SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
![]() |
Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration. |
Street Fighter V/Lucia/Combos
Views
Actions
Namespaces
Variants
Tools
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.