Street Fighter 6/Lily/Combos

From SuperCombo Wiki


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Lily Additional Combo Notation
Notation Meaning
W.X The Windclad version of the following special move is required. e.g. 5LP > W.236MK.
*.X Either the Windclad OR the normal version of the following special move can be used. e.g. 5LP > *.236KK.
The damage of the Windclad version will be denoted in brackets {}.
When both of the above are omitted, the normal non-Windclad version of the special move should be used.

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.

Some of Lily's normals are interchangable. Combo notation may be shortened to use one of the following:

  • LP means either 5LP or 2LP can be used. 5LP deals more damage.
  • MK means either 5MK or 2MK can be used. 5MK deals more damage.
  • HP means any of 4HP, 2HP, 5HP or 6HP can be used. 4HP and 2HP deal more damage.

When using Modern controls, the following adjustments must be made.

  • 3HP is unavailable. Any combo using it cannot be performed.
  • 5MK is unavailable. Combos that specify 5MK cannot be performed, but those notated with just MK can be performed using 2MK.
  • 5LP is only available during light chains. A combo that specifies 5LP outside of a chain cannot be performed.

Light Starter

These combos are designed to be confirmable from a standard 2 or 3 hit light chain blockstring.

A typical blockstring is 5LK > 2LP > 5LP after a blocked Windclad Condor Spire.
The fast startup of 5LK stops the opponent from interrupting, the low pushback of 2LP keeps them close for a grab on block, and 5LP at the end deals a tiny bit more damage and sets up spacing traps on block.
Damage values in the combo table below are based on this sequence.

A blocked Windclad OD Condor Spire (W.236KK) has slightly more pushback and an extra frame of 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 with more pushback for a spacing trap.

Slightly different results can be obtained by changing the exact moves used and their order. Refer to the Light Chains section of the strategy page for more details.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
5LK/LP > LP > 623HP/MP/LP Anywhere 1380/1240/11700 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.
5LK/LP > LP > 623PP > (j.PPP) Anywhere 1520
2220
0 2
4(2)
Easy More consistent than regular 623P.
5LK/LP > LP > LP > 236KK > (SA2) Anywhere 1385
2425
0 2 0
2
Easy For when too far away to connect with 623P.
Safejump setup against slow (7f) anti-airs. Bait fast ones with empty jump.
5LK/LP > LP > (LP) > DRC~LP, (Drive Rush Combo)
  • 2HP > (DRC~4HP, MK) > (Special)
  • 2HP > DRC~4HP, 2MP > SA1
  • 2HP > 214PP > W.SA2
  • 2HP > (DRC~4HP) > 214MP > SA3
Anywhere 1766+  3+ 0-3 Medium Stay close with 2LP or a shorter confirm to link into 2HP.
If too far then link into MK instead.
5LK/LP > LP > LP > SA1 Anywhere 2105  1 Medium Easier input: 2LP > 236LP~236P
5LK/LP > LP > SA2 Anywhere 23600 2 Medium Without Windclad, SA2 whiffs after long confirms.
5LK/LP > LP > (LP) > SA3 Anywhere 3240(3540)
3035(3285)
  3 Medium Deals more damage off a shorter confirm.
5LK/LP > LP > LP > 623PP > j.PPP > SA1/SA2 Corner
Standing
2365
2745
0 4(2) 1
2
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.
CH LP, 2MP > SA1/SA2/SA3 Anywhere 2520
2800
3680(3980)
  1
2
3
Hard Possible to confirm by looking for the counter-hit message.
SA2 whiffs at long range.
CH 5LK/LP, 5MK > (Medium Starter Combo) Anywhere 1680+  0+ 0+ Hard Possible to confirm by looking for the counter-hit message.
Meaty 5LK/LP, 5MK > (Medium Starter Combo) Anywhere 1620+  0+ 0+ Hard Interruptible on block, 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.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
5LK/LP > LP > LP > W.236MK/LK Anywhere 1445/13851 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, leading to different followup options.
5LK/LP > LP > W.623HP Anywhere 15201 Easy Slightly more damage, but leads to a far knockdown.
5LK/LP > LP > W.623PP > (*.j.PPP) Anywhere 1660
2360{2460}
1-2 2
4(2)
Easy Point blank combo. Misses a hit when done after blocked W.236K, resulting in less damage.
5LK/LP > LP > LP > W.236KK > (*.SA2) Anywhere 1505
2545{2665}
1-2 2 0
2
Easy
5LK/LP > LP > (LP) > DRC~LP, (Drive Rush Combo)
  • 2HP > (DRC~4HP, MK) > (Special)
  • 2HP > DRC~4HP, 2MP > SA1/W.SA2
  • 2HP > (DRC~4HP) > 214MP > SA3
  • (Corner) 2HP > (DRC~4HP, MK) > W.236HK > W.623HP/SA1/*.SA2
  • (Corner) 2HP > W.236HK > W.623PP > j.PPP
  • (Corner) 2HP > W.236HK > W.623PP > W.j.PPP, (SA1/*.SA2
Anywhere 1799+0-3 3+ 0-3 Medium Stay close with 2LP or a shorter confirm to link into 2HP.
If too far then link into MK instead.
5LK/LP > LP > LP > SA1 Anywhere 2105  1 Medium Useful for preserving Windclad off a 3-hit confirm.
Easier input: 2LP > 236LP~236P
5LK/LP > LP > LP > W.SA2 Anywhere 25251 2 Medium Windclad gives SA2 enough range to be confirmed from 3 hits.
5LK > LP > (LP) > SA3 Anywhere 3240(3540)
3035(3285)
  3 Medium Windclad specials are incompatible with SA3.
Deals more damage off a shorter confirm.
5LK/LP > 2LP > 2LP > W.623LP(1), 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 at the correct range.
After blocked W.236KK it's possible to do 2LK > 5LP > W.623LP, W.SA2
5LK/LP > LP > LP > W.236KK, SA1 Corner 23851 2 1 Easy Opponent must reach the corner while in the air.
5LK/LP > LP > LP > W.236MK > W.623MP Corner 19252 Easy
5LK/LP > LP > LP > W.236MK > W.623PP > (*.j.PPP) Corner 2085
2365{2405}
2-3 2
4(2)
Easy
5LK/LP > LP > LP > 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/LP > 2LP > 2LP > W.623MP(1), SA1/*.SA2 Corner
Standing
2330
2530{2680}
1 1
2
Hard Corner variant of the late-hit Tomahawk Buster combo.
5LK/LP > 2LP > 2LP > W.623MP(1), W.236KK, SA1/*.SA2 Corner
Standing
2490
2870{2990}
1 2 1
2
Hard Spending some drive gauge.
5LK/LP > 2LP > 2LP > W.623MP(1), 623PP > j.PPP, SA1 Corner
Standing
30101 4(2) 1 Hard Drive dump into SA1.
5LK/LP > 2LP > 2LP > W.623HP(1), *.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/LP > 2LP > 2LP > W.623MP(1), W.236KK, W.623PP > j.PPP, SA2 Corner
Standing
34903 6(4) 2 Hard Full resource dump. Deals less damage than the above but builds more meter.
CH LP, 2MP > SA1/W.SA2/SA3 Anywhere 2520
3010
3680(3980)
0
1
0
1
2
3
Hard Possible to confirm by looking for the counter-hit message.
Windclad SA2 always reaches unlike the windless version.
CH 5LK/LP, 5MK > (Medium Starter Combo) Anywhere 1820+  0+ 0+ Hard Possible to confirm by looking for the counter-hit message.
Windclad enables potent followups such as W.236K > SA1 near the corner.
Meaty 5LK/LP, 5MK > (Medium Starter Combo) Anywhere 1760+  0+ 0+ Hard Interruptible on block, 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 DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
MK > 236LK Anywhere 14000 Easy Unsafe and not confirmable.
Useful as a combo ender when 2HP is too slow to hit in time, such as after a counter-hit Light attack.
HP > 236MK/LK Anywhere 1900/18000 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.
HP > 214MP > (SA3) Anywhere 1900
4600(4900)
(+1) 0
3
Easy 214MP is +2 on hit and doesn't knock the opponent down, which means they can't Drive Reversal the mixup.
4HP/6HP > 214HP Anywhere 2100(+1) Easy 214HP doesn't combo after 2HP or 5HP without a counter-hit or Drive Rush.
HP/MK > 623HP Anywhere 22000 Easy Lily's highest damage meterless special move.
Mostly useful near the corner or to close out rounds.
HP/MK > 214PP > (W.SA2) Anywhere 2200
4230
(+1)
(+1),1
2 0
2
Easy Gapless blockstring from 2HP, 4HP or 6HP.
SA2 doesn't reach when done from the tip of 2HP/4HP range.
HP/MK > 236KK > (SA2) Anywhere 2000
3820
0 2 0
2
Easy Use at extremely long ranges where other special moves may not reach to combo.
HP/MK > 623PP > j.PPP Anywhere 33800 4(2) Easy Good for closing out rounds with 2-3 Drive bars available.
If more than 3 Drive bars are available then use a Drive Rush combo instead.
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.
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.
HP/MK/2MP > SA2 Anywhere 36000 2 Medium Requires near point blank range.
HP/MK/2MP > SA3 Anywhere 5050(5500)  3 Medium Less range than SA1 but more range than 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.
4HP, 5LP/5LK > (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.
HP/MK > DRC~LP, (Drive Rush Combo) Anywhere 2685+  3+ 0+ Medium +3 on block.
HP/MK > DRC~2HP, (Drive Rush Combo) Anywhere 2666+  3+ 0+ Medium +2 on block.
HP > DRC~4HP, (Drive Rush Combo) Anywhere 2966+  3+ 0+ Medium +2 on block. There is a gap but it is safe against Drive Impact.
HP/MK > 214PP, W.623MP Corner 3040(+1),1 2 Easy Builds and uses Windclad.
HP/MK > 214PP, W.623PP > (j.PPP) Corner 3320
4020{4120}
(+1),1 4(2)
6(4)
Easy Builds and uses Windclad.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
HP/MK > W.236HK/MK/LK Anywhere 2200/2100/20001 Easy +1 on block.
Lighter versions combo from further away and give a closer knockdown.
HP > 214MP > (SA3) Anywhere 1900
4600(4900)
(+1) 0
3
Easy While cashing out with a Windclad combo is the standard choice, it may still be preferable to stick to this combo to build more while shutting down Wakeup Drive Reversal.
4HP/6HP > 214HP Anywhere 2100(+1) Easy 214HP doesn't combo after 2HP or 5HP without a counter-hit or Drive Rush.
HP/MK > W.623HP Anywhere 24001 Easy Fewer followup options than Condor Spire, so mainly only used to close out rounds.
HP/MK > 214PP > (W.SA2) Anywhere 2200
4230
(+1)
(+1),1
2 0
2
Easy Gapless blockstring from 2HP, 4HP or 6HP.
SA2 doesn't reach when done from the tip of 2HP/4HP range.
HP/MK > W.236KK > *.SA2 Anywhere 4020{4230} 1-2 2 2 Easy Deals the same damage as 214PP but doesn't drop the combo at max range.
HP/MK > W.623PP > *.j.PPP Anywhere 3580{3720} 1-2 4(2) Easy Good for closing out rounds with 2-3 Drive bars available.
With only 1 Windclad and more than 3 Drive bars, use a Drive Rush combo instead.
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.
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.
HP/MK/2MP > W.SA2 Anywhere 39001 2 Medium Liable to drop when used as a whiff punish against extended hurtboxes.
HP/MK/2MP > SA3 Anywhere 5050(5500)  3 Medium Less range than SA1 but more range than 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.
4HP, 5LP/5LK > (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 > DRC~LP, (Drive Rush Combo) Anywhere 2413+  3+ 0+ Medium +3 on block.
HP/MK > DRC~2HP, (Drive Rush Combo) Anywhere 2198+  3+ 0+ Medium +2 on block.
HP > DRC~4HP, (Drive Rush Combo) Anywhere 2966+  3+ 0+ Medium +2 on block. There is a gap but it is safe against Drive Impact.
HP/MK > W.236HK, SA1/*.SA2 Corner 3740
4020{4230}
1
1-2
1
2
Easy Huge corner carry means this can be started from almost the middle of the stage.
SA1 works if the opponent even slightly grazes the corner while in the air.
HP/MK > W.236HK > W.623HP/PP > (*.j.PPP) Corner 3180
3320
4020{4120}
2
2
3
0
2
4(2)
Easy May not combo from the tip of 2HP or 4HP.
Replace both specials with Medium or Light versions to increase the combo range.
HP/MK > W.236HK > W.623PP > W.j.PPP, SA1/SA2 Corner 4780
5160
3 4(2) 1
2
Medium Requires 3 Windclad to build enough 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, W.623MP Corner 3040(+1),1 2 Easy Still useful with only 1 Windclad available, meaning Spire > Tomahawk combos are unavailable.
HP/MK > 214PP, W.623PP > (W.j.PPP) Corner 3320
4120
(+1),1
1
4(2)
6(4)
Easy Starting with Windclad adds damage to the dive, but it still doesn't launch high enough to link into SA.

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 DamageWind 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.
236KK > SA2 Anywhere 30800 2 2 Easy Huge range whiff punish or anti-air or in general just anti-not-blocking.
Particularly useful for keeping Jamie sober.
Also hits opponents trying to bait anti-airs with an early whiffed divekick.
Late-Hit 236MK/HK, 623LP/MP Corner 1800~2000
0 Hard Condor Spire must hit towards the end of its active frames:
623LP: 10~13f, 623MP: 12~13f
Late-Hit 236MK/HK, 623PP > (j.PPP) Corner 2300/2400
3280/3380
0 2
4(2)
Hard Condor Spire must hit with its last 4 active frames (10~13f).
Late-Hit 236KK, 2HK Corner 17200 2 Hard Condor Spire must hit with its last 4 active frames (10~13f).
Works slightly further away from the corner than Tomahawk Buster.
Late-Hit 236KK, 623LP/MP/HP Corner 1720/1800/19600 2 Hard 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
2960
3620
4000
0 2
4(2)
6(4)
6(4)
0
0
0
2
Hard Condor Spire must hit towards the end of its active frames:
623PP: 5~13f, SA2: 11~13f, SA1 13f

Combo Position DamageWind 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.
W.236KK > *.SA2 Anywhere 3080{3280}{3520} 1-2 2 2 Easy Punishes projectiles or an opponent that's just not blocking.
W.236KK, SA1 Corner 29601 2 1 Easy Projectile punish near the corner.
Works as long as the opponent reaches the corner while in the air.
W.236KK, W.623HP Corner 23202 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 W.236KK(2), 2HK Corner 18201 2 Medium Condor Spire must hit less than 3 times.
Late-Hit W.236KK(2), 623PP > j.PPP, (SA2) Corner 2220
3060
4100
1 4(2)
6(4)
6(4)
0
0
2
Medium Condor Spire must hit less than 3 times.
Late-Hit W.236KK(2), W.236KK, SA1/*.SA2 Corner 3380
3620{3800}
2
2-3
4(2) 1
2
Medium Condor Spire must hit less than 3 times.
Can also start with the much less practical W.236HK.
Late-Hit W.236KK(2), W.236MK, W.623MP Corner 27003 2 Medium Condor Spire must hit less than 3 times.
Late-Hit W.236KK(2), W.236MK, W.623PP > (j.PPP) Corner 2940
3500
3 4(2)
6(4)
Medium Condor Spire must hit less than 3 times.
The drive gauge generated by W.236MK can prevent burnout.
Late-Hit W.236KK(2), W.236~dl.KK, W.623PP > j.PPP, (SA2) Corner 3580
4620
3 8(6) 0
2
Very Hard 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.
Late-Hit W.236KK(1), 623HP/PP Corner 1960
2120
1 2
4(2)
Medium Condor Spire must hit 1 time.
Late-Hit W.236KK(1), 623PP > j.PPP, (SA1/SA2) Corner 2960
3620
4000
1 6(4) 0
1
2
Medium Condor Spire must hit 1 time.
Unlike the 2-hit variant this links into SA1.
Late-Hit W.236KK(1), DR~5LP > 214HP Corner 18871,(+1) 3(2) Hard Condor Spire must hit 1 time.
Restocks the spent Windclad.
Late-Hit W.236KK(1), DR~5LP > 214PP, W.623MP Corner 24501 5(3) Hard Condor Spire must hit 1 time.
Late-Hit W.236KK(1), 6HP > (Crumple Starter Combo) Corner 2560-1+ 2+ 0+ Very Hard Condor Spire must hit only once with its last 5 active frames.
Technically not a crumple but leads to the same combo routes.

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 DamageWind 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 > DRC~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.
AA CH 2HP > 214HP/MP 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. This is safe against DI with frame perfect timing, otherwise buffer SA3 and be ready to react.
Punishable by empty jump into invincible reversal, making it more effective if the opponent is burned out.
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 for huge damage.
On non-counter-hit keep PP held to be completely safe.
AA CH 2HP > 236HK Anywhere 1600  Easy On non-counter-hit 236HK is usually advantageous on block, but vulnerable to anti-airs.
AA 623PP > j.PPP Anywhere 25200 4(2) Easy Kills at yellow health against characters with regular health.
If it won't quite kill try to sneak a Condor Wind into neutral.
AA 623PP > j.PPP, SA1/SA2 Corner 35100 4(2) 1
2
Easy Must catch the opponent high up to link the SA.
AA 9j.MP~MP > SA2 Anywhere 34800 2 Medium
AA 9j.MP~dl.MP, 623HP/MP/LP Anywhere 2120/2200/23600 Medium Use 623LP for more consistency and a closer knockdown.
AA 9j.MP~dl.MP, 623PHP > (j.PPP) Anywhere 2520
3360
0 2
4(2)
Medium
AA 9j.MP~dl.MP, 623PP > j.PPP, SA1/SA2 Corner 4020
4400
0 4(2) 1
2
Hard Must catch the opponent high up to link the SA.

Combo Position DamageWind 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 > DRC~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.
AA CH 2HP > 214HP/MP Anywhere 1700/1500(+1) Medium Still useful for building more Windclad unless already fully stocked.
AA CH 2HP > 214PP > (W.SA2) Anywhere 1800
3830
(+1)
(+1),1
2 0
2
Medium Extremely useful even when fully stocked due to being able to make it safe against empty jumps by charging Condor Wind.
AA CH 2HP > (dl.)W.236MK > SA1 Anywhere 32401 1 Punishable by empty jump into anti-air.
Condor Spire must hit all 3 times.
Delaying the cancel makes this more consistent off a high hit.
AA CH 2HP > W.236MK(2) > 623PP > (j.PPP) Corner 2580
3280
1 2
4(2)
Must hit the opponent high up so Condor Spire only hits 2 times.
With more Windclad stocks, W.236HK is better.
AA CH 2HP > W.236HK/W.236KK Anywhere 18001 0-2 Medium Punishable by empty jump into anti-air.
Leads into big damage with more resources near the corner. Refer to the Crumple Starter section.
AA W.623PP > *.j.PPP Anywhere 2720{2880} 1-2 4(2) Easy Place more priority on building Windclad if the extra damage is enough to make this kill.
AA W.623PP > *.j.PPP, SA1/*.SA2 Corner 3710{3870}
3890{4050}{4145}
1-2
1-3
4(2) 1
2
Easy Having Windclad for the dive lets the SA link from a lower height anti-air.
AA 9j.MP~MP > W.SA2 Anywhere 37201 2 Medium
AA 9j.MP~dl.MP, W.623HP/MP/LP Anywhere 2200/2360/25201 Medium More consistent and damaging than the windless version.
Use 623LP for more consistency and a closer knockdown.
AA 9j.MP~dl.MP, W.623PP > *.j.PPP Anywhere 2680
3520{3640}
1-2 2
4(2)
Medium More consistent and damaging than the windless version.
AA 9j.MP~dl.MP, W.623PP > *.j.PPP, SA1/*.SA2 Corner 4180{4300}
4560{4680}{4800}
1-2
1-3
4(2) 1
2
Hard Having Windclad for the dive lets the SA link from a lower height anti-air.
AA 9j.MP~dl.MP, W.236KK, SA1 Corner 36801 2 1 Hard Lots of corner carry, but requires quite a high hit to land in time for the pick-up.
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.
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.
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) > DRC~5LP/2LP
  • (Medium Normal) or (PC Light Normal) > DRC~2HP (or one of the above)
  • (Heavy Normal) or (PC Medium Normal) > DRC~4HP (or one of the above)

Combos listed in the table below can generally be started from either a Parry Drive Rush or a Drive Rush Cancel following the above rules.
Damage values are for starting with DR or 2HP > DRC, and ending with 623HP using no additional resources.
Parry Drive Rush Punish Counter combos are covered in the Punish Counter Starter section.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
DR~LP, 2HP > (Heavy Starter Combo) Anywhere 1990
2685
  1
3
Hard Must be close to the opponent so the first hit of 2HP connects.
Works with either 5LP for more damage, or 2LP for more range.
2HP can also be linked from a Meaty or Counter-hit DR~5LK.
DR~HP > 214HP/MP Anywhere 2100
2598
(+1) 1
3
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 gapless blockstring.
DR~2HP > 214HP is also gapless but leaves the opponent closer, making it more punishable.
DR~HP > 236HK Anywhere 2000
2530
0 1
3
Medium Combos from any of 2HP, 4HP, 5HP or 6HP.
DR~HP > DI Anywhere 1800
2394
  2(1)
4(3)
Medium Combo into 1 bar of drive damage.
2HP makes it a gapless blockstring that still deals 1 bar of drive damage.
DR~4HP/LP/5LK, MK > (Medium Starter Combo) Anywhere 2560
2966
  1
3
Medium Typically used to go into 623HP or another Drive Rush.
DR~4HP/LP/5LK, 2MP > SA1 Anywhere 3460
3621
  1
3
1
2
3
Medium Slightly more damage than 5MK into SA.
DR~4HP/LP/5LK, 2MP > *.SA2 Anywhere 3780{4020}
3860{4037}
0-1 1
3
2 Medium Must be close unless Windclad, which makes it work from maximum range.
DR~4HP/LP/5LK, 2MP > SA3 Anywhere 4850(5200)
4621(4876)
  1
3
3 Medium More damage than 214MP > SA3 after a raw Parry Drive Rush, but less damage after a Drive Rush Cancel.
DR~2HP, 5LK > (Light Starter Combo) Anywhere 2260
2762
  1
3
Hard A slight damage boost for Tomahawk Buster enders.
Also a way to confirm non-canceled DR~2HP at close range. Shorten the light chain by 1 attack to account for distance.
5LK > 5LP > DR~2LP, 2HP always works.
5LK > 5LP > W.623P sets up the spacing against standing opponents.
DR~4HP, 6~5LK > (5LP) > DRC~LP, 2HP > (Heavy Starter Combo) Anywhere 2740
3274
  4
6
Hard A 2 to 5 frame micro-walk after 4HP builds a pixel of drive gauge to Drive Rush Cancel twice without burning out, 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.
DR~4HP, 6~5MK > DRC~(LP, )2HP > (Heavy Starter Combo) Anywhere 3069
3505
  4
6
Very Hard A frame perfect variant of the micro-walk combo that does even more damage.
5LP/2LP can be skipped to get slightly more damage out of triple drive rush combos.
DR~3HP, LP > (Light Starter Combo) Anywhere 2370  1 Medium 2LP has more range, but 5LP deals slightly more damage.
Can also use 5LK when close for easier timing.
CH DR~LP, 5HP/2HP > (Heavy Starter Combo) Anywhere 1770/1450  1 Hard A counter-hit allows for longer range confirms.
2HP has more reach but deals less damage due to only hitting once.
From maximum range it's possible to follow up with any of 236KK, 214PP, W.236LK, or a Drive Rush Cancel.
Meaty DR~4HP, 2HP > (Heavy Starter Combo) Anywhere 2960  1 Hard Works if 4HP hits any later than its first active frame.
Can be set up with a knockdown advantage of +25~27.
The easiest setup is SA1 against a grounded opponent in the corner (+27).
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/HK (+37) or 623HP/MP/LP (+36) hitting on or close to the ground.
Meaty DR~3HP, 2MP > SA1/SA2/SA3 Anywhere 3360
3680{3920}
4750(5100)
0
0-1
0
1 1
2
3
Hard Works if 3HP hits on its last active frame.
Can be set up with a knockdown advantage of +37. Typically works after windless 236MK/HK (+37) hitting on or close to the ground.

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 > DRC~(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/MK 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 and 2MK are more consistent midscreen due to the special cancel moving towards the opponent.
PC DI, 8j.HK, (dl.)6HP 1 Standard Drive Impact starter.
Launches higher than all of the above so works with any combo.
Sometimes a delay is needed to avoid launching the opponent too high.
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.
Corner Late-hit W.236KK(1), 6HP Also 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 DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP > 236HK Anywhere 20800 Easy Meterless and driveless whiff punish that almost always reaches.
PC 5HP, 360HP/MP/PP Anywhere 3240
3600
3690
  0
0
2
Medium Close range punish.
360LP is less efficient than a regular combo.
PC 5HP, 6HP >> (Special) Anywhere 2940
3740
4060
0 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.
PC 5HP, 6HP >> DRC~4HP > (Special) Anywhere 3368
3908
  3 0
1
Medium
PC 5HP, 6HP >> DRC~4HP > 236KK, SA1 Anywhere 41660 5(3) 1 Medium
PC 5HP > 214[PP], 5HP > (DRC~4HP) > dl.DRC~4HP > W.236MK, SA1 Anywhere 4225
4556
(+1),1 5(2)
8(5)
1 Hard The double Drive Rush combo works without delayed cancels, but Condor Spire will only hit twice for less damage.
Unlike the previous combo this can be used as a burnout combo with less than 3 Drive bars.
PC 5HP, DR~dl.2HP >> 236KK, SA1 Anywhere 37210 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.
PC 5HP, 6HP >> DRC~(dl.)4HP > (dl.)DRC~4HP > (Special) Anywhere 3862
4321
4525
  6(3) 0
1
2
Medium Full drive dump combo.
A delay is needed for SA1 to fully connect.
PC 5HP, 6HP >> (DRC~4HP) > 214PP > W.SA2 Anywhere 4680
4586
(+1),1 2
5(2)
2 Medium An extremely efficient use of meter.
The drive rush extension deals less damage but builds more meter.
PC 5HP, DR~(dl.)2HP >> DRC~4HP > 236MK Anywhere 31410 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, 6HP >> 214PP, W.623HP Corner 3780  2 Medium Generates and immediately uses Windclad.
PC 5HP, 6HP >> 623PP > j.PPP, (SA1/SA2) Corner 3940
4600
4980
0 4(2) 0
1
2
Medium An efficient 4 drive route into SA.
PC 5HP, 6HP >> 214PP, W.623PP > j.PPP Corner 4460(+1),1 6(4) Medium Drive dump extension of the Condor Wind route.
Burnout can be avoided with a 2-3 frame micro-walk before W.623PP, input as 623[6]~dl.PP.
PC 5HP, 4HP >> 214PP, W.623PP > j.PPP, SA2 Corner 5600(+1),1 6(4) 2 Medium Using 4HP allows the previous combo to link into SA2.
PC 5HP, 6HP >> 236KK > SA2 Corner 42800 2 2 Medium +44 safe jump setup.
Also possible with exactly 1 Windclad stock by delaying the cancel after W.236KK.
PC 5HP > 214[PP], 5HP > DRC~4HP, W.623HP Corner 3486(+1),1 5(3) Hard A somewhat expensive +44 safe jump setup.
PC 5HP > 214[PP], 5HP/MK > W.236HK, SA1 Corner 4260/3960(+1),1 1 Hard Use MK when not already in the corner to carry them there.
SA2 also works, but 214PP > SA2 routes are better.
PC 5HP > 214[PP], 5HP > 214PP, W.623PP > W.j.PPP > (SA2) Corner 4540
5580
(+2),2 8(6) 0
2
Hard An alternate drive dump route that builds an extra stock for the dive.
Requires almost full drive gauge so hitting with 5HP builds it back to over 4 bars.
PC 5HP > 214[PP], 5MK > 214PP, W.623PP > W.j.PPP, SA1 Corner 49000 8(6) 1 Hard Using 5MK makes the previous combo work with SA1
PC 5HP > 214[PP], 5HP > W.623MP, 623PP > j.PPP, SA1/SA2 Corner* 4960
5340
0 6(4) 1
2
Very Hard Requires extremely specific positioning.
Lily's front toe during the hitstop of 5HP must be 1-2 marks out from the first thick grid line on the training stage, or 0-2 marks for SA2.
Works after blocking an OD reversal from Ken, Luke, Juri, Dee Jay, or anything else that lands that far out.
The drive gauge built during the combo can prevent burnout.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP > W.236HK Anywhere 21801 Easy Meterless and driveless whiff punish that reaches even further than the windless version.
PC 5HP, 360HP/MP/PP Anywhere 3240
3600
3690
  0
0
2
Medium Close range punish.
360LP is less efficient than a regular combo.
PC 5HP, 6HP >> (Special) Anywhere 2860{3100}
3740
{4300}
0-1
0
1
0
1
2
Easy Standard punish on whiff or block into a special move or SA.
To preserve Windclad use or Condor Wind or SA1.
PC 5HP, 6HP~HP~HP Anywhere 2940  Easy Preserves Windclad and builds more meter and drive gauge than a special cancel. Less useful midscreen due to the far knockdown.
PC 5HP, 6HP >> DRC~(dl.)4HP > DRC~4HP > (Special) Anywhere 3309{3486}
3811{3964}
0-1 3
6(3)
Medium Meterless drive dump.
A delay is needed for W.623HP to fully connect after double Drive Rush.
PC 5HP, 6HP >> (DRC~4HP) > (dl.DRC~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.
PC 5HP, 6HP >> (DRC~4HP) > 214PP > W.SA2 Anywhere 4680
4586
(+1),1 2
5(2)
2 Medium An extremely efficient use of meter.
The drive rush extension deals less damage but builds more meter.
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 >> DRC~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, 4HP >> W.236KK, W.236KK, SA1 Corner 45802 4(2) 2 Medium Corner only SA1 variant of the above.
Carries over half stage distance.
PC 5HP, 6HP >> DRC~dl.2HP > W.236KK, W.236KK, SA1 Corner 44902 7(5) 2 Medium Even more corner carry.
PC 5HP, 6HP >> 214PP, W.623HP Corner 3780(+1),1 2 Medium Useful for making use of Windclad while also maintaining it.
PC 5HP, 6HP >> (dl.)W.623PP > W.j.PPP, (SA1/*.SA2) Corner 4220
4880
5260{5380}
2-3 4(2) 0
1
2
Medium An efficient 4 drive route into SA.
Difficult to generate height with only 1 Windclad - usually requires 4HP instead of and/or a delayed cancel.
PC 5HP, 6HP >> 214PP, W.623PP > W.j.PPP Corner 4540(+1),2 6(4) Medium Drive dump extension of the Condor Wind route.
Burnout can be avoided with a 2-3 frame micro-walk before W.623PP, input as 623[6]~dl.PP.
PC 5HP, 6HP >> 214PP, W.623PP > W.j.PPP, *.SA2 Corner 5580{5700} (+1),1-3 6(4) 2 Medium Drive dump route into SA2.
PC 5HP, 6HP >> (DRC~4HP) > W.236HK, W.623HP Corner 3780
3956
2 0
3
Medium
PC 5HP, 4HP > DRC~4HP, W.623HP, (W.623LP) Corner 3586(4096)1-2 3 Hard W.623HP is a +44 safe jump setup.
PC 5HP, 4HP > DRC~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 marks 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.
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 53003 4(2) 1 Medium
PC 5HP, 6HP >> W.236KK, W.623PP > W.j.PPP, SA1 Corner 52003 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 5680{5800} 1-2 6(4) 2 Medium Requires more drive gauge than the above.
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.
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.
PC 5HP > 214[PP], 5HP > (dl.)W.623HP/MP, W.623PP > j.PPP, SA1/SA2 Corner* 5260
5640
(+1),2 6(4) 1
2
Very Hard Requires extremely specific positioning.
Lily's front toe during the hitstop of 5HP must be within 1 mark of first thick grid line on the training stage.
SA1 requires more precise positioning and a delayed cancel.
623MP is more lenient, especially for SA1, but loses 160 damage.

Punish Counter Starter

This section covers 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, LP > (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/LP, MK > DRC~2HP > (Combo) 4/5/6 1430~1490... 0.2 3 Alternatively cancel MK directly into a special move.
PC 5LK/5LP/2LP > DRC~2HP > (Combo) 4/5/6 1040~1100... 0.2 3 Works from a longer range than the previous starter.
PC 5LK/5LP/2LP, (MK) > 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 above 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).

The combos here have more damage potential than a 5HP Crumple Combo, especially when able to build the bar for SA3.
However, the extra launch height from a crumple tends to result in more efficient use of Drive Gauge when near the corner or when Windclad.
As such, while these combos are good for ending rounds, they are not always ideal in other situations. Experiment with both types of combo to get a feel for when to use each.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC LP/5LK > DRC~2HP, 5LK > 5LP > DRC~LP, 2HP > 214MP > SA3 Anywhere 4417(4667)(+1) 6(3) 3 Hard Optimal jab punish when too far to link 2MK.
Otherwise link 5MK/2MK > DRC~2HP into one of the other combos below.
PC LP/5LK > DRC~LP, 6~5MK > DRC~2HP > DRC~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 DR~4HP, 2HP > 623HP Anywhere 31600 1 Medium Basic meterless follow-up.
PC DR~4HP, 2HP > 623PP > (j.PPP) Anywhere 3320
4160
0 3(1)
5(3)
Medium
PC DR~4HP, 2HP > DRC~4HP, MK > (DRC~2HP) > 623HP Anywhere 3846
4248
0 4(1)
7(4)
Hard
PC DR~4HP, 2HP > DRC~4HP, MK > 623PP > j.PPP Anywhere 44240 8(6) Hard Must start with full drive gauge to build enough to finish the combo.
PC DR~4HP, 2HP > 214PP, W.623MP Corner 3880(+1),1 3(1) Medium
PC DR~4HP, 2HP > 214PP, W.623PP > (j.PPP) Corner 4120
4680
(+1),1 5(3)
7(5)
Medium
PC DR~4HP, 2HP > SA1 Anywhere 3960  1 1 Medium Basic 1 bar combo.
PC DR~4HP, 2HP > (DRC~4HP) > DRC~4HP, 2MP > SA1 Anywhere 4404
4743
  4(1)
7(4)
1 Hard 1 bar drive dump.
PC DR~4HP, 2HP > SA2 Anywhere 42800 1 2 Medium Basic 2 bar combo.
PC DR~4HP, 2HP > (DRC~4HP, MK) > 214PP > W.SA2 Anywhere 4900
5006
(+1),1 3(1)
6(4)
2 Medium An extremely efficient use of meter.
PC DR~4HP, 2HP > DRC~4HP > DRC~4HP, 2MP > SA2 Anywhere 49190 7(4) 2 Hard
PC j.HK, 2HP > DRC~4HP, 6~5LK > (5LP) > DRC~LP, 2HP > 214PP > W.SA2 Anywhere 4983(+1),1 8(6) 2 Hard A rare case of 4HP not being the optimal starter. Must start with full drive gauge and then micro-walk to build a pixel back.
The optional 5LP builds meter but lowers damage.
PC j.HK, 2HP > DRC~4HP, 6~5MK > DRC~(LP, )2HP > 214PP > W.SA2 Anywhere 5160(+1),1 8(6) 2 Very Hard Frame perfect variant of the previous combo.
PC DR~4HP, 2HP > (214MP) > SA3 Anywhere 5350(5700)
5170(5420)
0
(+1)
1 3 Medium 214MP results in less damage but builds more meter and a Windclad stock.
PC DR~4HP, 2HP > (DRC~4HP, MK) > DRC~LP, 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 > DRC~4HP, 6~5LK > (5LP) > DRC~LP, 2HP > DRC~(LP, )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 > DRC~4HP, 6~5MK > DRC~(LP, )2HP > DRC~(LP, )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.

Combo Position DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC DR~4HP, 2HP > W.623HP Anywhere 3160{3320} 1 1 Medium Basic meterless follow-up.
PC DR~4HP, 2HP > 623PP > (j.PPP) Anywhere 3480
4320{4440}
1
1-2
3(1)
5(3)
Medium
PC DR~4HP, 2HP > DRC~4HP, MK > (DRC~2HP) > W.623HP Anywhere 3948
4332
1 4(1)
7(4)
Hard
PC DR~4HP, 2HP > DRC~4HP, MK > W.623PP > *.j.PPP Anywhere 4526{4594} 1-2 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 40002 1 Medium
PC DR~4HP, 2HP > 214PP, W.623MP Corner 3880(+1),1 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 > (W.j.PPP) Corner 4120
4760
(+1),1
(+1),2
5(3)
7(5)
Medium
PC 5HP, 4HP > (DRC~4HP) > (DRC~dl.4HP) > W.236MK, SA1 Anywhere 4280
4325
4656
1 0
3
6(3)
1 Hard A Crumple combo that outdamages other midscreen 0-3 Drive SA1 combos.
PC DR~4HP, 2HP > (DRC~4HP) > DRC~4HP, 2MP > SA1 Anywhere 4404
4743
  4(1)
7(4)
1 Hard 1 bar drive dump.
Not a Windclad combo, but outdamages them.
PC DR~4HP, 2HP > W.236HK, SA1 Corner 44801 1 1 Medium Windclad corner carry into SA1.
PC DR~4HP, 2HP > (DRC~4HP) > DRC~4HP, MK > W.236HK, SA1 Corner 4591
4940
1 4(1)
7(4)
1 Hard Drive dump variant of the above.
PC DR~4HP, 2HP > (DRC~4HP, MK) > W.236HK, W.623PP > W.j.PPP, SA1 Corner 5420
5322
3 4(2)
7(5)
1 Hard Outdamages all but the most difficult Crumple combo.
The Drive Rush extension results in less damage.
PC DR~4HP, 2HP > W.SA2 Anywhere 45201 1 2 Medium Basic 2 bar combo.
PC 5HP, 4HP > W.236MK, W.SA2 Anywhere 47002 2 Medium Outdamages the above when 2 Windclad stocks are available.
PC DR~4HP, 2HP > (DRC~4HP, MK) > 214PP > W.SA2 Anywhere 4900
5006
(+1),1 3(1)
6(4)
2 Medium An extremely efficient use of meter.
PC DR~4HP, 2HP > DRC~4HP > DRC~4HP, 2MP > W.SA2 Anywhere 50451 7(4) 2 Hard
PC 5HP, 4HP > DRC~4HP > DRC~dl.4HP > W.236MK, W.SA2 Anywhere 50712 6(3) 2 Medium Outdamages the above when 2 Windclad stocks are available.
PC j.HK, 2HP > DRC~4HP, 6~5LK > (5LP) > DRC~LP, 2HP > DRC~4HP, 2MP > W.SA2 Anywhere 50901 9(6) 2 Hard Must start with full drive gauge and then micro-walk to build a pixel back.
The optional 5LP builds meter but lowers damage.
PC j.HK, 2HP > DRC~4HP, 6~5MK > DRC~(LP, )2HP > DRC~4HP, 2MP > W.SA2 Anywhere 53221 9(6) 2 Very Hard Frame perfect variant of the previous combo.
PC DR~4HP, 2HP > W.236HK, *.SA2 Corner 4720{4900} 1-2 1 2 Medium Windclad corner carry into SA2.
PC DR~4HP, 2HP > (DRC~4HP) > DRC~4HP, MK > W.236HK, *.SA2 Corner 4886{5006}
5288{5408}
1-2 4(1)
7(4)
2 Hard Drive dump variant of the above.
PC DR~4HP, 2HP > W.236HK, W.623PP > W.j.PPP, SA2 Corner 58003 5(3) 2 Hard
PC DR~4HP, 2HP > W.236KK, W.623PP > j.PPP, SA2 Corner 57202 7(5) 2 Hard Burns more drive gauge to make the previous combo work with only 2 Windclad stocks.
PC X > DRC~2HP, 5LK > 5LP > W.623MP(1), 623PP > j.PPP, SA1 Corner*
Standing*
3105~43461 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.
PC X > DRC~2HP, 5LK > 5LP > W.623HP(1), 623PP > j.PPP, SA2 Corner*
Standing*
3569~48281 7(5) 2 Hard More optimal SA2 route.
PC 4HP/2HP > DRC~6HP, 2LP > W.623MP, 623PP > j.PPP, SA1 Corner* 44911 7(5) 1 Hard When whiff punishing a crouching opponent with 4HP or 2HP, force them to stand using 6HP.
PC 4HP/2HP > DRC~6HP, 2LP > W.623HP, 623PP > j.PPP, SA2 Corner* 49891 7(5) 2 Hard More optimal SA2 route.

Drive Impact Starter

After a Punish Counter Drive Impact there are generally two options.

  • Immediate hit into grounded combo. Required for comboing into SA3.
  • Delayed hit into crumple combo. Usually the best option when not comboing into SA3.
  • Dee Jay, JP, Marisa and Zangief are slightly taller during their crumple animation.
    • Combos that use j.2HP may need to delay it to hit lower to the ground to work against these four.
    • Combos that use j.HK to set up a specific height can use j.2HP for consistency against these four.
    • There are some character specific combos using j.HK that are only consistent against these four.
      These are marked with an asterisk (*) beside the combo difficulty, with other characters having a higher difficulty due to requiring a delayed followup.
Combo Position DamageWind 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.
PC DI, 8j.2HP/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.
j.2HP launches slightly higher but j.HK has more horizontal reach.
PC DI, 8j.HK, (dl.)6HP, 236KK, 623LP/PP > (j.PPP) Anywhere 3190
3390
3670
0 2
4(2)
6(4)
Very Hard/Medium* Consistent against Dee Jay, JP, Marisa and Zangief.
Other characters require 6HP to be delayed by exactly 1 frame.
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  1 1 Medium Slightly more optimal than 2HP/4HP > SA1.
PC DI, 8j.2HP, 9j.MP~dl.MP, 623LP Anywhere 29600 1 Hard Delay has a 3f timing window.
9j.2HP switches sides in the corner or from long range.
PC DI, 8j.2HP, 9j.MP~dl.MP, 623PP > j.PPP Anywhere 3210
3630
0 3(1)
5(3)
Hard Delay has a 2f timing window.
9j.2HP switches sides in the corner or from long range.
PC DI, 8j.2HP, 9j.MP~MP > j.SA2 Anywhere 38100 1 2 Easy A simple way to go into SA2 without using any extra drive gauge.
PC DI, 8j.HK, 6HP > DRC~4HP > 236MK Anywhere 31180 4(1) Medium +44 safe jump setup.
PC DI, 8j.HK, (dl.)6HP, 214PP, W.623PP > j.PPP > SA1/SA2 Corner 4910
4530
(+1),1 7(5) 1
2
Hard/Medium* Windless drive dump route into SA2, or SA1 with much stricter timing.
Consistent without a delay against Dee Jay, JP, Marisa and Zangief.
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
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.
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.
Anti-air PC DI, 6HP > 214HP, W.623LP Corner 3050(+1),1 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.
Anti-air PC DI, 6HP > 214HP, W.623PP > (j.PPP) Corner 3410
3970
(+1),1 2
4(2)
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.
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.
DI (Wall), 9j.HK, ... Near Corner   1+ Leads into the same juggle combos as PC DI > 8j.HK if the opponent has a long enough travel time to the corner.
DI (Stun), 214[LP](3), 2HP > W.236HK, W.623PP > W.j.PPP, (SA1/SA2) Corner 3120
3780
4160
(+3),3 4(2) 0
1
2
Medium Simple drive and meter dump from any stun.
DI (Stun), 214LP, Walk 4/6, 8j.HK, 2HP > W.623HP, 623PP > j.PPP, (SA2) Corner 3260
4300
(+1),1 4(2) 0
2
Very Hard More optimal. Manually judge the walk distance so Tomahawk Buster connects as late as possible.
DI (Stun), 214LP, Walk 4/6, 8j.HK, 2HP > W.623MP, 623PP > j.PPP, SA1 Corner 3800(+1),1 4(2) 1 Very Hard SA1 variant.

Combo Position DamageWind 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.
PC DI, 8j.2HP/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.
j.2HP launches slightly higher but j.HK has more horizontal reach.
PC DI, 4HP > DI Anywhere 2320  2 0 Easy Deals 2.5 bars of drive damage. Very useful for burning out the opponent.
PC DI, 8j.2HP, 9j.MP~dl.MP, W.623LP/MP Anywhere 3010/31101 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.
PC DI, 8j.2HP, 9j.MP~MP, W.623PP > (*.j.PPP) Anywhere 3310
3730{3790}
1
1-2
3(1)
5(3)
Hard Delay has a 3f timing window.
9j.2HP switches sides in the corner or from long range.
Delaying j.MP is not necessary.
PC DI, 8j.2HP, 9j.MP~MP > W.j.SA2 Anywhere 39601 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 > DRC~4HP > W.623LP Anywhere 29921 4(1) Medium +44 safe jump setup.
PC DI, 8j.HK, DR~dl.2HP > DRC~4HP > W.236MK, 2HK Corner 33441 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.
PC DI, 8j.HK, (dl.)6HP, 214PP, W.623PP > W.j.PPP > SA1/SA2 Corner 4950{5070}
4570{4778}
(+1),2-3 7(5) 1
2
Hard/Medium* Drive dump route into SA1 or SA2.
Consistent without a delay against Dee Jay, JP, Marisa and Zangief.
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
Anti-air PC DI, 6HP > (Crumple Starter Combo) Anywhere 2660+  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.
Anti-air PC DI, 9j.dl.MP > 6HP > (Crumple Starter Combo) Anywhere 2990+  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.
Anti-air PC DI, 6HP > 214HP, W.623LP Corner 3050(+1),1 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.
Anti-air PC DI, 6HP > 214HP, W.623PP > (W.j.PPP) Corner 3410
{4050}
(+1),1
(+1),2
2
4(2)
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.
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.
DI (Wall), 9j.HK, ... Near Corner   1+ Leads into the same juggle combos as PC DI > 8j.HK if the opponent has a long enough travel time to the corner.
DI (Stun), 214[LP](3), (j.HK), 2HP > W.236HK, W.623PP > W.j.PPP, (SA1/SA2) Corner 3120{3220}
3780{3880}
4160{4260}
1-3 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.
DI (Stun), 214LP, Walk 4/6, 8j.HK, 2HP > W.623HP, W.623PP > *.j.PPP, (SA1/SA2) Corner 3360{3420}
4020{4080}
4400{4460}
1-3 4(2) 0
1
2
Hard More optimal. Manually judge the walk distance so Tomahawk Buster connects as late as possible.


SF6 Navigation

General
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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
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Ed
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Guile
Jamie
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Lily
Luke
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Mai
Manon
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Ryu
Terry
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Data
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