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! Notation !! Meaning | ! Notation !! Meaning | ||
|- | |- | ||
| '''{{clr|4|W.}}X''' || The '''Windclad''' version of the following special move is required. e.g. {{clr| | | '''{{clr|4|W.}}X''' || The '''Windclad''' version of the following special move is required. e.g. {{clr|L|5LP}} > {{clr|4|W.}}{{clr|M|236MK}}. | ||
|- | |- | ||
| '''{{clr|4|*.}}X''' || Either the Windclad OR the normal version of the following special move can be used. e.g. {{clr| | | '''{{clr|4|*.}}X''' || Either the Windclad OR the normal version of the following special move can be used. e.g. {{clr|L|5LP}} > {{clr|4|*.}}{{clr|10|236KK}}.<br>The damage of the Windclad version will be denoted in brackets {}. | ||
|- | |- | ||
| || When both of the above are omitted, the normal non-Windclad version of the special move should be used. | | || When both of the above are omitted, the normal non-Windclad version of the special move should be used. | ||
Line 20: | Line 20: | ||
When using Modern controls, the following moves are unavailable to Lily, so any combo that uses them cannot be performed. | When using Modern controls, the following moves are unavailable to Lily, so any combo that uses them cannot be performed. | ||
* {{clr|4|DR}}~{{clr| | * {{clr|4|DR}}~{{clr|L|5LP}} (and any other instance of {{clr|L|5LP}} being used outside of a chain combo) | ||
* {{clr| | * {{clr|M|5MK}} | ||
* {{clr| | * {{clr|H|3HP}} | ||
Drive Gauge values may be formatted as A~B. | Drive Gauge values may be formatted as A~B. | ||
Line 30: | Line 30: | ||
== Light Starter == | == Light Starter == | ||
These combos are designed to work at the distance after a blocked Windclad Condor Spire ({{clr|4|W.}}{{clr| | These combos are designed to work at the distance after a blocked Windclad Condor Spire ({{clr|4|W.}}{{clr|H|236HK}}/{{clr|M|MK}}/{{clr|L|LK}}).<br> | ||
{{clr| | {{clr|L|5LK}} > {{clr|L|2LP}} is used as a standard confirm. {{clr|L|5LK}} is Lily's fastest normal move, and {{clr|L|2LP}} has the least pushback so keeps the opponent closer for consistency on hit and pressure on block. | ||
OD Windclad Condor Spire ({{clr|4|W.}}{{clr|10|236KK}}) has more pushback than the non-OD versions. Replace {{clr| | OD Windclad Condor Spire ({{clr|4|W.}}{{clr|10|236KK}}) has more pushback than the non-OD versions. Replace {{clr|L|5LP}} with {{clr|L|2LP}} in the hit-confirm to compensate.<br> | ||
{{clr| | {{clr|L|2LK}} can be used instead of {{clr|L|5LK}} for a low hit, but this also has more pushback. Replace {{clr|L|5LP}} with {{clr|L|2LP}} in the hit-confirm to compensate.<br> | ||
Conversely, {{clr| | Conversely, {{clr|L|5LP}} can be used instead of {{clr|L|2LP}} for more damage but more pushback. | ||
{{SF6-ComboTable | {{SF6-ComboTable | ||
Line 41: | Line 41: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|4|*.}}{{clr|H|623HP}}/{{clr|M|MP}}/{{clr|L|LP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = {{clr| | | Damage = {{clr|H|1530}}{{clr|4|{1690} }}<br>{{clr|M|1370}}{{clr|4|{1530} }}<br>{{clr|L|1290}}{{clr|4|{1370} }} | ||
| Stocks = 0-1 | | Stocks = 0-1 | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = {{clr| | | Notes = {{clr|H|623HP}} works best against standing opponents.<br>{{clr|L|623LP}} is the most consistent against crouching opponents.<br>{{clr|M|623MP}} is in between.<br>Lighter versions give a closer knockdown. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|4|*.}}{{clr|10|623PP}} > ({{clr|4|*.}}{{clr|10|j.PPP}}) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1690{{clr|4|{1530} }}<br>2530{{clr|4|{2370}{2490} }} | | Damage = 1690{{clr|4|{1530} }}<br>2530{{clr|4|{2370}{2490} }} | ||
Line 58: | Line 58: | ||
| Drive = 2<br>2~4 | | Drive = 2<br>2~4 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = More consistent than regular 623P.<br>The Windclad version deals LESS damage due to whiffing the first hit,<br>which only connects after a point blank confirm on a crouching opponent. | | Notes = More consistent than regular 623P.<br>The Windclad version deals LESS damage due to whiffing the first hit,<br>which only connects after a point blank confirm on a crouching opponent. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|4|*.}}{{clr|10|236KK}} > ({{clr|4|*.}}{{clr|10|236236K}}) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1550{{clr|4|{1690} }}<br>2800{{clr|4|{2940}{3090} }} | | Damage = 1550{{clr|4|{1690} }}<br>2800{{clr|4|{2940}{3090} }} | ||
Line 69: | Line 69: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 0<br>2 | | Super = 0<br>2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = For when too far away to connect with 623P.<br>Non-windclad {{clr|10|236KK}}, {{clr|10|214[PP]}} is +2 on the opponent's wakeup. | | Notes = For when too far away to connect with 623P.<br>Non-windclad {{clr|10|236KK}}, {{clr|10|214[PP]}} is +2 on the opponent's wakeup. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|4|W.}}{{clr|M|236MK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1620 | | Damage = 1620 | ||
Line 80: | Line 80: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = {{clr|4|W.}}{{clr| | | Notes = {{clr|4|W.}}{{clr|M|236MK}}, {{clr|L|214LP}} is +2 on the opponent's wakeup. Loopable in the corner.<br>{{clr|4|W.}}{{clr|L|236LK}} is more consistent at range but loses 2 frames of advantage. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|10|236236P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2390<br>3550(3850) | | Damage = 2390<br>3550(3850) | ||
Line 92: | Line 92: | ||
| Super = 1 | | Super = 1 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Easier input: {{clr| | | Notes = Easier input: {{clr|L|2LP}} > {{clr|L|236LP}}~{{clr|10|236P}} | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2570 | | Damage = 2570 | ||
Line 107: | Line 107: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2810 | | Damage = 2810 | ||
Line 118: | Line 118: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > ({{clr|L|5LP}}) > {{clr|10|214214P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3720(4070)<br>3550(3850) | | Damage = 3720(4070)<br>3550(3850) | ||
Line 129: | Line 129: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|4|W.}}{{clr|M|236MK}} > {{clr|4|W.}}{{clr|M|623MP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 2265 | | Damage = 2265 | ||
Line 135: | Line 135: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|4|W.}}{{clr|M|236MK}} > {{clr|4|W.}}{{clr|10|623PP}} > ({{clr|4|*.}}{{clr|10|j.PPP}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 2420<br>2840{{clr|4|{2900} }} | | Damage = 2420<br>2840{{clr|4|{2900} }} | ||
Line 146: | Line 146: | ||
| Drive = 2<br>2~4 | | Drive = 2<br>2~4 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|10|236236P}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 2795 | | Damage = 2795 | ||
Line 157: | Line 157: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 1 | | Super = 1 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Works midscreen against Blanka.<br>Other characters must reach the corner while in the air. | | Notes = Works midscreen against Blanka.<br>Other characters must reach the corner while in the air. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|5LP}} > {{clr|4|W.}}{{clr|10|236KK}} > {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3910{{clr|4|{3970} }} | | Damage = 3910{{clr|4|{3970} }} | ||
Line 168: | Line 168: | ||
| Drive = 4~6 | | Drive = 4~6 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|L|2LP/5LP}} > {{clr|4|DR}}~{{clr|L|5LP}}, ([[#Drive Rush Starter|Drive Rush Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2070+ | | Damage = 2070+ | ||
Line 180: | Line 180: | ||
| Super = 0+ | | Super = 0+ | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Light Drive Rush confirm into bigger buttons.<br>Staying close by using {{clr| | | Notes = Light Drive Rush confirm into bigger buttons.<br>Staying close by using {{clr|L|2LP}} or a shorter confirm can lead to better follow-ups. | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 186: | Line 186: | ||
== Medium / Heavy Starter == | == Medium / Heavy Starter == | ||
All combos starting with "{{clr| | All combos starting with "{{clr|H|HP}}" can be done from any of {{clr|H|2HP}}, {{clr|H|4HP}}, {{clr|H|5HP}}, or {{clr|H|6HP}}.<br> | ||
Damage values assume {{clr| | Damage values assume {{clr|H|4HP}} or 2-hits of {{clr|H|2HP}}. Subtract 100 damage for {{clr|H|5HP}} or {{clr|H|6HP}}. Subtract 500 damage for a single-hit {{clr|H|2HP}}. | ||
Similarly, all combos starting with "{{clr| | Similarly, all combos starting with "{{clr|M|MK}}" work with either {{clr|M|2MK}} or {{clr|M|5MK}}. | ||
{{clr| | {{clr|H|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.<br> | Most of these combos work from poking distance. Exceptions will be noted.<br> | ||
Line 199: | Line 199: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|M|MK}} > {{clr|L|236LK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1400 | | Damage = 1400 | ||
Line 205: | Line 205: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Unsafe and not confirmable. | | Notes = Unsafe and not confirmable. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|M|MK}} > {{clr|4|W.}}{{clr|H|236HK}}/{{clr|M|MK}}/{{clr|L|LK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = {{clr| | | Damage = {{clr|H|1800}}/{{clr|M|1700}}/{{clr|L|1600}} | ||
| Stocks = 1 | | Stocks = 1 | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = +1 on block.<br>Lighter versions give a closer knockdown. | | Notes = +1 on block.<br>Lighter versions give a closer knockdown. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|M|236MK}}/{{clr|L|LK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = {{clr| | | Damage = {{clr|M|1900}}/{{clr|L|1800}} | ||
| Stocks = 0 | | Stocks = 0 | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Lighter versions give a closer knockdown.<br>{{clr| | | Notes = Lighter versions give a closer knockdown.<br>{{clr|H|2HP}} > {{clr|L|236LK}} can be plus on block and DI-safe if spaced correctly | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|4|W.}}{{clr|H|236HK}}/{{clr|M|MK}}/{{clr|L|LK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = {{clr| | | Damage = {{clr|H|2200}}/{{clr|M|2100}}/{{clr|L|2000}} | ||
| Stocks = 1 | | Stocks = 1 | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = +1 on block.<br>Lighter versions combo from further away and give a closer knockdown. | | Notes = +1 on block.<br>Lighter versions combo from further away and give a closer knockdown. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|*.}}{{clr|H|623HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2200{{clr|4|{2600} }} | | Damage = 2200{{clr|4|{2600} }} | ||
Line 249: | Line 249: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|*.}}{{clr|10|236KK}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3750{{clr|4|{3950}{4160} }} | | Damage = 3750{{clr|4|{3950}{4160} }} | ||
Line 260: | Line 260: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|W.}}{{clr|H|236HK}} > {{clr|4|W.}}{{clr|H|623HP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3180 | | Damage = 3180 | ||
Line 271: | Line 271: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|10|236236P}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 3740 | | Damage = 3740 | ||
Line 282: | Line 282: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 1 | | Super = 1 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Works midscreen against Blanka.<br>Other characters must reach the corner while in the air. | | Notes = Works midscreen against Blanka.<br>Other characters must reach the corner while in the air. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|W.}}{{clr|H|236HK}}, {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3950{{clr|4|{4160} }} | | Damage = 3950{{clr|4|{4160} }} | ||
Line 293: | Line 293: | ||
| Drive = | | Drive = | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|W.}}{{clr|H|236HK}} > {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, ({{clr|10|236236K}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4020{{clr|4|{4120} }}<br>5120 | | Damage = 4020{{clr|4|{4120} }}<br>5120 | ||
Line 309: | Line 309: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|W.}}{{clr|10|236KK}} > {{clr|4|W.}}{{clr|10|623PP}} > {{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5020{{clr|4|{5120} }} | | Damage = 5020{{clr|4|{5120} }} | ||
Line 316: | Line 316: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = {{clr|4|W.}}{{clr|10|236KK}} deals no extra damage, but launches higher than {{clr|4|W.}}{{clr| | | Notes = {{clr|4|W.}}{{clr|10|236KK}} deals no extra damage, but launches higher than {{clr|4|W.}}{{clr|H|236HK}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|10|214PP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2200 | | Damage = 2200 | ||
Line 326: | Line 326: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 0 | | Super = 0 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = True blockstring from {{clr| | | Notes = True blockstring from {{clr|H|2HP}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|10|214PP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4160 | | Damage = 4160 | ||
Line 337: | Line 337: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = SA2 doesn't connect from the tip of {{clr| | | Notes = SA2 doesn't connect from the tip of {{clr|H|2HP}}/{{clr|H|4HP}} range. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|M|623MP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3040 | | Damage = 3040 | ||
Line 348: | Line 348: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Builds and uses Windclad. | | Notes = Builds and uses Windclad. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|10|623PP}} > ({{clr|4|*.}}{{clr|10|j.PPP}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3320<br>4020{{clr|4|{4120} }} | | Damage = 3320<br>4020{{clr|4|{4120} }} | ||
Line 359: | Line 359: | ||
| Drive = 2~4<br>4~6 | | Drive = 2~4<br>4~6 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Builds and uses Windclad. | | Notes = Builds and uses Windclad. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|M|214MP}} > ({{clr|10|214214P}}) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1900<br>4600(4900) | | Damage = 1900<br>4600(4900) | ||
Line 370: | Line 370: | ||
| Drive = | | Drive = | ||
| Super = 0<br>3 | | Super = 0<br>3 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = {{clr| | | Notes = {{clr|M|214MP}} is +2 on hit, which allows for some sneaky resets. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|4HP}}/{{clr|H|6HP}} > {{clr|H|214HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2100 | | Damage = 2100 | ||
Line 381: | Line 381: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = {{clr| | | Notes = {{clr|H|214HP}} doesn't combo after {{clr|H|2HP}} or {{clr|H|5HP}} without a counter-hit or {{clr|4|DR}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|4HP}}/{{clr|H|6HP}} > {{clr|4|DI}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1800 | | Damage = 1800 | ||
Line 392: | Line 392: | ||
| Drive = 1 | | Drive = 1 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Combo into 1 bar of drive damage.<br>When blocked by burned out JP or Marisa, {{clr| | | Notes = Combo into 1 bar of drive damage.<br>When blocked by burned out JP or Marisa, {{clr|H|6HP}} > {{clr|4|DI}} can't be interrupted by 3f armor. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|M|2MP}} > {{clr|10|236236P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2900 | | Damage = 2900 | ||
Line 408: | Line 408: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|M|2MP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3500 | | Damage = 3500 | ||
Line 419: | Line 419: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|M|2MP}} > {{clr|10|236236P}}/{{clr|10|214214P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4750(5200) | | Damage = 4750(5200) | ||
Line 430: | Line 430: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|4HP}}, {{clr|L|5LK}} > ([[#Light Starter|Light Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2260+ | | Damage = 2260+ | ||
Line 437: | Line 437: | ||
| Super = 0+ | | Super = 0+ | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Must be done at point blank range.<br>Skip the first {{clr| | | Notes = Must be done at point blank range.<br>Skip the first {{clr|L|2LP}} after {{clr|L|5LK}} in the follow-up combo to account for distance. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|DR}}~{{clr|L|5LP}}, ([[#Drive Rush Starter|Drive Rush Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2413+ | | Damage = 2413+ | ||
Line 452: | Line 452: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}}/{{clr|M|MK}} > {{clr|4|DR}}~{{clr|H|2HP}}, ([[#Drive Rush Starter|Drive Rush Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2198+ | | Damage = 2198+ | ||
Line 463: | Line 463: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, ([[#Drive Rush Starter|Drive Rush Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2966+ | | Damage = 2966+ | ||
Line 482: | Line 482: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|M|214MP}} > {{clr|10|214214P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4500(4900) | | Damage = 4500(4900) | ||
Line 489: | Line 489: | ||
| Super = 3 | | Super = 3 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Single hit confirmable, anti {{clr|4|Drive Impact}} combo.<br>Buffer the {{clr|10|SA3}} input and press the button on reaction to the opponent's life bar going down (unless they are in burnout).<br>Also effective against opponents that try to punish {{clr| | | Notes = Single hit confirmable, anti {{clr|4|Drive Impact}} combo.<br>Buffer the {{clr|10|SA3}} input and press the button on reaction to the opponent's life bar going down (unless they are in burnout).<br>Also effective against opponents that try to punish {{clr|L|214LP}} with {{clr|4|Drive Rush}}. Hold {{clr|M|214MP}} for a moment to avoid the perfect parry, then release it to hit them out of {{clr|4|Drive Rush}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 499: | Line 499: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Windclad projectile punish.<br>Without windclad, it still acts as a huge range whiff punish. | | Notes = Windclad projectile punish.<br>Without windclad, it still acts as a huge range whiff punish. | ||
| Video = | | Video = | ||
Line 510: | Line 510: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 1 | | Super = 1 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Windclad projectile punish.<br>Works midscreen against Blanka.<br>Other characters must reach the corner while in the air. | | Notes = Windclad projectile punish.<br>Works midscreen against Blanka.<br>Other characters must reach the corner while in the air. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr| | | Combo = {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|H|623HP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 2320 | | Damage = 2320 | ||
Line 521: | Line 521: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Projectile punish with 2 Windclad. | | Notes = Projectile punish with 2 Windclad. | ||
| Video = | | Video = | ||
Line 532: | Line 532: | ||
| Drive = 6 | | Drive = 6 | ||
| Super = 0<br>2 | | Super = 0<br>2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Projectile punish with 2+ Windclad. | | Notes = Projectile punish with 2+ Windclad. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = Late-Hit {{clr| | | Combo = Late-Hit {{clr|M|236MK}}/{{clr|H|HK}}, {{clr|L|623LP}}/{{clr|M|MP}}/{{clr|10|PP}} > ({{clr|10|j.PPP}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|M|1800}}~{{clr|H|2000}}<br>{{clr|M|2300}}/{{clr|H|2400}}<br>{{clr|M|3280}}/{{clr|H|3380}} | ||
| Stocks = 0 | | Stocks = 0 | ||
| Drive = 0 | | Drive = 0<br>2<br>2~4 | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = | | Notes = Condor Spire must hit towards the end of its active frames:<br>{{clr|L|623LP}}/{{clr|10|PP}}: 10~13f, {{clr|M|623MP}}: 12~13f | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = Late-Hit {{clr| | | Combo = Late-Hit {{clr|10|236KK}}, {{clr|L|623LP}}/{{clr|M|MP}}/{{clr|H|HP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = | | Damage = {{clr|L|1720}}/{{clr|M|1800}}/{{clr|H|1960}} | ||
| Stocks = | | Stocks = 0 | ||
| Drive = 2 | | Drive = 2 | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = | | Notes = Condor Spire must hit towards the end of its active frames:<br>{{clr|L|623LP}}: 5~13f, {{clr|M|623MP}}: 7~13f, {{clr|H|623HP}}: 9~13f | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 561: | Line 561: | ||
| Combo = Late-Hit {{clr|4|*.}}{{clr|10|236KK}}, {{clr|10|623PP}} > {{clr|10|j.PPP}}, ({{clr|10|236236K}}) | | Combo = Late-Hit {{clr|4|*.}}{{clr|10|236KK}}, {{clr|10|623PP}} > {{clr|10|j.PPP}}, ({{clr|10|236236K}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 2960{{clr|4|{3060} }}<br>3960{{clr|4|{4060} }} | | Damage = 2120{{clr|4|{2220} }}<br>2960{{clr|4|{3060} }}<br>3960{{clr|4|{4060} }} | ||
| Stocks = 0 | |||
| Drive = 2~4<br>4~6<br>4~6 | |||
| Super = 0<br>0<br>2 | |||
| Difficulty = {{clr|2|Medium}} | |||
| Notes = Non-Windclad Condor Spire must hit towards the end of its active frames:<br>{{clr|10|623PP}}: 5~13f, {{clr|10|SA2}}: 11~13f<br>Windclad Condor Spire must hit less than 3 times. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = Late-Hit {{clr|4|*.}}{{clr|10|236KK}}, {{clr|H|2HK}} | |||
| Position = Corner | |||
| Damage = 1720{{clr|4|{1820} }} | |||
| Stocks = 0-1 | | Stocks = 0-1 | ||
| Drive = | | Drive = 2 | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = | | Notes = Non-Windclad Condor Spire must hit with its last 4 active frames (10~13f).<br>Windclad Condor Spire must hit less than 3 times. | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 574: | Line 585: | ||
| Damage = 3380<br>3560{{clr|4|{3740} }} | | Damage = 3380<br>3560{{clr|4|{3740} }} | ||
| Stocks = 2<br>2-3 | | Stocks = 2<br>2-3 | ||
| Drive = 4 | | Drive = 2~4 | ||
| Super = 1<br>2 | | Super = 1<br>2 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Can also start with the much less practical {{clr|4|W.}}{{clr| | | Notes = Windclad Condor Spire must hit less than 3 times.<br>Can also start with the much less practical {{clr|4|W.}}{{clr|H|236HK}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = Late-Hit {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr| | | Combo = Late-Hit {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|M|236MK}}, {{clr|4|W.}}{{clr|M|623MP}} / ({{clr|4|W.}}{{clr|10|623PP}} > {{clr|10|j.PPP}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 2700<br>2940<br>3500 | | Damage = {{clr|M|2700}}<br>{{clr|10|2940}}<br>{{clr|10|3500}} | ||
| Stocks = 3 | | Stocks = 3 | ||
| Drive = 2<br>4<br>6 | | Drive = 2<br>2~4<br>4~6 | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = The drive gauge generated by {{clr|4|W.}}{{clr| | | Notes = Windclad Condor Spire must hit less than 3 times.<br>The drive gauge generated by {{clr|4|W.}}{{clr|M|236MK}} can prevent burnout. | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 599: | Line 610: | ||
| Super = 0<br>2 | | Super = 0<br>2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Requires a maxed out drive gauge | | Notes = Windclad Condor Spire must hit less than 3 times.<br>Requires a maxed out drive gauge and a micro-walk between Condor Spires to build extra drive gauge. | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 605: | Line 616: | ||
== Anti-air Starter == | == Anti-air Starter == | ||
Lily can combo after anti-air {{clr| | Lily can combo after anti-air {{clr|H|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 {{clr| | It generally combos into the same things as PC {{clr|H|5HP}}, {{clr|4|DR}}~{{clr|H|2HP}}, so refer to the [[#Crumple Starter|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. | It's also possible to combo off some other moves if they hit the opponent high enough. Those will also be covered here. | ||
Line 615: | Line 626: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA CH {{clr| | | Combo = AA CH {{clr|H|2HP}} > ([[#Crumple Starter|Crumple Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = | ||
Line 621: | Line 632: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|M|Medium}} | ||
| Notes = 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. | | Notes = 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. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA CH {{clr| | | Combo = AA CH {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > ([[#Crumple Starter|Crumple Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = | ||
Line 632: | Line 643: | ||
| Drive = 3 | | Drive = 3 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|M|Medium}} | ||
| Notes = As above, but makes the counter-hit confirmable.<br>Sets up pressure on non-counter-hit, and a left-right mixup if the opponent isn't too close. | | Notes = As above, but makes the counter-hit confirmable.<br>Sets up pressure on non-counter-hit, and a left-right mixup if the opponent isn't too close. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA CH {{clr| | | Combo = AA CH {{clr|H|2HP}} > {{clr|H|214HP}}/{{clr|M|214MP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1700/1500 | | Damage = 1700/1500 | ||
Line 648: | Line 659: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA CH {{clr| | | Combo = AA CH {{clr|H|2HP}} > {{clr|10|214PP}} > ({{clr|4|W.}}{{clr|10|236236K}}) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1800<br>3760 | | Damage = 1800<br>3760 | ||
Line 659: | Line 670: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA CH {{clr| | | Combo = AA CH {{clr|H|2HP}} > {{clr|H|236HK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1600 | | Damage = 1600 | ||
Line 665: | Line 676: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = On non-counter-hit this is safe on block but vulnerable to anti-airs. | | Notes = On non-counter-hit this is safe on block but vulnerable to anti-airs. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA CH {{clr| | | Combo = AA CH {{clr|H|2HP}} > {{clr|4|W.}}{{clr|H|236HK}}/{{clr|4|W.}}{{clr|10|236KK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1800 | | Damage = 1800 | ||
Line 676: | Line 687: | ||
| Drive = 0-2 | | Drive = 0-2 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Block advantage on non-counter-hit and safe against {{clr|4|Drive Impact}}, but vulnerable to anti-airs and completely whiffs if the opponent is too close. | | Notes = Block advantage on non-counter-hit and safe against {{clr|4|Drive Impact}}, but vulnerable to anti-airs and completely whiffs if the opponent is too close. | ||
| Video = | | Video = | ||
Line 685: | Line 696: | ||
| Damage = 2520{{clr|4|{2720}{2880} }} | | Damage = 2520{{clr|4|{2720}{2880} }} | ||
| Stocks = 0-2 | | Stocks = 0-2 | ||
| Drive = 4 | | Drive = 2~4 | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = | | Notes = | ||
| Video = | | Video = | ||
Line 696: | Line 707: | ||
| Damage = 3645{{clr|4|{3845}{4005}{4140} }} | | Damage = 3645{{clr|4|{3845}{4005}{4140} }} | ||
| Stocks = 0-3 | | Stocks = 0-3 | ||
| Drive = 4 | | Drive = 2~4 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Must catch the opponent slightly higher when not Windclad. | | Notes = Must catch the opponent slightly higher when not Windclad. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr| | | Combo = AA {{clr|M|9j.MP}}~{{clr|M|MP}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3400{{clr|4|{3640} }} | | Damage = 3400{{clr|4|{3640} }} | ||
Line 714: | Line 725: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr| | | Combo = AA {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|*.}}{{clr|H|623HP}}/{{clr|M|MP}}/{{clr|L|LP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2120~2360{{clr|4|{2200~2520} }} | | Damage = 2120~2360{{clr|4|{2200~2520} }} | ||
Line 721: | Line 732: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Use {{clr| | | Notes = Use {{clr|L|623LP}} for more consistency and a closer knockdown. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr| | | Combo = AA {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|*.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 2520{{clr|4|{2680} }}<br>3360{{clr|4|{3520}{3640} }}<br>4360{{clr|4|{4520}{4640}{4760} }} | | Damage = 2520{{clr|4|{2680} }}<br>3360{{clr|4|{3520}{3640} }}<br>4360{{clr|4|{4520}{4640}{4760} }} | ||
| Stocks = 0-3 | | Stocks = 0-3 | ||
| Drive = 2<br>2<br>4 | | Drive = 2<br>2<br>2~4 | ||
| Super = 0<br>0<br>2 | | Super = 0<br>0<br>2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
Line 736: | Line 747: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr| | | Combo = AA {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|W.}}{{clr|10|236KK}}, {{clr|10|236236P}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 3680 | | Damage = 3680 | ||
Line 747: | Line 758: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr| | | Combo = AA {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|W.}}{{clr|10|236KK}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3860{{clr|4|{4040} }} | | Damage = 3860{{clr|4|{4040} }} | ||
Line 758: | Line 769: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr| | | Combo = AA {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|W.}}{{clr|L|236LK}}/{{clr|10|KK}}, {{clr|4|W.}}{{clr|H|623HP}}/{{clr|M|MP}}/{{clr|L|LP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|L|2800}}/{{clr|M|2920}}/{{clr|H|3040}}<br>{{clr|10|3200}} | ||
| Stocks = 2 | | Stocks = 2 | ||
| Drive = 0<br>2 | | Drive = 0<br>2 | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Must catch the opponent high up. Use {{clr| | | Notes = Must catch the opponent high up. Use {{clr|L|623LP}} for consistency after {{clr|L|236LK}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr| | | Combo = AA {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|W.}}{{clr|L|236LK}}/{{clr|10|KK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|L|3720}}{{clr|4|{3800} }}<br>{{clr|10|4720}}{{clr|4|{4800} }} | ||
| Stocks = 2-3 | | Stocks = 2-3 | ||
| Drive = 4<br>4 | | Drive = 2~4<br>2~4 | ||
| Super = 0<br>2 | | Super = 0<br>2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
Line 780: | Line 791: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr|4|W.}}{{clr| | | Combo = AA {{clr|4|W.}}{{clr|L|623LP}}/{{clr|M|MP}}/{{clr|H|HP}}, {{clr|4|*.}}{{clr|L|623LP}}/{{clr|M|MP}}/{{clr|H|HP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|L|1500}}{{clr|4|{1600} }}<br>{{clr|H|2000}}{{clr|4|{2400} }} | ||
| Stocks = 1-2 | | Stocks = 1-2 | ||
| Drive = | | Drive = | ||
Line 791: | Line 802: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr|4|W.}}{{clr| | | Combo = AA {{clr|4|W.}}{{clr|L|623LP}}/{{clr|M|MP}}/{{clr|H|HP}}, {{clr|4|*.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|L|2000}}~{{clr|H|2400}}{{clr|4|{2600} }}<br>{{clr|L|2980}}~{{clr|H|3380}}{{clr|4|{3580}{3720} }}<br>{{clr|L|3980}}~{{clr|H|4380}}{{clr|4|{4580}{4720} }} | ||
| Stocks = 2 | | Stocks = 2 | ||
| Drive = 2<br>4<br>4 | | Drive = 2<br>2~4<br>2~4 | ||
| Super = 0<br>0<br>2 | | Super = 0<br>0<br>2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
Line 802: | Line 813: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr|4|W.}}{{clr| | | Combo = AA {{clr|4|W.}}{{clr|L|623LP}}/{{clr|M|MP}}/{{clr|H|HP}}, {{clr|4|W.}}{{clr|L|236LK}}/{{clr|10|KK}}, {{clr|4|W.}}{{clr|H|623HP}}/{{clr|M|MP}}/{{clr|L|LP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|L|2300}}~{{clr|H|2700}}<br>{{clr|L|2780}}~{{clr|H|3180}} | ||
| Stocks = 3 | | Stocks = 3 | ||
| Drive = 0<br>2 | | Drive = 0<br>2 | ||
| Super = | | Super = | ||
| Difficulty = {{clr|10|Very Hard}} | | Difficulty = {{clr|10|Very Hard}} | ||
| Notes = Must connect with the opponent at the peak of their jump.<br>Use {{clr| | | Notes = Must connect with the opponent at the peak of their jump.<br>Use {{clr|L|623LP}} for consistency after {{clr|L|236LK}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = AA {{clr|4|W.}}{{clr| | | Combo = AA {{clr|4|W.}}{{clr|L|623LP}}/{{clr|M|MP}}/{{clr|H|HP}}, {{clr|4|W.}}{{clr|L|236LK}}/{{clr|10|KK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|L|4420}}~{{clr|H|4820}}<br>{{clr|L|4620}}~{{clr|H|5020}} | ||
| Stocks = 3 | | Stocks = 3 | ||
| Drive = 4<br>6 | | Drive = 2~4<br>4~6 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|10|Very Hard}} | | Difficulty = {{clr|10|Very Hard}} | ||
Line 827: | Line 838: | ||
== Drive Rush Starter == | == Drive Rush Starter == | ||
Typical ways to confirm into a Drive Rush combo are as follows: | Typical ways to confirm into a Drive Rush combo are as follows: | ||
* {{clr| | * {{clr|L|(Light Normal)}} > {{clr|4|DR}}~{{clr|L|5LP}} | ||
* {{clr| | * {{clr|M|(Medium Normal)}} or {{clr|L|(PC Light Normal)}} > {{clr|4|DR}}~{{clr|H|2HP}}/{{clr|L|5LP}} | ||
* {{clr| | * {{clr|H|(Heavy Normal)}} or {{clr|M|(PC Medium Normal)}} > {{clr|4|DR}}~{{clr|H|4HP}}/{{clr|H|2HP}}/{{clr|L|5LP}} | ||
Note that {{clr|4|DR}}~{{clr| | Note that {{clr|4|DR}}~{{clr|L|5LP}} is unavailable to Modern controls. {{clr|4|DR}}~{{clr|L|2LP}} can be used instead, but this does not combo into {{clr|H|2HP}} | ||
Unless otherwise specified, the listed damage values are for raw Drive Rush into a {{clr| | Unless otherwise specified, the listed damage values are for raw Drive Rush into a {{clr|H|623HP}} ender using no additional resources.<br> | ||
Punish Counter Drive Rush combos are covered in the [[#Punish Counter Starter|Punish Counter Starter]] section. | Punish Counter Drive Rush combos are covered in the [[#Punish Counter Starter|Punish Counter Starter]] section. | ||
{{SF6-ComboTable | {{SF6-ComboTable | ||
Line 838: | Line 849: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|L|5LP}}, {{clr|H|2HP}} > ([[#Medium / Heavy Starter|Heavy Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2210 | | Damage = 2210 | ||
Line 845: | Line 856: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Must be close to the opponent so the first hit of {{clr| | | Notes = Must be close to the opponent so the first hit of {{clr|H|2HP}} connects. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|HP}} > {{clr|H|214HP}}/{{clr|M|214MP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2100 | | Damage = 2100 | ||
Line 856: | Line 867: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = The extra hitstun from Drive Rush makes {{clr| | | Notes = The extra hitstun from Drive Rush makes {{clr|H|214HP}} combo from any of {{clr|H|2HP}}, {{clr|H|4HP}}, {{clr|H|5HP}} or {{clr|H|6HP}}..<br>{{clr|4|DR}}~{{clr|H|2HP}}/{{clr|H|4HP}}/{{clr|H|6HP}} > {{clr|M|214MP}} is a true blockstring with no gap.<br>{{clr|4|DR}}~{{clr|H|2HP}} > {{clr|H|214HP}} is also a true blockstring, but leaves the opponent closer, making it more punishable. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|HP}} > {{clr|H|236HK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2000 | | Damage = 2000 | ||
Line 867: | Line 878: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Combos from any of {{clr| | | Notes = Combos from any of {{clr|H|2HP}}, {{clr|H|4HP}}, {{clr|H|5HP}} or {{clr|H|6HP}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|HP}} > {{clr|4|DI}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 1800 | | Damage = 1800 | ||
Line 878: | Line 889: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Combo into 1 bar of drive damage.<br>{{clr| | | Notes = Combo into 1 bar of drive damage.<br>{{clr|H|2HP}} leads to a true blockstring that still deals 1 bar of drive damage. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|4HP}}/{{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|5MK}} > ([[#Medium / Heavy Starter|Medium Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2560 | | Damage = 2560 | ||
Line 889: | Line 900: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Typically used to go into {{clr| | | Notes = Typically used to go into {{clr|H|623HP}} or another {{clr|4|Drive Rush}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|4HP}}/{{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|5MK}} > ([[#Medium / Heavy Starter|Medium Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2560 | | Damage = 2560 | ||
Line 900: | Line 911: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Typically used to go into {{clr| | | Notes = Typically used to go into {{clr|H|623HP}} or another {{clr|4|Drive Rush}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|4HP}}/{{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|2MP}} > {{clr|10|SA1}}/{{clr|10|SA2}}/{{clr|10|SA3}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3460<br>3700{{clr|4|{3940} }}<br>4850(5200) | | Damage = 3460<br>3700{{clr|4|{3940} }}<br>4850(5200) | ||
Line 911: | Line 922: | ||
| Super = 1<br>2<br>3 | | Super = 1<br>2<br>3 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Slightly more damage than {{clr| | | Notes = Slightly more damage than {{clr|M|5MK}} into {{clr|10|SA}}.<br>Less damage than {{clr|H|4HP}} > {{clr|M|214MP}} > {{clr|10|SA3}} when done from a {{clr|4|Drive Rush Cancel}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = Meaty {{clr|4|DR}}~{{clr| | | Combo = Meaty {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > ([[#Medium / Heavy Starter|Heavy Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2960 | | Damage = 2960 | ||
Line 922: | Line 933: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Works if {{clr| | | Notes = Works if {{clr|H|4HP}} hits any later than its first active frame.<br>Can be set up with a knockdown advantage of +25~27.<br>The easiest setup is {{clr|10|SA1}} against a grounded opponent in the corner (+27). | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|2HP}}, {{clr|L|5LK}} > ([[#Light Starter|Light Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2260 | | Damage = 2260 | ||
Line 933: | Line 944: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = A way to confirm non-canceled {{clr|4|DR}}~{{clr| | | Notes = A way to confirm non-canceled {{clr|4|DR}}~{{clr|H|2HP}} at close range.<br>The light chain must be shortened by 1 attack due to distance.<br>{{clr|L|5LK}} > {{clr|L|2LP}} > {{clr|4|DR}}~{{clr|L|5LP}}, {{clr|H|2HP}} always works. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DR}}~{{clr| | | Combo = {{clr|4|DR}}~{{clr|H|3HP}}, {{clr|L|2LP}}/{{clr|L|5LP}} > ([[#Light Starter|Light Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2320 | | Damage = 2320 | ||
Line 944: | Line 955: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = {{clr| | | Notes = {{clr|L|2LP}} has more range, but {{clr|L|5LP}} deals slightly more damage.<br>Can also use {{clr|L|5LK}} when close for easier timing. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = Meaty {{clr|4|DR}}~{{clr| | | Combo = Meaty {{clr|4|DR}}~{{clr|H|3HP}}, {{clr|M|5MK}} > ([[#Medium / Heavy Starter|Heavy Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2460 | | Damage = 2460 | ||
Line 955: | Line 966: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Works if {{clr| | | Notes = Works if {{clr|H|3HP}} hits any later than its first active frame.<br>Can be set up with a knockdown advantage of +36~37. Typically works after windless {{clr|M|236MK}}/{{clr|H|236HK}} (+37) or {{clr|H|623HP}}/{{clr|M|MP}}/{{clr|L|LP}} (+36), connecting non-meaty against a grounded opponent. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = Meaty {{clr|4|DR}}~{{clr| | | Combo = Meaty {{clr|4|DR}}~{{clr|H|3HP}}, {{clr|M|2MP}} > {{clr|10|SA1}}/{{clr|10|SA2}}/{{clr|10|SA3}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3360<br>3600<br>4750(5100) | | Damage = 3360<br>3600<br>4750(5100) | ||
Line 966: | Line 977: | ||
| Super = 1<br>2<br>3 | | Super = 1<br>2<br>3 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Slightly more damage than the above when {{clr| | | Notes = Slightly more damage than the above when {{clr|H|3HP}} hits on its last active frame.<br>Can be set up with a knockdown advantage of +37. Typically works after windless {{clr|M|236MK}}/{{clr|H|236HK}} (+37), connecting non-meaty against a grounded opponent. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|L|5LK}} > ({{clr|L|5LP}}) > {{clr|4|DR}}~{{clr|L|5LP}}, {{clr|H|2HP}} > ([[#Medium / Heavy Starter|Heavy Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3274(3266) | | Damage = 3274(3266) | ||
Line 977: | Line 988: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = A 2 frame micro-walk after {{clr| | | Notes = A 2 frame micro-walk after {{clr|H|4HP}} builds a pixel of drive gauge, allowing 2 Drive Rush Cancels without burning out, and optionally leading into a 3rd. | ||
<br>Micro-walk {{clr| | <br>Micro-walk {{clr|L|5LP}} be used instead of {{clr|L|5LK}} for a little more damage, but this reduces the timing window from 4 frames to 2 frames, making it less consistent.<br>Chaining into {{clr|L|5LP}} builds a tiny bit more meter at the cost of a tiny amount of damage. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr| | | Combo = {{clr|H|HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|M|5MK}} > {{clr|4|DR}}~({{clr|L|5LP}}, ){{clr|H|2HP}} > ([[#Medium / Heavy Starter|Heavy Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3478 | | Damage = 3478 | ||
Line 989: | Line 1,000: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|10|Very Hard}} | | Difficulty = {{clr|10|Very Hard}} | ||
| Notes = A frame perfect variant of the micro-walk combo that does even more damage.<br>{{clr| | | Notes = A frame perfect variant of the micro-walk combo that does even more damage.<br>{{clr|L|5LP}} can be skipped to get slightly more damage out of triple drive rush combos. | ||
| Video = | | Video = | ||
|}} | |}} | ||
Line 995: | Line 1,006: | ||
== Crumple Starter == | == Crumple Starter == | ||
Punish Counter {{clr| | Punish Counter {{clr|H|5HP}} puts the opponent into a crumple state which significantly changes the available combo routes.<br> | ||
{{clr| | {{clr|H|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 {{clr|4|Drive Impact Wall Splat}} or {{clr|4|Punish Counter Drive Impact}}.<br> | Crumple combos also work after a {{clr|4|Drive Impact Wall Splat}} or {{clr|4|Punish Counter Drive Impact}}.<br> | ||
For combos after {{clr|4|Drive Impact}}, simply replace PC {{clr| | For combos after {{clr|4|Drive Impact}}, simply replace PC {{clr|H|5HP}} in the combo with one of the {{clr|4|DI}} equivalents from the starter list. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Crumple Starter !! Drive !! Notes | ! Crumple Starter !! Drive !! Notes | ||
|- | |- | ||
| '''PC {{clr| | | '''PC {{clr|H|5HP}}, {{clr|H|6HP}}''' || || Standard starter.<br>Any combo listed with this starter can be directly swapped to use any other starter listed below. | ||
|- | |- | ||
| '''PC {{clr| | | '''PC {{clr|H|5HP}}, {{clr|H|4HP}}''' || || Close-range or corner starter that deals 100 more damage.<br>Can be used in place of {{clr|H|6HP}} in any combo if close enough or near the corner.<br>{{clr|H|4HP}} launches slightly higher than {{clr|H|6HP}}, making it required for some combos. | ||
|- | |- | ||
| '''PC {{clr| | | '''PC {{clr|H|5HP}}, {{clr|4|DR}}~{{clr|H|2HP}}/{{clr|H|4HP}}''' || 1 || Long-range whiff punish starter using a non-canceled Drive Rush.<br>Loses some damage due to DR scaling.<br>{{clr|H|2HP}} launches even higher than {{clr|H|4HP}} and is required by some combos. | ||
|- | |- | ||
| '''PC {{clr| | | '''PC {{clr|H|5HP}} > {{clr|4|DR}}~{{clr|H|2HP}}/{{clr|H|4HP}}/{{clr|H|6HP}}''' || 3 || Full-screen whiff punish starter done by canceling into Drive Rush instead (e.g. Dhalsim limbs).<br>Doing this close enough keeps the opponent grounded for a [[#Medium / Heavy Starter|Heavy Starter Combo]], which is required for {{clr|10|SA3}}. | ||
|- | |- | ||
| '''PC {{clr| | | '''PC {{clr|H|5HP}} > {{clr|10|214[PP]}}, {{clr|H|5HP}}/{{clr|M|5MK}}''' || 2 || Point blank combo that builds Windclad, leading to more optimal combos near the corner.<br>Can also be used to build 2 Windclad in one combo with a {{clr|H|214HP}}/{{clr|10|PP}} followup.<br>{{clr|M|5MK}} is needed to combo directly into {{clr|H|214HP}}/{{clr|10|PP}} outside the corner. | ||
|- | |- | ||
| '''PC {{clr|4|DI}}, 66, {{clr| | | '''PC {{clr|4|DI}}, 66, {{clr|H|4HP}}/{{clr|H|6HP}}''' || 1 || Standard Drive Impact starter.<br>{{clr|H|6HP}} isn't usually needed but does have slightly more corner carry. | ||
|- | |- | ||
| '''PC {{clr|4|DI}}, {{clr| | | '''PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|4|DR}}~{{clr|H|4HP}}''' || 2 || More corner carry and meter in exchange for another drive bar.<br>More damage for short combos, less damage for long ones due to DR scaling.<br>At the tip of Drive Impact range it may be necessary to instead jump forwards with crossup {{clr|H|9j.2HP}}. | ||
|- | |- | ||
| '''PC {{clr|4|DI}}, {{clr| | | '''PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|4|DR}}~dl.{{clr|H|2HP}}''' || 2 || This is basically a free extra hit due to {{clr|H|2HP}} combos already requiring {{clr|4|DR}}.<br>There is a 4f timing window to get both hits of {{clr|H|2HP}}. | ||
|- | |- | ||
| '''{{clr|4|DI}} (Wall), (66), {{clr| | | '''{{clr|4|DI}} (Wall), (66), {{clr|H|4HP}}/{{clr|H|6HP}}''' || 1 || Whether to dash depends on the distance the opponent travels to the wall. | ||
|- | |- | ||
| '''{{clr|4|DI}} (Wall), {{clr| | | '''{{clr|4|DI}} (Wall), {{clr|H|9j.HK}}, {{clr|4|DR}}~{{clr|H|2HP}}/{{clr|H|4HP}}''' || 2 || Works when the opponent travels a long distance to the wall. | ||
|- | |- | ||
| '''Anti-air CH {{clr| | | '''Anti-air CH {{clr|H|2HP}}''' || || Technically not a crumple, but leads into the same combos. | ||
|} | |} | ||
For combos that can end with any Special Move: | For combos that can end with any Special Move: | ||
* {{clr| | * {{clr|H|623HP}} deals the most damage without using extra resources, and is used to calculate the given damage values. | ||
* {{clr| | * {{clr|H|214HP}} is the standard ender for building a Windclad stock. {{clr|M|214MP}} gives an extra frame of knockdown advantage at the cost of some damage. | ||
* {{clr| | * {{clr|H|236HK}} allows for alternative pressure options, and is especially strong when Windclad. Using lighter versions adjusts the knockdown advantage. | ||
* {{clr|10|SA1}} or {{clr|10|SA2}} also work, though {{clr|10|SA2}} usually needs a Windclad stock to be worth it. | * {{clr|10|SA1}} or {{clr|10|SA2}} also work, though {{clr|10|SA2}} usually needs a Windclad stock to be worth it. | ||
Line 1,036: | Line 1,047: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}} > {{clr|4|*.}}{{clr|H|236HK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2080{{clr|4|{2180} }} | | Damage = 2080{{clr|4|{2180} }} | ||
Line 1,042: | Line 1,053: | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Meterless and driveless whiff punish that almost always reaches.<br>Windclad version connects from an even longer distance. | | Notes = Meterless and driveless whiff punish that almost always reaches.<br>Windclad version connects from an even longer distance. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|360HP}}/{{clr|10|360PP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3320<br>3400 | | Damage = 3320<br>3400 | ||
Line 1,054: | Line 1,065: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Close range punish.<br>{{clr| | | Notes = Close range punish.<br>{{clr|L|360LP}} and {{clr|M|360MP}} are less efficient than a regular combo. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|10|Special}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2940{{clr|4|{3100} }}<br>3740<br>3980{{clr|4|{4220} }} | | Damage = 2940{{clr|4|{3100} }}<br>3740<br>3980{{clr|4|{4220} }} | ||
Line 1,064: | Line 1,075: | ||
| Drive = | | Drive = | ||
| Super = 0<br>1<br>2 | | Super = 0<br>1<br>2 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Standard punish on whiff or block into any special move. | | Notes = Standard punish on whiff or block into any special move. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|10|Special}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3368{{clr|4|{3486} }}<br>3908 | | Damage = 3368{{clr|4|{3486} }}<br>3908 | ||
Line 1,080: | Line 1,091: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|4|DR}}~{{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|M|236MK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3141 | | Damage = 3141 | ||
Line 1,091: | Line 1,102: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|DR}}~(dl.){{clr|H|4HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|10|Special}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3862{{clr|4|{3964} }}<br>4321<br>4525{{clr|4|{4678} }} | | Damage = 3862{{clr|4|{3964} }}<br>4321<br>4525{{clr|4|{4678} }} | ||
Line 1,098: | Line 1,109: | ||
| Super = 0<br>1<br>2 | | Super = 0<br>1<br>2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Full drive dump variant.<br>A delay is needed for {{clr|4|W.}}{{clr| | | Notes = Full drive dump variant.<br>A delay is needed for {{clr|4|W.}}{{clr|9|623HP}} or {{clr|10|SA1}} to fully connect.<br>There is also a risk of crossing under the opponent if too close. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > ({{clr|4|DR}}~{{clr|H|4HP}}) > {{clr|10|214PP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4620<br>4544 | | Damage = 4620<br>4544 | ||
Line 1,113: | Line 1,124: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|4HP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4700{{clr|4|{4820} }} | | Damage = 4700{{clr|4|{4820} }} | ||
Line 1,124: | Line 1,135: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4830{{clr|4|{4950} }} | | Damage = 4830{{clr|4|{4950} }} | ||
Line 1,131: | Line 1,142: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Full burnout variant picking up with the longer ranged {{clr| | | Notes = Full burnout variant picking up with the longer ranged {{clr|H|6HP}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|4HP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|236KK}}, {{clr|10|236236P}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 4580 | | Damage = 4580 | ||
Line 1,146: | Line 1,157: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|DR}}~dl.{{clr|H|2HP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|236KK}}, {{clr|10|236236P}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 4490 | | Damage = 4490 | ||
Line 1,157: | Line 1,168: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|M|623MP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3660 | | Damage = 3660 | ||
Line 1,168: | Line 1,179: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3900<br>4460{{clr|4|{4540} }} | | Damage = 3900<br>4460{{clr|4|{4540} }} | ||
Line 1,179: | Line 1,190: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|*.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, ({{clr|4|*.}}{{clr|10|236236K}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3940{{clr|4|{4100}{4220} }}<br>4940{{clr|4|{5100}{5220}{5340} }} | | Damage = 3940{{clr|4|{4100}{4220} }}<br>4940{{clr|4|{5100}{5220}{5340} }} | ||
Line 1,190: | Line 1,201: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|4HP}}/{{clr|H|6HP}} > {{clr|4|*.}}{{clr|10|236KK}} > {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4320{{clr|4|{4540} }} | | Damage = 4320{{clr|4|{4540} }} | ||
Line 1,197: | Line 1,208: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = Safe jump setup. Non-Windclad {{clr|10|236KK}} requires {{clr| | | Notes = Safe jump setup. Non-Windclad {{clr|10|236KK}} requires {{clr|H|4HP}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|10|236KK}}, {{clr|10|236236P}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4532 | | Damage = 4532 | ||
Line 1,212: | Line 1,223: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|4|DR}}~{{clr|H|2HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5038{{clr|4|{5106}{5226} }} | | Damage = 5038{{clr|4|{5106}{5226} }} | ||
Line 1,223: | Line 1,234: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > ({{clr|4|DR}}~{{clr|H|4HP}}) > {{clr|4|W.}}{{clr|H|236HK}}, {{clr|4|W.}}{{clr|H|623HP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3780<br>3956 | | Damage = 3780<br>3956 | ||
Line 1,234: | Line 1,245: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|4HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|4|W.}}{{clr|H|623HP}}, ({{clr|4|W.}}{{clr|L|623LP}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3586(4096) | | Damage = 3586(4096) | ||
Line 1,241: | Line 1,252: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = {{clr|4|W.}}{{clr| | | Notes = {{clr|4|W.}}{{clr|H|623HP}} is a safe jump setup. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|4HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|4|W.}}{{clr|H|623HP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4878{{clr|4|{4946} }} | | Damage = 4878{{clr|4|{4946} }} | ||
Line 1,256: | Line 1,267: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, dl.{{clr|H|4HP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|H|623HP}}, {{clr|4|W.}}{{clr|L|623LP}}/({{clr|4|W.}}{{clr|10|623PP}} > {{clr|10|j.PPP}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 4380<br>4680<br>5100 | | Damage = 4380<br>4680<br>5100 | ||
Line 1,263: | Line 1,274: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|10|Very Hard}} | | Difficulty = {{clr|10|Very Hard}} | ||
| Notes = Requires a specific distance from the corner. On the training stage, Lily's front toe must be between the 1st and 3rd line after the large grid line.<br>{{clr| | | Notes = Requires a specific distance from the corner. On the training stage, Lily's front toe must be between the 1st and 3rd line after the large grid line.<br>{{clr|H|4HP}} must not be done too close to the opponent. Delaying it allows the opponent to fall backwards to the correct range. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|W.}}{{clr|H|236HK}}, {{clr|10|236236P}}/{{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 4260<br>4440{{clr|4|{4520} }} | | Damage = 4260<br>4440{{clr|4|{4520} }} | ||
Line 1,278: | Line 1,289: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|4HP}} > {{clr|4|W.}}{{clr|H|236HK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|W.}}{{clr|10|j.PPP}}, {{clr|10|236236P}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5300 | | Damage = 5300 | ||
Line 1,289: | Line 1,300: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|W.}}{{clr|10|j.PPP}}, {{clr|10|236236P}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5200 | | Damage = 5200 | ||
Line 1,300: | Line 1,311: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|6HP}} > {{clr|4|W.}}{{clr|H|236HK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, ({{clr|10|236236K}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4460{{clr|4|{4540} }}<br>5460{{clr|4|{5540} }} | | Damage = 4460{{clr|4|{4540} }}<br>5460{{clr|4|{5540} }} | ||
Line 1,311: | Line 1,322: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, {{clr|H|4HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|W.}}{{clr|10|j.PPP}}, {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Stocks = 1-2 | | Stocks = 1-2 | ||
Line 1,322: | Line 1,333: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}} > {{clr|10|214[PP]}}, {{clr|H|5HP}} > {{clr|4|W.}}{{clr|M|623MP}}, {{clr|10|623PP}} > {{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 5300 | | Damage = 5300 | ||
Line 1,333: | Line 1,344: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}} > {{clr|10|214[PP]}}, {{clr|H|5HP}} > {{clr|4|W.}}{{clr|H|623HP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 5600 | | Damage = 5600 | ||
Line 1,344: | Line 1,355: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, dl.{{clr|H|4HP}} > {{clr|4|W.}}{{clr|L|623LP}}/{{clr|M|MP}}, {{clr|10|623PP}} > {{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = {{clr| | | Damage = {{clr|L|5240}}/{{clr|M|5400}} | ||
| Stocks = 1 | | Stocks = 1 | ||
| Drive = 2~4 | | Drive = 2~4 | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|10|Very Hard}} | | Difficulty = {{clr|10|Very Hard}} | ||
| Notes = If the opponent is right in the corner, walk back to hit with the tip of {{clr| | | Notes = If the opponent is right in the corner, walk back to hit with the tip of {{clr|H|4HP}} and combo using {{clr|L|623LP}}<br>{{clr|M|623MP}} requires some space behind the opponent. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|5HP}}, dl.{{clr|H|4HP}} > {{clr|4|W.}}{{clr|H|623HP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5700{{clr|4|{5800} }} | | Damage = 5700{{clr|4|{5800} }} | ||
Line 1,373: | Line 1,384: | ||
! Combo Starter !! Startup !! After Parry !! Damage !! Drive Damage !! Drive Usage !! Notes | ! Combo Starter !! Startup !! After Parry !! Damage !! Drive Damage !! Drive Usage !! Notes | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|H|j.HK}}, {{clr|H|2HP}} > (Combo) || ~40f || ~40f || 1960... || 0.5 || 0 || Less damage than {{clr|4|DR}}~{{clr|H|4HP}} but conserves some drive gauge. | ||
|- | |- | ||
| PC {{clr|4|DI}}, {{clr| | | PC {{clr|4|DI}}, {{clr|H|2HP}}/{{clr|H|4HP}} > (Combo)<br>PC {{clr|4|DI}}, ([[#Crumple Starter|Crumple Starter Combo]]) || 26f || 26f || 1760... || 1.5 || 1 || Less damage again, but can burn the opponent out more easily. | ||
|- | |- | ||
| PC {{clr|4|DR}}~{{clr| | | PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > (Combo) || 25f || 23f || 2200... || 0.8 || 1 || Optimal punish for {{clr|10|SA3}} combos. | ||
|- | |- | ||
| PC {{clr|4|DR}}~{{clr| | | PC {{clr|4|DR}}~{{clr|M|5MK}}, {{clr|H|2HP}} > (Combo) || 18f || 16f || 1720... || 0.4 || 1 || A faster but less damaging option. | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|H|5HP}} > ([[#Crumple Starter|Crumple Starter Combo]]) || 11f || 11f || 1080... || 0.8 || 0 || Optimal for corner combos into {{clr|10|SA2}}.<br>Otherwise useful for conserving drive gauge. | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|H|2HP}} > (Combo) || 10f || 10f || 1200... || 0.8 || 0 || Sometimes the simplest option is the best one. | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|M|2MP}} > {{clr|10|SA1}}<br>PC {{clr|M|2MP}} > {{clr|4|*.}}{{clr|10|SA2}}<br>PC {{clr|M|2MP}} > {{clr|10|SA3}} || 8f || 8f || 3040<br>3340{{clr|4|{3640} }}<br>4980(5340) || 1.1<br>1.6<br>2.1(2.6) || 0 || Punishes Drive Reversal.<br>{{clr|10|SA2}} requires Windclad to combo from a reasonable range. | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|M|5MK}} > (Combo) || 7f || 7f || 720... || 0.4 || 0 || Punishes Drive Reversal. | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|L|2LP}}/{{clr|L|5LP}} > {{clr|4|DR}}~{{clr|H|2HP}} > (Combo) || 6f || 6f || 1120/1180... || 0.2 || 3 || | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|L|360LP}}/{{clr|M|MP}}/{{clr|H|HP}}/{{clr|10|PP}} || 5f || 5f || {{clr|L|2300}}/{{clr|M|2760}}/{{clr|H|3220}}/{{clr|10|3350}} || 1.0 || 0/2 || Huge damage using little resources. | ||
|- | |- | ||
| PC {{clr| | | PC {{clr|L|5LK}} > {{clr|4|DR}}~{{clr|H|2HP}} > (Combo) || 4f || 4f || 1120... || 0.2 || 3 || | ||
|- | |- | ||
|} | |} | ||
Any of the above listed as leading into "(Combo)" can be used in place of {{clr|4|DR}}~{{clr| | Any of the above listed as leading into "(Combo)" can be used in place of {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} in the combo table listed below.<br> | ||
{{clr| | {{clr|H|5HP}} has its own combo routes that are covered in the [[#Crumple Starter|Crumple]] section.<br> | ||
{{clr|4|DI}} also has some more optimal crumple specific combos that are covered in the [[#Drive Impact Starter|Drive Impact]] section below. | {{clr|4|DI}} also has some more optimal crumple specific combos that are covered in the [[#Drive Impact Starter|Drive Impact]] section below. | ||
Notable examples where {{clr| | Notable examples where {{clr|H|5HP}} or {{clr|4|DR}}~{{clr|M|5MK}} is needed because {{clr|4|DR}}~{{clr|H|4HP}} is too slow: | ||
* '''Chun-Li''' {{clr|10|SA1}} (-22f), and {{clr|10|SA3}} if not parried (-24f). | * '''Chun-Li''' {{clr|10|SA1}} (-22f), and {{clr|10|SA3}} if not parried (-24f). | ||
* '''Ryu''' {{clr|10|SA2}} (-20f), and {{clr|10|SA1}} if not parried (-24f). | * '''Ryu''' {{clr|10|SA2}} (-20f), and {{clr|10|SA1}} if not parried (-24f). | ||
Line 1,412: | Line 1,423: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|*.}}{{clr|H|623HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3160{{clr|4|{3320} }} | | Damage = 3160{{clr|4|{3320} }} | ||
Line 1,423: | Line 1,434: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|10|623PP}} > ({{clr|10|j.PPP}}) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3320{{clr|4|{3160} }}<br>4160{{clr|4|{4000}{4120} }} | | Damage = 3320{{clr|4|{3160} }}<br>4160{{clr|4|{4000}{4120} }} | ||
Line 1,434: | Line 1,445: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|M|5MK}} > ({{clr|4|DR}}~{{clr|H|2HP}}) > {{clr|4|*.}}{{clr|H|623HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3846{{clr|4|{3948} }}<br>4248{{clr|4|{4332} }} | | Damage = 3846{{clr|4|{3948} }}<br>4248{{clr|4|{4332} }} | ||
Line 1,445: | Line 1,456: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|M|5MK}} > {{clr|4|*.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4424{{clr|4|{4526}{4594} }} | | Damage = 4424{{clr|4|{4526}{4594} }} | ||
Line 1,456: | Line 1,467: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|W.}}{{clr|10|236HK}}, {{clr|4|W.}}{{clr|H|623HP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4000 | | Damage = 4000 | ||
Line 1,467: | Line 1,478: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|M|623MP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 3880 | | Damage = 3880 | ||
Line 1,478: | Line 1,489: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|W.}}{{clr|H|236HK}}, {{clr|4|W.}}{{clr|10|623PP}} > ({{clr|4|*.}}{{clr|10|j.PPP}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4120<br>4680{{clr|4|{4760} }} | | Damage = 4120<br>4680{{clr|4|{4760} }} | ||
Line 1,489: | Line 1,500: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|10|214PP}}, {{clr|4|W.}}{{clr|10|623PP}} > ({{clr|4|*.}}{{clr|10|j.PPP}}) | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4120<br>4680{{clr|4|{4760} }} | | Damage = 4120<br>4680{{clr|4|{4760} }} | ||
Line 1,500: | Line 1,511: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|10|236236P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3960 | | Damage = 3960 | ||
Line 1,511: | Line 1,522: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > ({{clr|4|DR}}~{{clr|H|4HP}}) > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2MP}} > {{clr|10|236236P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Stocks = | | Stocks = | ||
Line 1,522: | Line 1,533: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > ({{clr|4|DR}}~{{clr|H|4HP}}, {{clr|M|5MK}}) > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|10|236236P}} | ||
| Position = Corner* | | Position = Corner* | ||
| Damage = 4480<br>4591 | | Damage = 4480<br>4591 | ||
Line 1,533: | Line 1,544: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4200{{clr|4|{4440} }} | | Damage = 4200{{clr|4|{4440} }} | ||
Line 1,544: | Line 1,555: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > ({{clr|4|DR}}~{{clr|H|4HP}}) > {{clr|10|214PP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4840<br>4764 | | Damage = 4840<br>4764 | ||
Line 1,555: | Line 1,566: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|5MK}} > {{clr|4|W.}}{{clr|10|236KK}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4846{{clr|4|{4966} }} | | Damage = 4846{{clr|4|{4966} }} | ||
Line 1,566: | Line 1,577: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2MP}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4877{{clr|4|{5003} }} | | Damage = 4877{{clr|4|{5003} }} | ||
Line 1,577: | Line 1,588: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|j.HK}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|L|5LK}} > ({{clr|L|5LP}}) > {{clr|4|DR}}~{{clr|L|5LP}}, {{clr|H|2HP}} > {{clr|10|214PP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 4943 | | Damage = 4943 | ||
Line 1,584: | Line 1,595: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = A rare case of {{clr| | | Notes = A rare case of {{clr|H|4HP}} not being the optimal starter. Must start with fuil drive gauge and then micro-walk to build a pixel back.<br>The optional {{clr|L|5LP}} builds meter but lowers damage. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|j.HK}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|L|5LK}} > ({{clr|L|5LP}}) > {{clr|4|DR}}~{{clr|L|5LP}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|M|2MP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 5050 | | Damage = 5050 | ||
Line 1,599: | Line 1,610: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|j.HK}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|M|5MK}} > {{clr|4|DR}}~({{clr|L|5LP}}, ){{clr|H|2HP}} > {{clr|10|214PP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 5128 | | Damage = 5128 | ||
Line 1,610: | Line 1,621: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|j.HK}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|M|5MK}} > {{clr|4|DR}}~({{clr|L|5LP}}, ){{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|M|2MP}} > {{clr|4|W.}}{{clr|10|236236K}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 5282 | | Damage = 5282 | ||
Line 1,621: | Line 1,632: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|W.}}{{clr|H|236HK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|W.}}{{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5760 | | Damage = 5760 | ||
Line 1,632: | Line 1,643: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > {{clr|4|W.}}{{clr|10|236KK}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|10|j.PPP}}, {{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 5680 | | Damage = 5680 | ||
Line 1,643: | Line 1,654: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > ({{clr|M|214MP}}) > {{clr|10|214214P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 5350(5700) | | Damage = 5350(5700) | ||
Line 1,650: | Line 1,661: | ||
| Super = 3 | | Super = 3 | ||
| Difficulty = {{clr|2|Medium}} | | Difficulty = {{clr|2|Medium}} | ||
| Notes = {{clr| | | Notes = {{clr|M|214MP}} results in less damage but builds more meter. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DR}}~{{clr| | | Combo = PC {{clr|4|DR}}~{{clr|H|4HP}}, {{clr|H|2HP}} > ({{clr|4|DR}}~{{clr|H|4HP}}, {{clr|M|5MK}}) > {{clr|4|DR}}~{{clr|L|5LP}}, {{clr|H|2HP}} > {{clr|M|214MP}} > {{clr|10|214214P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 5737(5987)<br>6388(6638) | | Damage = 5737(5987)<br>6388(6638) | ||
Line 1,665: | Line 1,676: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|j.HK}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|M|5LK}} > ({{clr|L|5LP}}) > {{clr|4|DR}}~{{clr|L|5LP}}, {{clr|H|2HP}} > {{clr|4|DR}}~({{clr|L|5LP}}, ){{clr|H|2HP}} > {{clr|M|214MP}} > {{clr|10|214214P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 6061(6311) | | Damage = 6061(6311) | ||
Line 1,676: | Line 1,687: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr| | | Combo = PC {{clr|H|j.HK}}, {{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}}, 6~{{clr|M|5MK}} > {{clr|4|DR}}~({{clr|L|5LP}}, ){{clr|H|2HP}} > {{clr|4|DR}}~({{clr|L|5LP}}, ){{clr|H|2HP}} > {{clr|M|214MP}} > {{clr|10|214214P}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 6480(6730) | | Damage = 6480(6730) | ||
Line 1,697: | Line 1,708: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|4HP}}/{{clr|H|2HP}} > ([[#Medium / Heavy Starter|Heavy Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = | ||
Line 1,708: | Line 1,719: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DI}} (Wall), {{clr| | | Combo = {{clr|4|DI}} (Wall), {{clr|H|4HP}}/{{clr|H|6HP}} > ([[#Crumple Starter|Crumple Starter Combo]]) | ||
| Position = Corner | | Position = Corner | ||
| Damage = | | Damage = | ||
Line 1,719: | Line 1,730: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, 66, {{clr| | | Combo = PC {{clr|4|DI}}, 66, {{clr|H|4HP}}/{{clr|H|6HP}} > ([[#Crumple Starter|Crumple Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = | ||
Line 1,730: | Line 1,741: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|4|DR}}~{{clr|H|4HP}} > ([[#Crumple Starter|Crumple Starter Combo]]) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = | | Damage = | ||
Line 1,737: | Line 1,748: | ||
| Super = | | Super = | ||
| Difficulty = | | Difficulty = | ||
| Notes = Refer to the [[#Crumple Starter|Crumple Starter Combo]] section.<br>Launches to the same height as delayed {{clr| | | Notes = Refer to the [[#Crumple Starter|Crumple Starter Combo]] section.<br>Launches to the same height as delayed {{clr|H|4HP}}, but gains a little more meter and has more corner carry. Deals slightly more damage for short combos, but the DR scaling makes it deal less damage in combos that use any additional resources. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|4HP}} > {{clr|4|DI}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2320 | | Damage = 2320 | ||
Line 1,747: | Line 1,758: | ||
| Drive = 2 | | Drive = 2 | ||
| Super = 0 | | Super = 0 | ||
| Difficulty = {{clr| | | Difficulty = {{clr|L|Easy}} | ||
| Notes = Deals 2.5 bars of drive damage. Very useful for burning out the opponent. | | Notes = Deals 2.5 bars of drive damage. Very useful for burning out the opponent. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|*.}}{{clr|L|623LP}}/{{clr|4|W.}}{{clr|M|623MP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2960{{clr|4|{3010} }}/ {{clr|4|{3110} }} | | Damage = 2960{{clr|4|{3010} }}/ {{clr|4|{3110} }} | ||
Line 1,759: | Line 1,770: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Delay has a 3f timing window.<br>{{clr| | | Notes = Delay has a 3f timing window.<br>{{clr|H|9j.2HP}} switches sides in the corner or from long range.<br>{{clr|4|W.}}{{clr|M|623MP}} is only consistent in the corner or after a crossup. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|*.}}{{clr|10|623PP}} > ({{clr|4|*.}}{{clr|10|j.PPP}}) | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3210{{clr|4|{3310} }}<br>3630{{clr|4|{3730}{3790} }} | | Damage = 3210{{clr|4|{3310} }}<br>3630{{clr|4|{3730}{3790} }} | ||
Line 1,770: | Line 1,781: | ||
| Super = 0<br>0 | | Super = 0<br>0 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Delay has a 2f timing window (3f when Windclad).<br>{{clr| | | Notes = Delay has a 2f timing window (3f when Windclad).<br>{{clr|H|9j.2HP}} switches sides in the corner or from long range.<br>Deals 200 less damage when Windclad and midscreen due to the first hit not connecting. This can be avoided with a frame perfect {{clr|H|8j.2HP}}, or by using {{clr|H|9j.2HP}} after a long range hit. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|M|9j.MP}}~dl.{{clr|M|MP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|W.}}{{clr|10|j.PPP}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4790{{clr|4|{4910} }} | | Damage = 4790{{clr|4|{4910} }} | ||
Line 1,781: | Line 1,792: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|10|Very Hard}} | | Difficulty = {{clr|10|Very Hard}} | ||
| Notes = Requires a frame perfect delay on the second {{clr| | | Notes = Requires a frame perfect delay on the second {{clr|M|j.MP}}. It's possible to visually confirm the height before going into {{clr|10|SA2}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|4|DR}}~dl.{{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|M|236MK}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3078 | | Damage = 3078 | ||
Line 1,792: | Line 1,803: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Safe jump setup. The delayed {{clr| | | Notes = Safe jump setup. The delayed {{clr|H|2HP}} has a 4 frame timing window, and will always result in the same advantage as long as both hits connect. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|4|DR}}~dl.{{clr|H|2HP}} > {{clr|4|DR}}~{{clr|H|4HP}} > {{clr|4|W.}}{{clr|M|236MK}}, {{clr|H|2HK}} | ||
| Position = Corner<br>{{clr|4|Windclad}} | | Position = Corner<br>{{clr|4|Windclad}} | ||
| Damage = 3344 | | Damage = 3344 | ||
Line 1,803: | Line 1,814: | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Situationally optimal with less than 3 drive bars and no SA.<br>{{clr|4|DR}}~{{clr| | | Notes = Situationally optimal with less than 3 drive bars and no SA.<br>{{clr|4|DR}}~{{clr|H|2HP}} should be delayed to hit twice. {{clr|4|W.}}{{clr|M|236MK}} must only hit twice. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|4|DI}}, {{clr| | | Combo = PC {{clr|4|DI}}, {{clr|H|8j.2HP}}, {{clr|4|DR}}~dl.{{clr|H|2HP}}, {{clr|10|214PP}}, {{clr|4|W.}}{{clr|10|623PP}} > {{clr|4|*.}}{{clr|10|j.PPP}} > {{clr|4|*.}}{{clr|10|236236K}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = 4584{{clr|4|{4618}{4738} }} | | Damage = 4584{{clr|4|{4618}{4738} }} | ||
Line 1,814: | Line 1,825: | ||
| Super = 2 | | Super = 2 | ||
| Difficulty = {{clr|3|Hard}} | | Difficulty = {{clr|3|Hard}} | ||
| Notes = Windless drive dump route into {{clr|10|SA2}}.<br>When already Windclad it's easier to use {{clr|4|DR}}~{{clr| | | Notes = Windless drive dump route into {{clr|10|SA2}}.<br>When already Windclad it's easier to use {{clr|4|DR}}~{{clr|H|4HP}} instead of {{clr|H|2HP}}. | ||
| Video = | | Video = | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|4|DI}} (Wall), {{clr| | | Combo = {{clr|4|DI}} (Wall), {{clr|H|9j.2HP}}, ... | ||
| Position = Near Corner | | Position = Near Corner | ||
| Damage = | | Damage = |
Revision as of 05:51, 21 March 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) |
Lily Additional Combo Notation | |
---|---|
Notation | Meaning |
W.X | The Windclad version of the following special move is required. e.g. 5LP > W.236MK. |
*.X | Either the Windclad OR the normal version of the following special move can be used. e.g. 5LP > *.236KK. The damage of the Windclad version will be denoted in brackets {}. |
When both of the above are omitted, the normal non-Windclad version of the special move should be used. |
When using Modern controls, the following moves are unavailable to Lily, so any combo that uses them cannot be performed.
- DR~5LP (and any other instance of 5LP being used outside of a chain combo)
- 5MK
- 3HP
Drive Gauge values may be formatted as A~B.
- 'B' is the total amount of drive gauge used by the combo.
- 'A' excludes the last drive move in the combo.
- When the amount of available drive gauge is more than 'A' but less than 'B', the combo can still be used at the cost of burning out.
Light Starter
These combos are designed to work at the distance after a blocked Windclad Condor Spire (W.236HK/MK/LK).
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 (W.236KK) 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 | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
5LK > 2LP > *.623HP/MP/LP | Anywhere | 1530{1690} 1370{1530} 1290{1370} | 0-1 | Easy | 623HP works best against standing opponents. 623LP is the most consistent against crouching opponents. 623MP is in between. Lighter versions give a closer knockdown. |
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5LK > 2LP > *.623PP > (*.j.PPP) | Anywhere | 1690{1530} 2530{2370}{2490} | 0-2 | 2 2~4 |
Easy | More consistent than regular 623P. The Windclad version deals LESS damage due to whiffing the first hit, which only connects after a point blank confirm on a crouching opponent. |
||
5LK > 2LP > 5LP > *.236KK > (*.236236K) | Anywhere | 1550{1690} 2800{2940}{3090} | 0-2 | 2 | 0 2 |
Easy | For when too far away to connect with 623P. Non-windclad 236KK, 214[PP] is +2 on the opponent's wakeup. |
|
5LK > 2LP > 5LP > W.236MK | Anywhere | 1620 | 1 | Easy | W.236MK, 214LP is +2 on the opponent's wakeup. Loopable in the corner. W.236LK is more consistent at range but loses 2 frames of advantage. |
|||
5LK > 2LP > 5LP > 236236P | Anywhere | 2390 3550(3850) | 1 | Medium | Easier input: 2LP > 236LP~236P | |||
5LK > 2LP > 236236K | Anywhere | 2570 | 0 | 2 | Medium | |||
5LK > 2LP > 5LP > W.236236K | Anywhere | 2810 | 1 | 2 | Medium | Windclad gives SA2 enough range to be confirmed from 3 hits. | ||
5LK > 2LP > (5LP) > 214214P | Anywhere | 3720(4070) 3550(3850) | 3 | Medium | Deals more damage off a shorter confirm. | |||
5LK > 2LP > 5LP > W.236MK > W.623MP | Corner | 2265 | 2 | Easy | ||||
5LK > 2LP > 5LP > W.236MK > W.623PP > (*.j.PPP) | Corner | 2420 2840{2900} | 2-3 | 2 2~4 |
Easy | |||
5LK > 2LP > 5LP > W.236KK, 236236P | Corner* | 2795 | 1 | 2 | 1 | Easy | Works midscreen against Blanka. Other characters must reach the corner while in the air. |
|
5LK > 2LP > 5LP > W.236KK > W.623PP > *.j.PPP, 236236K | Corner | 3910{3970} | 2-3 | 4~6 | 2 | Easy | ||
5LK > 2LP > 2LP/5LP > DR~5LP, (Drive Rush Combo) | Anywhere | 2070+ | 3+ | 0+ | Medium | Light Drive Rush confirm into bigger buttons. Staying close by using 2LP or a shorter confirm can lead to better follow-ups. |
Medium / Heavy Starter
All combos starting with "HP" can be done from any of 2HP, 4HP, 5HP, or 6HP.
Damage values assume 4HP or 2-hits of 2HP. Subtract 100 damage for 5HP or 6HP. Subtract 500 damage for a single-hit 2HP.
Similarly, all combos starting with "MK" work with either 2MK or 5MK.
2HP is particularly notable as the 2-hits make it easy to hit-confirm unsafe moves when close enough to the opponent.
Most of these combos work from poking distance. Exceptions will be noted.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
MK > 236LK | Anywhere | 1400 | 0 | Easy | Unsafe and not confirmable. | |||
MK > W.236HK/MK/LK | Anywhere | 1800/1700/1600 | 1 | Easy | +1 on block. Lighter versions give a closer knockdown. |
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HP > 236MK/LK | Anywhere | 1900/1800 | 0 | Easy | Lighter versions give a closer knockdown. 2HP > 236LK can be plus on block and DI-safe if spaced correctly |
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HP > W.236HK/MK/LK | Anywhere | 2200/2100/2000 | 1 | Easy | +1 on block. Lighter versions combo from further away and give a closer knockdown. |
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HP/MK > *.623HP | Anywhere | 2200{2600} | 0-1 | Easy | ||||
HP/MK > *.236KK > *.236236K | Anywhere | 3750{3950}{4160} | 0-2 | 2 | 2 | Easy | ||
HP/MK > W.236HK > W.623HP | Corner | 3180 | 2 | Easy | ||||
HP/MK > W.236KK, 236236P | Corner* | 3740 | 1 | 2 | 1 | Easy | Works midscreen against Blanka. Other characters must reach the corner while in the air. |
|
HP/MK > W.236HK, *.236236K | Corner | 3950{4160} | 1 | 2 | Easy | |||
HP/MK > W.236HK > W.623PP > *.j.PPP, (236236K) | Corner | 4020{4120} 5120 | 2-3 | 2~4 | 0 2 |
Medium | 236236K requires 3 Windclad. | |
HP/MK > W.236KK > W.623PP > j.PPP, 236236K | Corner | 5020{5120} | 2 | 4~6 | 2 | Medium | W.236KK deals no extra damage, but launches higher than W.236HK. | |
HP > 214PP | Anywhere | 2200 | (+1) | 2 | 0 | Easy | True blockstring from 2HP. | |
HP > 214PP > W.236236K | Anywhere | 4160 | 2 | 2 | Easy | SA2 doesn't connect from the tip of 2HP/4HP range. | ||
HP > 214PP, W.623MP | Corner | 3040 | 2 | Easy | Builds and uses Windclad. | |||
HP > 214PP, W.623PP > (*.j.PPP) | Corner | 3320 4020{4120} | 0-1 | 2~4 4~6 |
Easy | Builds and uses Windclad. | ||
HP > 214MP > (214214P) | Anywhere | 1900 4600(4900) | (+1) | 0 3 |
Easy | 214MP is +2 on hit, which allows for some sneaky resets. | ||
4HP/6HP > 214HP | Anywhere | 2100 | (+1) | Easy | 214HP doesn't combo after 2HP or 5HP without a counter-hit or DR. | |||
4HP/6HP > DI | Anywhere | 1800 | 1 | Easy | Combo into 1 bar of drive damage. When blocked by burned out JP or Marisa, 6HP > DI can't be interrupted by 3f armor. |
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2MP > 236236P | Anywhere | 2900 | 1 | Medium | A very good way to interrupt Drive Rush. Combos from a huge range on counter-hit, but can miss after hitting an extended hurtbox. |
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2MP > W.236236K | Anywhere | 3500 | 1 | 2 | Medium | Less range than SA1. Combos from maximum range, but is more liable to drop against extended hurtboxes. Technically possible to combo without Windclad, but not from a sane range. |
||
2MP > 236236P/214214P | Anywhere | 4750(5200) | 3 | Medium | Less range than SA1 but more range than Windclad SA2. | |||
4HP, 5LK > (Light Starter Combo) | Anywhere | 2260+ | 0+ | 0+ | Hard | Must be done at point blank range. Skip the first 2LP after 5LK in the follow-up combo to account for distance. |
||
HP/MK > DR~5LP, (Drive Rush Combo) | Anywhere | 2413+ | 3+ | 0+ | Medium | +3 on block. | ||
HP/MK > DR~2HP, (Drive Rush Combo) | Anywhere | 2198+ | 3+ | 0+ | Medium | +2 on block. | ||
HP > DR~4HP, (Drive Rush Combo) | Anywhere | 2966+ | 3+ | 0+ | Medium | +2 on block. There is a gap but it is safe against Drive Impact. |
Special Starter
For the most part it's possible to simply do the same combos listed in the above sections, but skipping the normal moves at the beginning.
The combos listed here are either important enough to be mentioned specifically, or require a special move to hit in a specific way in order to work.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
214MP > 214214P | 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 > *.236236K | Anywhere | 3000{3200}{3440} | 0-2 | 2 | 2 | Easy | Windclad projectile punish. Without windclad, it still acts as a huge range whiff punish. |
|
W.236KK, 236236P | Corner* | 2960 | 1 | 2 | 1 | Easy | Windclad projectile punish. Works midscreen against Blanka. Other characters must reach the corner while in the air. |
|
W.236KK, W.623HP | Corner | 2320 | 2 | 2 | Easy | Projectile punish with 2 Windclad. | ||
W.236KK, W.623PP > *.j.PPP, (236236K) | Corner | 33203440 4320{4440} | 2-3 | 6 | 0 2 |
Easy | Projectile punish with 2+ Windclad. | |
Late-Hit 236MK/HK, 623LP/MP/PP > (j.PPP) | Corner | 1800~2000 2300/2400 3280/3380 | 0 | 0 2 2~4 |
Medium | Condor Spire must hit towards the end of its active frames: 623LP/PP: 10~13f, 623MP: 12~13f |
||
Late-Hit 236KK, 623LP/MP/HP | Corner | 1720/1800/1960 | 0 | 2 | Medium | Condor Spire must hit towards the end of its active frames: 623LP: 5~13f, 623MP: 7~13f, 623HP: 9~13f |
||
Late-Hit *.236KK, 623PP > j.PPP, (236236K) | Corner | 2120{2220} 2960{3060} 3960{4060} | 0 | 2~4 4~6 4~6 |
0 0 2 |
Medium | Non-Windclad Condor Spire must hit towards the end of its active frames: 623PP: 5~13f, SA2: 11~13f Windclad Condor Spire must hit less than 3 times. |
|
Late-Hit *.236KK, 2HK | Corner | 1720{1820} | 0-1 | 2 | Medium | Non-Windclad Condor Spire must hit with its last 4 active frames (10~13f). Windclad Condor Spire must hit less than 3 times. |
||
Late-Hit W.236KK, W.236KK, 236236P/*.236236K | Corner | 3380 3560{3740} | 2 2-3 |
2~4 | 1 2 |
Medium | Windclad Condor Spire must hit less than 3 times. Can also start with the much less practical W.236HK. |
|
Late-Hit W.236KK, W.236MK, W.623MP / (W.623PP > j.PPP) | Corner | 2700 2940 3500 | 3 | 2 2~4 4~6 |
Medium | Windclad Condor Spire must hit less than 3 times. The drive gauge generated by W.236MK can prevent burnout. |
||
Late-Hit W.236KK, W.236~dl.KK, W.623PP > j.PPP, (236236K) | Corner | 3580 4580 | 3 | 6~8 | 0 2 |
Hard | Windclad Condor Spire must hit less than 3 times. Requires a maxed out drive gauge and a micro-walk between Condor Spires to build extra drive gauge. |
Anti-air Starter
Lily can combo after anti-air 2HP on counter-hit, but the counter-hit is not usually confirmable so it is important to follow up with something that is also reasonably safe on non-counter-hit.
It generally combos into the same things as PC 5HP, DR~2HP, so refer to the Crumple Starter section for a more complete list. This section will only cover important ways to safely get the combo started.
It's also possible to combo off some other moves if they hit the opponent high enough. Those will also be covered here.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
AA CH 2HP > (Crumple Starter Combo) | Anywhere | Medium | Leads to the same combos as a crumple, but dealing ~800-900 less damage. The opponent is launched higher so adjustments may need to be made. | |||||
AA CH 2HP > DR~4HP > (Crumple Starter Combo) | Anywhere | 3 | Medium | As above, but makes the counter-hit confirmable. Sets up pressure on non-counter-hit, and a left-right mixup if the opponent isn't too close. |
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AA CH 2HP > 214HP/214MP | Anywhere | 1700/1500 | (+1) | Medium | Hold P and release it on reaction to the counter-hit. On non-counter-hit delay the release until the opponent lands to make them block it. Safe against DI with frame perfect timing, otherwise buffer SA3 and be ready to react. Vulnerable to invincible reversals, making it more effective if the opponent is burned out. |
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AA CH 2HP > 214PP > (W.236236K) | Anywhere | 1800 3760 | (+1) 0 |
2 | 0 2 |
Medium | Hold PP and release it on reaction to the counter-hit. Particularly useful for confirming directly into SA2. On non-counter-hit keep it held to be completely safe. |
|
AA CH 2HP > 236HK | Anywhere | 1600 | Easy | On non-counter-hit this is safe on block but vulnerable to anti-airs. | ||||
AA CH 2HP > W.236HK/W.236KK | Anywhere | 1800 | 1 | 0-2 | Easy | Block advantage on non-counter-hit and safe against Drive Impact, but vulnerable to anti-airs and completely whiffs if the opponent is too close. | ||
AA *.623PP > *.j.PPP | Anywhere | 2520{2720}{2880} | 0-2 | 2~4 | Easy | |||
AA *.623PP > *.j.PPP, *.236236K | Corner | 3645{3845}{4005}{4140} | 0-3 | 2~4 | 2 | Easy | Must catch the opponent slightly higher when not Windclad. | |
AA 9j.MP~MP > *.236236K | Anywhere | 3400{3640} | 0-1 | 2 | Medium | |||
AA 9j.MP~dl.MP, *.623HP/MP/LP | Anywhere | 2120~2360{2200~2520} | 0-1 | Medium | Use 623LP for more consistency and a closer knockdown. | |||
AA 9j.MP~dl.MP, *.623PP > *.j.PPP, *.236236K | Corner | 2520{2680} 3360{3520}{3640} 4360{4520}{4640}{4760} | 0-3 | 2 2 2~4 |
0 0 2 |
Hard | Must catch the opponent high up or have Windclad stocks to create height during the combo. | |
AA 9j.MP~dl.MP, W.236KK, 236236P | Corner* | 3680 | 1 | 2 | 1 | Hard | Works midscreen against Blanka. | |
AA 9j.MP~dl.MP, W.236KK > *.236236K | Anywhere | 3860{4040} | 1 | 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, 236236K | Corner | 3720{3800} 4720{4800} | 2-3 | 2~4 2~4 |
0 2 |
Hard | W.236KK adds 160 damage and guarantees enough height for SA2. | |
AA W.623LP/MP/HP, *.623LP/MP/HP | Corner | 1500{1600} 2000{2400} | 1-2 | Hard | Must connect with the opponent near the peak of their jump. More height allows for a heavier Tomahawk Buster. |
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AA W.623LP/MP/HP, *.623PP > *.j.PPP, 236236K | Corner | 2000~2400{2600} 2980~3380{3580}{3720} 3980~4380{4580}{4720} | 2 | 2 2~4 2~4 |
0 0 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/KK, W.623PP > j.PPP, 236236K | Corner | 4420~4820 4620~5020 | 3 | 2~4 4~6 |
2 | Very Hard | Must connect with the opponent at the peak of their jump. |
Drive Rush Starter
Typical ways to confirm into a Drive Rush combo are as follows:
- (Light Normal) > DR~5LP
- (Medium Normal) or (PC Light Normal) > DR~2HP/5LP
- (Heavy Normal) or (PC Medium Normal) > DR~4HP/2HP/5LP
Note that DR~5LP is unavailable to Modern controls. DR~2LP can be used instead, but this does not combo into 2HP
Unless otherwise specified, the listed damage values are for raw Drive Rush into a 623HP ender using no additional resources.
Punish Counter Drive Rush combos are covered in the Punish Counter Starter section.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
DR~5LP, 2HP > (Heavy Starter Combo) | Anywhere | 2210 | 1 | Hard | Must be close to the opponent so the first hit of 2HP connects. | |||
DR~HP > 214HP/214MP | Anywhere | 2100 | (+1) | 1 | Medium | The extra hitstun from Drive Rush makes 214HP combo from any of 2HP, 4HP, 5HP or 6HP.. DR~2HP/4HP/6HP > 214MP is a true blockstring with no gap. DR~2HP > 214HP is also a true blockstring, but leaves the opponent closer, making it more punishable. |
||
DR~HP > 236HK | Anywhere | 2000 | 0 | 1 | Medium | Combos from any of 2HP, 4HP, 5HP or 6HP. | ||
DR~HP > DI | Anywhere | 1800 | 1 | Medium | Combo into 1 bar of drive damage. 2HP leads to a true blockstring that still deals 1 bar of drive damage. |
|||
DR~4HP/2LP/5LP, 5MK > (Medium Starter Combo) | Anywhere | 2560 | 1 | Medium | Typically used to go into 623HP or another Drive Rush. | |||
DR~4HP/2LP/5LP, 5MK > (Medium Starter Combo) | Anywhere | 2560 | 1 | Medium | Typically used to go into 623HP or another Drive Rush. | |||
DR~4HP/2LP/5LP, 2MP > SA1/SA2/SA3 | Anywhere | 3460 3700{3940} 4850(5200) | 0 0-1 0 |
1 | 1 2 3 |
Medium | Slightly more damage than 5MK into SA. Less damage than 4HP > 214MP > SA3 when done from a Drive Rush Cancel. |
|
Meaty DR~4HP, 2HP > (Heavy Starter Combo) | Anywhere | 2960 | 1 | Hard | Works if 4HP hits any later than its first active frame. Can be set up with a knockdown advantage of +25~27. The easiest setup is SA1 against a grounded opponent in the corner (+27). |
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DR~2HP, 5LK > (Light Starter Combo) | Anywhere | 2260 | 1 | Hard | A way to confirm non-canceled DR~2HP at close range. The light chain must be shortened by 1 attack due to distance. 5LK > 2LP > DR~5LP, 2HP always works. |
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DR~3HP, 2LP/5LP > (Light Starter Combo) | Anywhere | 2320 | 1 | Medium | 2LP has more range, but 5LP deals slightly more damage. Can also use 5LK when close for easier timing. |
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Meaty DR~3HP, 5MK > (Heavy Starter Combo) | Anywhere | 2460 | 1 | Hard | Works if 3HP hits any later than its first active frame. Can be set up with a knockdown advantage of +36~37. Typically works after windless 236MK/236HK (+37) or 623HP/MP/LP (+36), connecting non-meaty against a grounded opponent. |
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Meaty DR~3HP, 2MP > SA1/SA2/SA3 | Anywhere | 3360 3600 4750(5100) | 0 0-1 0 |
1 | 1 2 3 |
Hard | Slightly more damage than the above when 3HP hits on its last active frame. Can be set up with a knockdown advantage of +37. Typically works after windless 236MK/236HK (+37), connecting non-meaty against a grounded opponent. |
|
HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > (Heavy Starter Combo) | Anywhere | 3274(3266) | 6 | Hard | A 2 frame micro-walk after 4HP builds a pixel of drive gauge, allowing 2 Drive Rush Cancels without burning out, and optionally leading into a 3rd.
Micro-walk 5LP be used instead of 5LK for a little more damage, but this reduces the timing window from 4 frames to 2 frames, making it less consistent. Chaining into 5LP builds a tiny bit more meter at the cost of a tiny amount of damage. |
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HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > (Heavy Starter Combo) | Anywhere | 3478 | 6 | Very Hard | A frame perfect variant of the micro-walk combo that does even more damage. 5LP can be skipped to get slightly more damage out of triple drive rush combos. |
Crumple Starter
Punish Counter 5HP puts the opponent into a crumple state which significantly changes the available combo routes.
6HP is the simplest follow-up, but other options are available depending on distance and resources. See the starter list below for details.
Crumple combos also work after a Drive Impact Wall Splat or Punish Counter Drive Impact.
For combos after Drive Impact, simply replace PC 5HP in the combo with one of the DI equivalents from the starter list.
Crumple Starter | Drive | Notes |
---|---|---|
PC 5HP, 6HP | Standard starter. Any combo listed with this starter can be directly swapped to use any other starter listed below. | |
PC 5HP, 4HP | Close-range or corner starter that deals 100 more damage. 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~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. |
PC 5HP > DR~2HP/4HP/6HP | 3 | Full-screen whiff punish starter done by canceling into Drive Rush instead (e.g. Dhalsim limbs). Doing this close enough keeps the opponent grounded for a Heavy Starter Combo, which is required for SA3. |
PC 5HP > 214[PP], 5HP/5MK | 2 | Point blank combo that builds Windclad, leading to more optimal combos near the corner. Can also be used to build 2 Windclad in one combo with a 214HP/PP followup. 5MK is needed to combo directly into 214HP/PP outside the corner. |
PC DI, 66, 4HP/6HP | 1 | Standard Drive Impact starter. 6HP isn't usually needed but does have slightly more corner carry. |
PC DI, 8j.2HP, DR~4HP | 2 | More corner carry and meter in exchange for another drive bar. More damage for short combos, less damage for long ones due to DR scaling. At the tip of Drive Impact range it may be necessary to instead jump forwards with crossup 9j.2HP. |
PC DI, 8j.2HP, DR~dl.2HP | 2 | This is basically a free extra hit due to 2HP combos already requiring DR. There is a 4f timing window to get both hits of 2HP. |
DI (Wall), (66), 4HP/6HP | 1 | Whether to dash depends on the distance the opponent travels to the wall. |
DI (Wall), 9j.HK, DR~2HP/4HP | 2 | 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. |
For combos that can end with any Special Move:
- 623HP deals the most damage without using extra resources, and is used to calculate the given damage values.
- 214HP is the standard ender for building a Windclad stock. 214MP gives an extra frame of knockdown advantage at the cost of some damage.
- 236HK allows for alternative pressure options, and is especially strong when Windclad. Using lighter versions adjusts the knockdown advantage.
- SA1 or SA2 also work, though SA2 usually needs a Windclad stock to be worth it.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 5HP > *.236HK | Anywhere | 2080{2180} | 0-1 | Easy | Meterless and driveless whiff punish that almost always reaches. Windclad version connects from an even longer distance. |
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PC 5HP, 360HP/360PP | Anywhere | 3320 3400 | 0 2 |
Medium | Close range punish. 360LP and 360MP are less efficient than a regular combo. |
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PC 5HP, 6HP > Special | Anywhere | 2940{3100} 3740 3980{4220} | 0 1 2 |
Easy | Standard punish on whiff or block into any special move. | |||
PC 5HP, 6HP > DR~4HP > Special | Anywhere | 3368{3486} 3908 | 3 | 0 1 |
Medium | |||
PC 5HP, DR~2HP > DR~4HP > 236MK | Anywhere | 3141 | 0 | 1~4 | Medium | Safe jump setup. | ||
PC 5HP, 6HP > DR~(dl.)4HP > DR~4HP > Special | Anywhere | 3862{3964} 4321 4525{4678} | 3~6 | 0 1 2 |
Hard | Full drive dump variant. A delay is needed for W.623HP or SA1 to fully connect. There is also a risk of crossing under the opponent if too close. |
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PC 5HP, 6HP > (DR~4HP) > 214PP > W.236236K | Anywhere | 4620 4544 | 2 2~5 |
2 | Medium | An extremely efficient use of meter. The drive rush extension deals less damage but builds more meter. |
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PC 5HP, 4HP > W.236KK, W.236KK, W.236236K | Anywhere | 4700{4820} | 2-3 | 2~4 | 2 | Medium | Midscreen wind and drive dump. | |
PC 5HP, 6HP > DR~4HP > W.236KK, W.236KK, W.236236K | Anywhere | 4830{4950} | 2-3 | 5~7 | 2 | Medium | Full burnout variant picking up with the longer ranged 6HP. | |
PC 5HP, 4HP > W.236KK, W.236KK, 236236P | Corner* | 4580 | 2 | 2~4 | 2 | Medium | SA1 variant of the above. Works midscreen against Blanka. Carries over half stage distance against other characters. |
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PC 5HP, 6HP > DR~dl.2HP > W.236KK, W.236KK, 236236P | Corner* | 4490 | 2 | 5~7 | 2 | Medium | Even more corner carry. Still works midscreen against Blanka. | |
PC 5HP, 6HP > 214PP, W.623MP | Corner | 3660 | 2 | Medium | Generates and immediately uses Windclad. | |||
PC 5HP, 6HP > 214PP, W.623PP > *.j.PPP | Corner | 3900 4460{4540} | 0-1 | 2~4 4~6 |
Medium | Drive dump extension of the above. Burnout can be avoided with a 2-3 frame micro-walk before W.623PP, input as 623[6]~dl.PP. |
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PC 5HP, 6HP > *.623PP > *.j.PPP, (*.236236K) | Corner | 3940{4100}{4220} 4940{5100}{5220}{5340} | 0-3 | 2~4 | 0 2 |
Medium | Deals more damage than the 4 drive 214PP route above. Also provides a good windless route into SA2. |
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PC 5HP, 4HP/6HP > *.236KK > 236236K | Corner | 4320{4540} | 0-1 | 2 | 2 | Medium | Safe jump setup. Non-Windclad 236KK requires 4HP. | |
PC 5HP, 6HP > DR~4HP > 214PP, W.236KK, 236236P | Corner | 4532 | 5~7 | 1 | Medium | Windless drive dump route into SA1. | ||
PC 5HP, DR~2HP > 214PP, W.623PP > *.j.PPP, *.236236K | Corner | 5038{5106}{5226} | 0-2 | 5~7 | 2 | Medium | Windless drive dump route into SA2. | |
PC 5HP, 6HP > (DR~4HP) > W.236HK, W.623HP | Corner | 3780 3956 | 2 | 0 3 |
Medium | |||
PC 5HP, 4HP > DR~4HP, W.623HP, (W.623LP) | Corner | 3586(4096) | 1-2 | 3 | Hard | W.623HP is a safe jump setup. | ||
PC 5HP, 4HP > DR~4HP, W.623HP, W.623PP > *.j.PPP | Corner | 4878{4946} | 2-3 | 5~7 | 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 2~4 4~6 |
Very Hard | Requires a specific distance from the corner. On the training stage, Lily's front toe must be between the 1st and 3rd line after the large grid line. 4HP must not be done too close to the opponent. Delaying it allows the opponent to fall backwards to the correct range. |
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PC 5HP, 6HP > W.236HK, 236236P/*.236236K | Corner* | 4260 4440{4520} | 1 1-2 |
1 2 |
Medium | Works midscreen against Blanka by using W.236236K or by spending 2 Drive on W.236KK > 236236P | ||
PC 5HP, 4HP > W.236HK, W.623PP > W.j.PPP, 236236P | Corner | 5300 | 3 | 2~4 | 1 | Medium | ||
PC 5HP, 6HP > W.236KK, W.623PP > W.j.PPP, 236236P | Corner | 5200 | 3 | 4~6 | 1 | Medium | Requires more drive gauge than the above but works from further away. | |
PC 5HP, 6HP > W.236HK, W.623PP > *.j.PPP, (236236K) | Corner | 4460{4540} 5460{5540} | 2-3 | 2~4 | 0 2 |
Medium | ||
PC 5HP, 4HP > 214PP, W.623PP > W.j.PPP, *.236236K | Corner | 5640{5760} | 1-2 | 4~6 | 2 | Medium | Requires more drive gauge than the above. | |
PC 5HP > 214[PP], 5HP > W.623MP, 623PP > j.PPP, 236236K | Corner* | 5300 | 0 | 4~6 | 2 | Very Hard | Requires some space behind the opponent. Works after blocking an OD reversal from Ken, Luke, Juri, Dee Jay, or anything that lands even further out. The drive gauge built during the combo can prevent burnout. |
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PC 5HP > 214[PP], 5HP > W.623HP, W.623PP > j.PPP, 236236K | Corner* | 5600 | 1 | 4~6 | 2 | Very Hard | More optimal than the previous combo when starting with Windclad. | |
PC 5HP, dl.4HP > W.623LP/MP, 623PP > j.PPP, 236236K | Corner | 5240/5400 | 1 | 2~4 | 2 | Very Hard | If the opponent is right in the corner, walk back to hit with the tip of 4HP and combo using 623LP 623MP requires some space behind the opponent. |
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PC 5HP, dl.4HP > W.623HP, W.623PP > *.j.PPP, 236236K | Corner | 5700{5800} | 2-3 | 2~4 | 2 | Very Hard | More stocks means more leniency, which means heavier Tomahawk Busters. |
Punish Counter Starter
This section lists complete combo routes for punishing an opponent when they fail to hit with an unsafe move like an invincible reversal.
Combo Starter | Startup | After Parry | Damage | Drive Damage | Drive Usage | Notes |
---|---|---|---|---|---|---|
PC j.HK, 2HP > (Combo) | ~40f | ~40f | 1960... | 0.5 | 0 | Less damage than DR~4HP but conserves some drive gauge. |
PC DI, 2HP/4HP > (Combo) PC DI, (Crumple Starter Combo) |
26f | 26f | 1760... | 1.5 | 1 | Less damage again, but can burn the opponent out more easily. |
PC DR~4HP, 2HP > (Combo) | 25f | 23f | 2200... | 0.8 | 1 | Optimal punish for SA3 combos. |
PC DR~5MK, 2HP > (Combo) | 18f | 16f | 1720... | 0.4 | 1 | A faster but less damaging option. |
PC 5HP > (Crumple Starter Combo) | 11f | 11f | 1080... | 0.8 | 0 | Optimal for corner combos into SA2. Otherwise useful for conserving drive gauge. |
PC 2HP > (Combo) | 10f | 10f | 1200... | 0.8 | 0 | Sometimes the simplest option is the best one. |
PC 2MP > SA1 PC 2MP > *.SA2 PC 2MP > SA3 |
8f | 8f | 3040 3340{3640} 4980(5340) |
1.1 1.6 2.1(2.6) |
0 | Punishes Drive Reversal. SA2 requires Windclad to combo from a reasonable range. |
PC 5MK > (Combo) | 7f | 7f | 720... | 0.4 | 0 | Punishes Drive Reversal. |
PC 2LP/5LP > DR~2HP > (Combo) | 6f | 6f | 1120/1180... | 0.2 | 3 | |
PC 360LP/MP/HP/PP | 5f | 5f | 2300/2760/3220/3350 | 1.0 | 0/2 | Huge damage using little resources. |
PC 5LK > DR~2HP > (Combo) | 4f | 4f | 1120... | 0.2 | 3 |
Any of the above listed as leading into "(Combo)" can be used in place of DR~4HP, 2HP in the combo table listed below.
5HP has its own combo routes that are covered in the Crumple section.
DI also has some more optimal crumple specific combos that are covered in the Drive Impact section below.
Notable examples where 5HP or DR~5MK is needed because DR~4HP is too slow:
- Chun-Li SA1 (-22f), and SA3 if not parried (-24f).
- Ryu SA2 (-20f), and SA1 if not parried (-24f).
- Cammy SA1/SA2 if not parried or after connecting late in the animation (-24f).
- Dee Jay SA1 if not parried (-24f).
- Ken SA1 if not parried (-24f).
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC DR~4HP, 2HP > *.623HP | Anywhere | 3160{3320} | 0-1 | 1 | Medium | Basic meterless follow-up. | ||
PC DR~4HP, 2HP > 623PP > (j.PPP) | Anywhere | 3320{3160} 4160{4000}{4120} | 0 | 1~3 3~5 |
Medium | Deals less damage when Windclad as the first hit of W.623PP whiffs. | ||
PC DR~4HP, 2HP > DR~4HP, 5MK > (DR~2HP) > *.623HP | Anywhere | 3846{3948} 4248{4332} | 0-1 | 1~4 4~7 |
Hard | |||
PC DR~4HP, 2HP > DR~4HP, 5MK > *.623PP > *.j.PPP | Anywhere | 4424{4526}{4594} | 0-2 | 6~8 | Hard | Must start with full drive gauge to build enough to finish the combo. | ||
PC DR~4HP, 2HP > W.236HK, W.623HP | Corner | 4000 | 2 | 1 | Medium | |||
PC DR~4HP, 2HP > 214PP, W.623MP | Corner | 3880 | 1~3 | Medium | ||||
PC DR~4HP, 2HP > W.236HK, W.623PP > (*.j.PPP) | Corner | 4120 4680{4760} | 2-3 | 1~3 3~5 |
Medium | |||
PC DR~4HP, 2HP > 214PP, W.623PP > (*.j.PPP) | Corner | 4120 4680{4760} | 0-1 | 3~5 5~7 |
Medium | |||
PC DR~4HP, 2HP > 236236P | Anywhere | 3960 | 1 | 1 | Medium | Basic 1 bar combo. | ||
PC DR~4HP, 2HP > (DR~4HP) > DR~4HP, 2MP > 236236P | Anywhere | 4404 4743 | 1~4 4~7 |
1 | Hard | |||
PC DR~4HP, 2HP > (DR~4HP, 5MK) > W.236KK, 236236P | Corner* | 4480 4591 | 1 | 1~3 4~6 |
1 | Medium | Works midscreen against Blanka. The drive rush extension is less efficient than the above combo. |
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PC DR~4HP, 2HP > *.236236K | Anywhere | 4200{4440} | 0-1 | 1 | 2 | Medium | Basic 2 bar combo. | |
PC DR~4HP, 2HP > (DR~4HP) > 214PP > W.236236K | Anywhere | 4840 4764 | 1~3 4~6 |
2 | Medium | An extremely efficient use of meter. The drive rush extension deals less damage but builds more meter. |
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PC DR~4HP, 2HP > DR~4HP, 5MK > W.236KK > *.236236K | Anywhere | 4846{4966} | 1-2 | 4~6 | 2 | Hard | Deals more damage than the above when already Windclad. | |
PC DR~4HP, 2HP > DR~4HP > DR~4HP, 2MP > *.236236K | Anywhere | 4877{5003} | 0-1 | 4~7 | 2 | Hard | ||
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > 214PP > W.236236K | Anywhere | 4943 | 6~8 | 2 | Hard | A rare case of 4HP not being the optimal starter. Must start with fuil drive gauge and then micro-walk to build a pixel back. The optional 5LP builds meter but lowers damage. |
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PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > DR~4HP, 2MP > W.236236K | Anywhere | 5050 | 1 | 6~9 | 2 | Hard | Windclad variant. | |
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > 214PP > W.236236K | Anywhere | 5128 | 6~8 | 2 | Very Hard | Frame perfect variant of the previous combo. | ||
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > DR~4HP, 2MP > W.236236K | Anywhere | 5282 | 1 | 6~9 | 2 | Very Hard | Frame perfect Windclad variant. | |
PC DR~4HP, 2HP > W.236HK, W.623PP > W.j.PPP, 236236K | Corner | 5760 | 3 | 3~5 | 2 | Hard | ||
PC DR~4HP, 2HP > W.236KK, W.623PP > j.PPP, 236236K | Corner | 5680 | 2 | 5~7 | 2 | Hard | ||
PC DR~4HP, 2HP > (214MP) > 214214P | Anywhere | 5350(5700) | (+1) | 1 | 3 | Medium | 214MP results in less damage but builds more meter. | |
PC DR~4HP, 2HP > (DR~4HP, 5MK) > DR~5LP, 2HP > 214MP > 214214P | Anywhere | 5737(5987) 6388(6638) | (+1) | 1~4 4~7 |
3 | Hard | THE punish combo. Builds about 60% of a Super bar. | |
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > DR~(5LP, )2HP > 214MP > 214214P | Anywhere | 6061(6311) | (+1) | 6~9 | 3 | Hard | Optimal meter building micro-walk combo. Builds a little over 70% of a Super bar. | |
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > DR~(5LP, )2HP > 214MP > 214214P | Anywhere | 6480(6730) | (+1) | 6~9 | 3 | Very Hard | The most optimal, situational, and difficult combo that you're never going to land in a match. |
Drive Impact Starter
After a Punish Counter Drive Impact there are generally two options.
- Immediate hit into grounded combo. Required for comboing into SA3, and usually also better for midscreen combos into SA1 or SA2.
- Delayed hit into crumple combo. Generally better for meterless combos and corner combos into SA1 or SA2.
Combo | Position | Damage | Wind Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC DI, 4HP/2HP > (Heavy Starter Combo) | Anywhere | 1+ | Keeps the opponent standing for a combo into SA3. | |||||
DI (Wall), 4HP/6HP > (Crumple Starter Combo) | Corner | 1+ | Refer to the Crumple Starter Combo section. Damage will be roughly 70-75% of the listed values. |
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PC DI, 66, 4HP/6HP > (Crumple Starter Combo) | Anywhere | 1+ | Refer to the Crumple Starter Combo section. Damage will be roughly 80-85% of the listed values. |
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PC DI, 8j.2HP, DR~4HP > (Crumple Starter Combo) | Anywhere | 2+ | Refer to the Crumple Starter Combo section. Launches to the same height as delayed 4HP, but gains a little more meter and has more corner carry. Deals slightly more damage for short combos, but the DR scaling makes it deal less damage in combos that use any additional resources. |
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PC DI, 4HP > DI | Anywhere | 2320 | 2 | 0 | Easy | Deals 2.5 bars of drive damage. Very useful for burning out the opponent. | ||
PC DI, 8j.2HP, 9j.MP~dl.MP, *.623LP/W.623MP | Anywhere | 2960{3010} / {3110} | 0-1 | 1 | Hard | Delay has a 3f timing window. 9j.2HP switches sides in the corner or from long range. W.623MP is only consistent in the corner or after a crossup. |
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PC DI, 8j.2HP, 9j.MP~dl.MP, *.623PP > (*.j.PPP) | Anywhere | 3210{3310} 3630{3730}{3790} | 0-1 0-2 |
1~3 3~5 |
0 0 |
Hard | Delay has a 2f timing window (3f when Windclad). 9j.2HP switches sides in the corner or from long range. Deals 200 less damage when Windclad and midscreen due to the first hit not connecting. This can be avoided with a frame perfect 8j.2HP, or by using 9j.2HP after a long range hit. |
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PC DI, 8j.2HP, 9j.MP~dl.MP, W.623PP > W.j.PPP > *.236236K | Corner | 4790{4910} | 2-3 | 3~5 | 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.2HP, DR~dl.2HP > DR~4HP > 236MK | Anywhere | 3078 | 0 | 2~5 | Hard | Safe jump setup. The delayed 2HP has a 4 frame timing window, and will always result in the same advantage as long as both hits connect. | ||
PC DI, 8j.2HP, DR~dl.2HP > DR~4HP > W.236MK, 2HK | Corner Windclad |
3344 | 1 | 2~5 | Hard | Situationally optimal with less than 3 drive bars and no SA. DR~2HP should be delayed to hit twice. W.236MK must only hit twice. |
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PC DI, 8j.2HP, DR~dl.2HP, 214PP, W.623PP > *.j.PPP > *.236236K | Corner | 4584{4618}{4738} | 0-2 | 5~7 | 2 | Hard | Windless drive dump route into SA2. When already Windclad it's easier to use DR~4HP instead of 2HP. |
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DI (Wall), 9j.2HP, ... | Near Corner | 1+ | Leads into the same juggle combos as above if far enough from the corner. |