Street Fighter V/Lucia/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Light Confirms

Notation Damage Stun Meter Cost Notes

2LP, 2LP xx 623MK

145

253

0

3f starter confirm

2LK, 2LP xx 623MK

135

253

0

4f low starter confirm

5LP, 5LP xx 5LK xx 5MK xx 5HK

153

301

0

easy target combo confirm

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 2HP xx 236P xx P, 2LP xx MK 623

256

438

0

0 Bar

5MP, 2HP xx 236P xx K

225

355

0

0 Bar

5MP, 2HP xx 214K, VS1

219

385

0

0 Bar

5MP, 2MP xx 236P xx K

207

310

0

0 Bar

5MP, 2MP xx 236P xx VS1

191

310

0

0 Bar

5MP, 2MK xx 236P xx K

207

310

0

0 Bar

5MP, 2MK xx 623HK

191

310

0

0 Bar

5MP, 2MK xx 214LK

143

270

0

0 Bar

5MP, 2HP xx 236PP xx P, 236P xx K

275

436

1

1 Bar

5MP, 2HP xx 236PP xx P, 214K, VS1

269

461

1

1 Bar

5MP, 2HP xx 214KK, 623MK

246

436

1

1 Bar

5MP, 2MP xx 236PP xx P, 236P xx K

257

391

1

1 Bar

5MP, 2MP xx 236PP xx P, 236HK, VS1

251

416

1

1 Bar

5MP, 2MK xx 214KK, 623MK

228

391

1

1 Bar

5MP, 2MK xx 236PP, P, 214HK, VS1

251

416

1

1 Bar

5MP, 2HP xx 236PP xx P, 214KK, 623HK

298

505

2

2 Bar

5MP, 2HP xx 236PP xx P, 236PP xx K

289

471

2

2 Bar

5MP, 2MP xx 236PP xx P, 214KK, 623HK

280

460

2

2 Bar

5MP, 2MP xx 236PP xx P, 236PP xx K

271

426

2

2 Bar

5MP, 2HP xx 236P xx VS1 xx CA

447

355

3

3 Bar

5MP, 2MP xx VS1 xx CA

357

222

3

3 Bar

5MP, 2MK xx VS1 xx CA

357

222

3

3 Bar

Punishes

Notation Damage Stun Meter Cost Notes

2LP, 2LP xx 623MK

145

253

0

3f punish

5LP xx 5LK xx 5MK xx 5HK

139

263

0

4f punish

5MP, 2HP xx 236LP xx P, 2LP xx 623MK

256

438

0

5f punish

2HP xx 236LP xx P, 2LP xx 623MK

234

383

0

7f punish

5HP xx 236LP xx P, 2LP xx 623MK

244

383

0

8f punish

nj.HK, 5HP xx 236LP xx P, 2LP xx 623MK

323

518

0

Neutral jump punish. Use against Kage/Akuma/Sakura/Ken EX DP

CC punishes

Notation Damage Stun Meter Cost Notes

5HK CC, 5HP xx 236LP xx P, 2LP xx 623MK

294

473

0

13f CC punish

VTrigger 1 Activation Combo

Notation Damage Stun Meter Cost Notes

5MP, 2HP xx 236PP xx VS1 xx VT1, 5HP xx 214HK, 236K xx MK, 236P xx K

309

491

1

VT1 Activation Combo. Uses 2.5 charges

5HK xx VT1, 5HP xx 214HK, 236K xx MK, 236P xx K

296

450

0

VT1 Activation Combo. Uses 2.5 charges

VT1 Combo

Notation Damage Stun Meter Cost Notes

5MP, 2MK xx 214K, VS1

208

356

0

VT1 Combo. Uses 1 charge

5MP, 2MK xx 214K, 623K

271

426

0

VT1 Combo. Uses 2 charges.

5MP, 2HP xx 214K, 236K xx MK, 236P xx K

337

524

0

VT1 Combo. Uses 2.5 charges.

5MP, 2MK xx 214K, 623K

271

426

0

VT1 Combo, Uses 2 charges

VTrigger 2 Activation Combo

Notation Damage Stun Meter Cost Notes

5MP, 2HP xx 236LP xx P, 2LP xx VS1 xx VT2, 5MP xx VS1 xx HPHK xx 214HK, 623MK

261

457

0

VT2 Activation Combo. Uses 1 charge.

VT2 Combo

Notation Damage Stun Meter Cost Notes

5MP, 2HP xx VS1 xx HPHK xx 214HK, 623MK

313

520

0

VT2 Combo. uses 1 Charge

5MP, 2HP xx HPHK xx 236P xx VS1 xx CA

457

420

3

VT2 Combo. uses 1 Charge

5MP, 2MP xx HPHK xx 214HK, 623HK

297

475

0

VT2 Combo. uses 1 Charge

Combo Theory

Lucia has a lot of odd combo routes, and certain restrictions to consider. Overall, I think the limitations of her combo routes into CA mean you should be fairly willing to just spend EX on combos, even where the damage increase isn't always spectacular.

One important thing to consider when practicing combos with Lucia is her run special moves. When cancelled to from her heavy punches, her run punches can be delayed to increase the corner carry of her combos. Both of her heavy punches have 25 frames of hitstun, and her run punches are 13+7f and 9+7f respectively, so each of them can be delayed slightly, with much more delay available on EX. These sorts of mid-combo delays can considerably change her reward for landing hits--see this example, where a small mid-combo walk and two delayed cancels on her running specials allow her to carry the opponent corner-to-corner.

Numbers in brackets indicate the [damage + stun] values of the combo. (Parentheticals) are for extra notes about the combo.

Note the difference in frame advantage afterward--you can tell the run kick was delayed, as the opponent was lower in the air when they were hit, making her +3 rather than +4 at the end of the sequence.

5LP xx 236PP~VS1 [171 + 246](1 bar, CH only)

Why is this weird combo that only connects on counter hit and can't be hit confirmed good? Consider the following:

  • EX run VS1 can be cancelled to VT1, leading to a throw mixup if blocked and an extension on CH.
  • If they mash throw between hits, EX run VS1 wins.
  • If they mash a 4f light between hits, EX run VS1 trades favorably, and you can link 5HP.

After the trade, you have various combo options:

  • 5HP xx 236P~P, 2LP xx 623MK [275+398]
  • 5HP xx 236PP~P, 236P~K [294+396](1 bar, extra corner carry)

Overall, it's a decent way of starting offense vs characters with weak defense when you have resources to burn, if your opponent has shown a tendency to mash on defense.

5LK VTC (blocked), CH 5MP, 5HP xx 214K, 236K~K, delay 236PP~VS1, 236PP~VS1, 623K [486 + 698](2 bars, full VT, corner only)

The main really difficult combo you'll be practicing. It comes with a hefty price, but it's an absurd damage cashout and one of the biggest threats she has from VT1 against a cornered opponent. The issue with this combo is it requires the first EX run VS1 to be manually timed. Cancel to the VS1 too early, and the first hit will whiff, forcing you to end the combo with DP early for much less damage. Cancelling too late leaves the opponent too low, again preventing you from picking up the juggle to the second EX run VS1. Since the latter loses less damage, it's overall better to err on the side of being slightly late, but ideally you want to just hit your combos.

External Sources

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