Street Fighter 6/Lily/Combos: Difference between revisions

From SuperCombo Wiki
(Add notation for windclad and some basic combos from lights. Feel free to change the notation of someone thinks of a better way.)
(Add a bunch of combos)
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== Links and Starters ==
== Links and Starters ==
=== Light Confirms ===
=== Light Starter ===
These combos are designed to work at the distance after a blocked Windclad Condor Spire (W.236K).<br>
These combos are designed to work at the distance after a blocked Windclad Condor Spire (W.236K).<br>
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 mixups on block.
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.<br>
OD Windclad Condor Spire has more pushback than the non-OD versions. Replace 5LP with 2LP in the hit-confirm to compensate.<br>
Line 33: Line 33:
   | Combo      = 5LK > 2LP > *623HP
   | Combo      = 5LK > 2LP > *623HP
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    =  
   | Damage    = 1530{1690}
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 0
Line 41: Line 41:
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      = 5LK > 2LP > *623PP > *j.PPP
   | Combo      = 5LK > 2LP > *623PP > (*j.PPP)
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    =  
   | Damage    = 1690{1530} / <br>2530{2370}{2490}
   | Drive      = 2 / 4
   | Drive      = 2 / 4
   | Super      = 0
   | Super      = 0
   | Difficulty = Easy
   | Difficulty = Easy
   | Notes      = More consistent than regular 623P.
   | Notes      = More consistent than regular 623P.<br>Windclad version deals LESS damage due to whiffing the first hit,<br>which only connects point blank on a crouching opponent.
   | Video      =  
   | Video      =  
   |}}
   |}}
Line 53: Line 53:
   | Combo      = 5LK > 2LP > 5LP > *236KK > (236236K)
   | Combo      = 5LK > 2LP > 5LP > *236KK > (236236K)
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    =  
   | Damage    = 1550{1690} / <br>2800{2940}
   | Drive      = 2
   | Drive      = 2
   | Super      = 0 / 2
   | Super      = 0 / 2
Line 63: Line 63:
   | Combo      = 5LK > 2LP > 5LP > W.236MK
   | Combo      = 5LK > 2LP > 5LP > W.236MK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    =  
   | Damage    = 1620
   | Drive      = 0
   | Drive      = 0
   | Super      = 1
   | Super      = 0
   | Difficulty = Easy
   | Difficulty = Easy
   | Notes      = Advantage of +2 when followed up with 214LP. Loopable in the corner.<br>W.236LK hits more consistently at range but loses 2 frames of advantage.
   | Notes      = Advantage of +2 when followed up with 214LP. Loopable in the corner.<br>W.236LK is more consistent at range but loses 2 frames of advantage.
   | Video      =  
   | Video      =  
   |}}
   |}}
Line 73: Line 73:
   | Combo      = 5LK > 2LP > 5LP > 236236P/214214P
   | Combo      = 5LK > 2LP > 5LP > 236236P/214214P
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    =  
   | Damage    = 2390 / 3550(3850)
   | Drive      = 0
   | Drive      = 0
   | Super      = 1 / 3
   | Super      = 1 / 3
Line 81: Line 81:
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      = 5LK > 2LP > 5LP > DR~5LP, 2HP > ...
   | Combo      = 5LK > 2LP > 5LP > W.236MK > W.623MP
  | Position  = Corner
  | Damage    = 2265
  | Drive      = 0
  | Super      = 0
  | Difficulty = Easy
  | Notes      = 2 Windclad corner combo.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 5LK > 2LP > 5LP > W.236MK > W.623PP > (*j.PPP)
  | Position  = Corner
  | Damage    = 2420 / 2840{2900}
  | Drive      = 2 / 4
  | Super      = 0
  | Difficulty = Easy
  | Notes      = 2+ Windclad drive dump.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 5LK > 2LP > 5LP > W.236KK > W.623PP > *j.PPP, 236236K
  | Position  = Corner
  | Damage    = 3910{3970}
  | Drive      = 6
  | Super      = 2
  | Difficulty = Easy
  | Notes      = 2+ Windclad drive and meter dump.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 5LK > 2LP > 2LP/5LP > DR~5LP ...
  | Position  = Anywhere
  | Damage    = 2070+
  | Drive      = 3+
  | Super      = 0+
  | Difficulty = Medium
  | Notes      = Drive Rush confirm with a lot of followup options.<br>Staying closer with 2LP or a shorter confirm improves some followups.
  | Video      =
  |}}
}}
 
=== Medium / Heavy Starters ===
All combos starting with "HP" can be done from any of 2HP, 4HP, 5HP, or 6HP.<br>
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.<br>
 
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = MK > *236LK / W.236HK
  | Position  = Anywhere
  | Damage    = 1400{1800}
  | Drive      = 0
  | Super      = 0
  | Difficulty = Easy
  | Notes      = Choose the kick button depending on distance and Windclad availability.<br>Very unsafe on block without Windclad.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP > *236LK / *236MK / W.236HK
  | Position  = Anywhere
  | Damage    = 1900{2200}
  | Drive      = 0
  | Super      = 0
  | Difficulty = Easy
  | Notes      = Choose the kick button depending on distance and Windclad availability.<br>Normal 236LK can be plus on block off a correctly spaced 2HP.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP/MK > *623HP
  | Position  = Anywhere
  | Damage    = 2200{2600}
  | Drive      = 0
  | Super      = 0
  | Difficulty = Easy
  | Notes      = Not really confirmable on its own.<br>Easier to use after a jump-in or Drive Rush confirm.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP/MK > *236KK > 236236K
  | Position  = Anywhere
  | Damage    = 3750{3950}
  | Drive      = 2
  | Super      = 2
  | Difficulty = Easy
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP/MK > W.236HK > W.623HP
  | Position  = Corner
  | Damage    = 3180
  | Drive      = 0
  | Super      = 0
  | Difficulty = Easy
  | Notes      = 2 Windclad.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP/MK > W.236KK, 236236P
  | Position  = Corner
  | Damage    = 3740
  | Drive      = 2
  | Super      = 1
  | Difficulty = Easy
  | Notes      = 1 Windclad.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP/MK > W.236HK, 236236K
  | Position  = Corner
  | Damage    = 3950
  | Drive      = 0
  | Super      = 2
  | Difficulty = Easy
  | Notes      = 1 Windclad.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP/MK > W.236HK/KK > W.623PP > *j.PPP, (236236K)
  | Position  = Corner
  | Damage    = 4020{4120} / <br>5020{5120}
  | Drive      = 4(6)
  | Super      = 0 / 2
  | Difficulty = Medium
  | Notes      = 2-3 Windclad.<br>236KK deals no extra damage but launches higher.<br>Super requires either 236KK or 3 Windclad for the dive.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP > 214PP > (236236K)
  | Position  = Anywhere
  | Damage    = 2200 / 4160
  | Drive      = 2
  | Super      = 0 / 2
  | Difficulty = Easy
  | Notes      = Super doesn't connect from the tip of 2HP/4HP range.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP > 214PP > W.623MP
  | Position  = Corner
  | Damage    = 3040
  | Drive      = 2
  | Super      = 0
  | Difficulty = Easy
  | Notes      = Builds and uses Windclad.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP > 214PP > W.623PP > (*j.PPP)
  | Position  = Corner
  | Damage    = 3320 / 4020{4120}
  | Drive      = 4 / 6
  | Super      = 0
  | Difficulty = Easy
  | Notes      = Builds and uses Windclad.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP > 214MP > (214214P)
  | Position  = Anywhere
  | Damage    = 1900 / 4600(4900)
  | Drive      = 0
  | Super      = 0 / 3
  | Difficulty = Easy
  | Notes      = 214MP is +2 on hit, which allows for some sneaky resets.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2MP > 236236P / 214214P
  | Position  = Anywhere
  | Damage    = 2900 / 4750(5200)
  | Drive      = 0
  | Super      = 1 / 3
  | Difficulty = Medium
  | Notes      = Technically also works with 236236K, but not from a sane distance.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 4HP, 5LK > ...
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Hard
  | Notes      = Must be done at point blank range.<br>Leads into anything in the Light Confirms section,<br>but skip the first 2LP after 5LK to account for distance.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP/MK > DR~5LP ...
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Medium
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = MK > DR~2HP ...
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Medium
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = HP > DR~4HP ...
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    =  
   | Damage    =  
   | Drive      = 3-6
   | Drive      =  
   | Super      = 0-3
   | Super      =  
   | Difficulty = Medium
   | Difficulty = Medium
   | Notes      = Drive Rush confirm with a lot of followup options.
   | Notes      =  
  | Video      =
  |}}
}}
 
=== Punish Combos ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      =
  | Position  =
  | Damage    =
  | Drive     =
  | Super      =
  | Difficulty =
  | Notes      =
   | Video      =  
   | Video      =  
   |}}
   |}}
}}
}}


=== Drive Rush Combos ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = DR~4HP/2LP/5LP, 5MK > ...
  | Position  = Anywhere
  | Damage    =
  | Drive      = 1
  | Super      =
  | Difficulty = Medium
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DR~4HP/2LP/5LP, 2MP > 236236LP
  | Position  = Anywhere
  | Damage    =
  | Drive      = 1
  | Super      =
  | Difficulty = Medium
  | Notes      = Slightly more damage than 5MK into Super.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DR~5LP, 2HP > ...
  | Position  = Anywhere
  | Damage    =
  | Drive      = 1
  | Super      =
  | Difficulty = Hard
  | Notes      = Leads into any Heavy Starter combo.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DR~HP > 214HP/236HK
  | Position  = Anywhere
  | Damage    =
  | Drive      = 1
  | Super      =
  | Difficulty = Medium
  | Notes      = Can use any of 2HP, 4HP, 5HP or 6HP.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DR~3HP, 5LP > ...
  | Position  = Anywhere
  | Damage    =
  | Drive      = 1
  | Super      =
  | Difficulty = Medium
  | Notes      = Leads into any Light Starter combo.<br>Can use 5LK instead of 5LP for consistency.
  | Video      =
  |}}
}}


{{Character Subnav SF6 | chara=Lily }}
{{Character Subnav SF6 | chara=Lily }}

Revision as of 18:17, 5 July 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.
N.X The normal, non-Windclad version of the following special move is required.
*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 {}.


Links and Starters

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 > *623HP Anywhere 1530{1690} 0 0 Easy 623MP is very slightly more consistent against crouching opponents.
5LK > 2LP > *623PP > (*j.PPP) Anywhere 1690{1530} /
2530{2370}{2490}
2 / 4 0 Easy More consistent than regular 623P.
Windclad version deals LESS damage due to whiffing the first hit,
which only connects point blank on a crouching opponent.
5LK > 2LP > 5LP > *236KK > (236236K) Anywhere 1550{1690} /
2800{2940}
2 0 / 2 Easy For when too far away to connect with 623P.
5LK > 2LP > 5LP > W.236MK Anywhere 1620 0 0 Easy Advantage of +2 when followed up with 214LP. 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) 0 1 / 3 Medium Easier input: 2LP > 236LP~236P
5LK > 2LP > 5LP > W.236MK > W.623MP Corner 2265 0 0 Easy 2 Windclad corner combo.
5LK > 2LP > 5LP > W.236MK > W.623PP > (*j.PPP) Corner 2420 / 2840{2900} 2 / 4 0 Easy 2+ Windclad drive dump.
5LK > 2LP > 5LP > W.236KK > W.623PP > *j.PPP, 236236K Corner 3910{3970} 6 2 Easy 2+ Windclad drive and meter dump.
5LK > 2LP > 2LP/5LP > DR~5LP ... Anywhere 2070+ 3+ 0+ Medium Drive Rush confirm with a lot of followup options.
Staying closer with 2LP or a shorter confirm improves some followups.

Medium / Heavy Starters

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} 0 0 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} 0 0 Easy Choose the kick button depending on distance and Windclad availability.
Normal 236LK can be plus on block off a correctly spaced 2HP.
HP/MK > *623HP Anywhere 2200{2600} 0 0 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} 2 2 Easy
HP/MK > W.236HK > W.623HP Corner 3180 0 0 Easy 2 Windclad.
HP/MK > W.236KK, 236236P Corner 3740 2 1 Easy 1 Windclad.
HP/MK > W.236HK, 236236K Corner 3950 0 2 Easy 1 Windclad.
HP/MK > W.236HK/KK > W.623PP > *j.PPP, (236236K) Corner 4020{4120} /
5020{5120}
4(6) 0 / 2 Medium 2-3 Windclad.
236KK deals no extra damage but launches higher.
Super requires either 236KK or 3 Windclad for the dive.
HP > 214PP > (236236K) Anywhere 2200 / 4160 2 0 / 2 Easy Super doesn't connect from the tip of 2HP/4HP range.
HP > 214PP > W.623MP Corner 3040 2 0 Easy Builds and uses Windclad.
HP > 214PP > W.623PP > (*j.PPP) Corner 3320 / 4020{4120} 4 / 6 0 Easy Builds and uses Windclad.
HP > 214MP > (214214P) Anywhere 1900 / 4600(4900) 0 0 / 3 Easy 214MP is +2 on hit, which allows for some sneaky resets.
2MP > 236236P / 214214P Anywhere 2900 / 4750(5200) 0 1 / 3 Medium Technically also works with 236236K, but not from a sane distance.
4HP, 5LK > ... Anywhere Hard Must be done at point blank range.
Leads into anything in the Light Confirms section,
but skip the first 2LP after 5LK to account for distance.
HP/MK > DR~5LP ... Anywhere Medium
MK > DR~2HP ... Anywhere Medium
HP > DR~4HP ... Anywhere Medium

Punish Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video

Drive Rush Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DR~4HP/2LP/5LP, 5MK > ... Anywhere 1 Medium
DR~4HP/2LP/5LP, 2MP > 236236LP Anywhere 1 Medium Slightly more damage than 5MK into Super.
DR~5LP, 2HP > ... Anywhere 1 Hard Leads into any Heavy Starter combo.
DR~HP > 214HP/236HK Anywhere 1 Medium Can use any of 2HP, 4HP, 5HP or 6HP.
DR~3HP, 5LP > ... Anywhere 1 Medium Leads into any Light Starter combo.
Can use 5LK instead of 5LP for consistency.


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