3 | Medium | +1 drink with +9 mix. | Hatson |
... > 236236P, DR~2HP > 214LP, 2HK-K-P | Corner | 4222 | 1 | 3 | Easy | +4 in corner | |
... > 236236P, DR~2KK > j.HK, 2HK-K-P | Anywhere | 1 | 3 | Easy | Very easy combo for drink and is +4 if done in the corner. | ||
... > 236236P, DR~2KK > j.HK, 5HK, 2HK-K-P | Anywhere | 1 | 3 | Medium | Slightly more difficult variation of previous combo. Delay the j.HK. | ||
... > 236236P, DR~2KK > j.HK, DRP~236LK | Anywhere | 3814 | 2 | 3 | Hard | Side Switch combo, input the DP in the same direction you inputted the super. | |
... > 236236P, 2HK-K-P | Anywhere | 3060 | 0 | 3 | Medium | Use in burnout. Requires a micro-walk after the super animation to connect. | |
... > 236236P, 214HP | Anywhere | 3060 | 0 | 3 | Easy | Use in burnout. Use 214MP for a drink as it is +42. | |
... > 236236P, DR~2HP, 5LK > DI | Corner | 3176 | 2 | 3 | Easy | Gimmick air reset into a Drive Impact. Catch them sleeping! DI combo notes are in another section. | Sajam |
... > 236236P, DR~2HP, 2LP > DI | Corner | 3176 | 2 | 3 | Easy | Similar reset into DI but easier to time as 2LP is 1 frame faster. | |
5HK, Dash, 2HP > 236236P, DR~5MP, 5MK, 63214K | Corner | 1 | 3 | Easy | Saw this on Twitter. Haven't tested but seems cheeky. | @SZNdaDON |
Drink Level 1 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
... > 236236P, DR~2KK > j.HK, j.MP > j.214KK, 623HK | Anywhere | 4621 | 3 | 3 | Hard | Great combo route when used outside of the corner with a lot of corner carry. The j.HK needs to be slightly delayed so the opponent is knocked high enough in the air for the j.MP to connect. 623LK can be used instead of 623HK in the corner for a safe jump. |
Drink Level 2 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
... > 236236P, DR~2KK > j.HK, j.MP > j.214KK, 236LK | Anywhere | 4879 | 3 | 3 | Hard | ||
... > 236236P, 236MK | Anywhere | 3950 | 0 | 3 | Easy | Use in burnout. Deals more damage than 214HP. |
Drink Level 4 | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
... > 236236P, DR~2KK > j.HK, j.MP > j.214KK, 214LP~6LP | Anywhere | 5418 | 3 | 3 | Hard |