Street Fighter 6/Lily/Combos

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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 DamageWind 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.
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 16201 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 25700 2 Medium
5LK > 2LP > 5LP > W.236236K Anywhere 28101 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 22652 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* 27951 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 DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
MK > 236LK Anywhere 14000 Easy Unsafe and not confirmable.
MK > W.236HK/MK/LK Anywhere 1800/1700/16001 Easy +1 on block.
Lighter versions give a closer knockdown.
HP > 236MK/LK Anywhere 1900/18000 Easy Lighter versions give a closer knockdown.
2HP > 236LK can be plus on block and DI-safe if spaced correctly
HP > W.236HK/MK/LK Anywhere 2200/2100/20001 Easy +1 on block.
Lighter versions combo from further away and give a closer knockdown.
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 31802 Easy
HP/MK > W.236KK, 236236P Corner* 37401 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.
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.
HP/MK/2MP > 236236P Anywhere 3200  1 Medium Confirming this off 2HP is particularly useful during burnout.
2MP is good for interrupting Drive Rush, but it's possible for the combo to drop after hitting an extended hurtbox.
HP/MK/2MP > *.236236K Anywhere 3500{3800} 0-1 2 Medium Combos from a maximum range 2MP when Windclad, but is liable to drop against extended hurtboxes.
Comboing without Windclad requires near point blank range.
HP/MK/2MP > 214214P Anywhere 3200
3500{3800}
5050(5500)
  3 Medium Less range than SA1 but more range than Windclad SA2.
If a combo doesn't use Drive Impact or a Drive Rush Cancel, canceling directly into SA3 like this deals more damage than using 214MP.
HP > 214MP > (214214P) Anywhere 1900
4600(4900)
(+1) 0
3
Easy 214MP is +2 on hit, which allows for some sneaky resets.
Skipping 214MP results in more damage for short combos, but it can still be worth doing for the Windclad.
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 DamageWind 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* 29601 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 23202 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 1720/1800/19600 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 DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
AA CH 2HP > (Crumple Starter Combo) Anywhere   Medium Leads to the same combos as a crumple, but dealing ~800-900 less damage. The opponent is launched higher so adjustments may need to be made.
AA CH 2HP > 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.
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.
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 18001 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* 36801 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.
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 DamageWind 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 20000 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).
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.
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.
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.
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.
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 DamageWind 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.
PC 5HP, 360HP/360PP Anywhere 3320
3400
  0
2
Medium Close range punish.
360LP and 360MP are less efficient than a regular combo.
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 31410 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.
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.
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* 45802 2~4 2 Medium SA1 variant of the above.
Works midscreen against Blanka.
Carries over half stage distance against other characters.
PC 5HP, 6HP > DR~dl.2HP > W.236KK, W.236KK, 236236P Corner* 44902 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.
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.
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.
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 53003 2~4 1 Medium
PC 5HP, 6HP > W.236KK, W.623PP > W.j.PPP, 236236P Corner 52003 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* 53000 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.
PC 5HP > 214[PP], 5HP > W.623HP, W.623PP > j.PPP, 236236K Corner* 56001 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 5240/54001 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.
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 DamageWind 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 40002 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.
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.
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.
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > DR~4HP, 2MP > W.236236K Anywhere 50501 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 52821 6~9 2 Very Hard Frame perfect Windclad variant.
PC DR~4HP, 2HP > W.236HK, W.623PP > W.j.PPP, 236236K Corner 57603 3~5 2 Hard
PC DR~4HP, 2HP > W.236KK, W.623PP > j.PPP, 236236K Corner 56802 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 DamageWind Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC DI, 4HP/2HP > (Heavy Starter Combo) Anywhere   1+ Keeps the opponent standing for a combo into SA3.
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.
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.
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.
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.
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.
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 30780 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
33441 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.
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.
DI (Wall), 9j.2HP, ... Near Corner   1+ Leads into the same juggle combos as above if far enough from the corner.


SF6 Navigation

General
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Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu