Street Fighter 6/Lily/Combos - SuperCombo Wiki (2024)

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#SF6_Lily

Combo Notation Guide

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

SF6 Combo Notation Guide
NotationMeaning
>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.XJumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or KAny Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/YDo 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.XBriefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AAAnti-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 > DRButton Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~YDrive 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
NotationMeaning
W.XThe Windclad version of the following special move is required. e.g. 5LP > W.236MK.
*.XEither 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.

ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
5LK > 2LP > *.623HP/MP/LPAnywhere1530{1690}
1370{1530}
1290{1370}
0-1Easy623HP 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)Anywhere1690{1530}
2530{2370}{2490}
0-22
2~4
EasyMore 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)Anywhere1550{1690}
2800{2940}{3090}
0-220
2
EasyFor when too far away to connect with 623P.
Non-windclad 236KK, 214[PP] is +2 on the opponent's wakeup.
5LK > 2LP > 5LP > W.236MKAnywhere16201EasyW.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 > 236236PAnywhere2390
3550(3850)
1MediumEasier input: 2LP > 236LP~236P
5LK > 2LP > 236236KAnywhere257002Medium
5LK > 2LP > 5LP > W.236236KAnywhere281012MediumWindclad gives SA2 enough range to be confirmed from 3 hits.
5LK > 2LP > (5LP) > 214214PAnywhere3720(4070)
3550(3850)
3MediumDeals more damage off a shorter confirm.
5LK > 2LP > 5LP > W.236MK > W.623MPCorner22652Easy
5LK > 2LP > 5LP > W.236MK > W.623PP > (*.j.PPP)Corner2420
2840{2900}
2-32
2~4
Easy
5LK > 2LP > 5LP > W.236KK, 236236PCorner*2795121EasyWorks midscreen against Blanka.
Other characters must reach the corner while in the air.
5LK > 2LP > 5LP > W.236KK > W.623PP > *.j.PPP, 236236KCorner3910{3970} 2-34~62Easy
5LK > 2LP > 2LP/5LP > DR~5LP, (Drive Rush Combo)Anywhere2070+3+0+MediumLight 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.

ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
MK > 236LKAnywhere14000EasyUnsafe and not confirmable.
MK > W.236HK/MK/LKAnywhere1800/1700/16001Easy+1 on block.
Lighter versions give a closer knockdown.
HP > 236MK/LKAnywhere1900/18000EasyLighter versions give a closer knockdown.
2HP > 236LK can be plus on block and DI-safe if spaced correctly
HP > W.236HK/MK/LKAnywhere2200/2100/20001Easy+1 on block.
Lighter versions combo from further away and give a closer knockdown.
HP/MK > *.623HPAnywhere2200{2600} 0-1Easy
HP/MK > *.236KK > *.236236KAnywhere3750{3950}{4160} 0-222Easy
HP/MK > W.236HK > W.623HPCorner31802Easy
HP/MK > W.236KK, 236236PCorner*3740121EasyWorks midscreen against Blanka.
Other characters must reach the corner while in the air.
HP/MK > W.236HK, *.236236KCorner3950{4160} 12Easy
HP/MK > W.236HK > W.623PP > *.j.PPP, (236236K)Corner4020{4120}
5120
2-32~40
2
Medium236236K requires 3 Windclad.
HP/MK > W.236KK > W.623PP > j.PPP, 236236KCorner5020{5120} 24~62MediumW.236KK deals no extra damage, but launches higher than W.236HK.
HP > 214PPAnywhere2200(+1)20EasyTrue blockstring from 2HP.
HP > 214PP > W.236236KAnywhere416022EasySA2 doesn't connect from the tip of 2HP/4HP range.
HP > 214PP, W.623MPCorner30402EasyBuilds and uses Windclad.
HP > 214PP, W.623PP > (*.j.PPP)Corner3320
4020{4120}
0-12~4
4~6
EasyBuilds and uses Windclad.
HP > 214MP > (214214P)Anywhere1900
4600(4900)
(+1)0
3
Easy214MP is +2 on hit, which allows for some sneaky resets.
4HP/6HP > 214HPAnywhere2100(+1)Easy214HP doesn't combo after 2HP or 5HP without a counter-hit or DR.
4HP/6HP > DIAnywhere18001EasyCombo into 1 bar of drive damage.
When blocked by burned out JP or Marisa, 6HP > DI can't be interrupted by 3f armor.
2MP > 236236PAnywhere29001MediumA very good way to interrupt Drive Rush.
Combos from a huge range on counter-hit, but can miss after hitting an extended hurtbox.
2MP > W.236236KAnywhere350012MediumLess 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/214214PAnywhere4750(5200)3MediumLess range than SA1 but more range than Windclad SA2.
4HP, 5LK > (Light Starter Combo)Anywhere2260+0+0+HardMust 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)Anywhere2413+3+0+Medium+3 on block.
HP/MK > DR~2HP, (Drive Rush Combo)Anywhere2198+3+0+Medium+2 on block.
HP > DR~4HP, (Drive Rush Combo)Anywhere2966+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.

ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
214MP > 214214PAnywhere4500(4900)(+1)3MediumSingle 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 > *.236236KAnywhere3000{3200}{3440} 0-222EasyWindclad projectile punish.
Without windclad, it still acts as a huge range whiff punish.
W.236KK, 236236PCorner*2960121EasyWindclad projectile punish.
Works midscreen against Blanka.
Other characters must reach the corner while in the air.
W.236KK, W.623HPCorner232022EasyProjectile punish with 2 Windclad.
W.236KK, W.623PP > *.j.PPP, (236236K)Corner33203440
4320{4440}
2-360
2
EasyProjectile punish with 2+ Windclad.
Late-Hit 236KK/HK/MK, 623P/PP > (j.PPP)Corner1720~2000
2120~2400
2960~3380
00/2
2/4
4/6
MediumRequires a Condor Spire to hit near the end of its active frames.
There is more leniency following up with Light or OD Tomahawk Buster.
Late-Hit W.236KK, 2HKCorner182012MediumThe first hit of Windclad Condor Spire must whiff.
Late-Hit *.236KK, 623PP > j.PPP, (236236K)Corner2960{3060}
3960{4060}
0-160
2
MediumIt's possible to start with non-OD Spire, but SA2 can't be used due to lack of height.
Late-Hit W.236KK, W.236KK, 236236P/*.236236KCorner3380
3560{3740}
2
2-3
41
2
MediumCan also start with the much less practical W.236HK.
Late-Hit W.236KK, W.236MK, W.623MP / (W.623PP > j.PPP)Corner2700
2940
3500
32
4
6
MediumThe drive gauge generated by W.236MK can prevent burnout.
Late-Hit W.236KK, W.236~dl.KK, W.623PP > j.PPP, (236236K)Corner3580
4580
36~80
2
HardRequires a maxed out drive gauge.
A micro-walk is needed 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.

ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
AA CH 2HP > (Crumple Starter Combo)AnywhereMediumLeads 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)Anywhere3MediumAs 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/214MPAnywhere1700/1500(+1)MediumHold 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)Anywhere1800
3760
(+1)
0
20
2
MediumHold 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 > 236HKAnywhere1600EasyOn non-counter-hit this is safe on block but vulnerable to anti-airs.
AA CH 2HP > W.236HK/W.236KKAnywhere180010-2EasyBlock 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.PPPAnywhere2520{2720}{2880} 0-24Easy
AA *.623PP > *.j.PPP, *.236236KCorner3645{3845}{4005}{4140} 0-342EasyMust catch the opponent slightly higher when not Windclad.
AA 9j.MP~MP > *.236236KAnywhere3400{3640} 0-12Medium
AA 9j.MP~dl.MP, *.623HP/MP/LPAnywhere2120~2360{2200~2520} 0-1MediumUse 623LP for more consistency and a closer knockdown.
AA 9j.MP~dl.MP, *.623PP > *.j.PPP, *.236236KCorner2520{2680}
3360{3520}{3640}
4360{4520}{4640}{4760}
0-32
2
4
0
0
2
HardMust catch the opponent high up or have Windclad stocks to create height during the combo.
AA 9j.MP~dl.MP, W.236KK, 236236PCorner*3680121HardWorks midscreen against Blanka.
AA 9j.MP~dl.MP, W.236KK > *.236236KAnywhere3860{4040} 122Hard
AA 9j.MP~dl.MP, W.236LK/KK, W.623HP/MP/LPCorner2800/2920/3040
3200
20
2
HardMust catch the opponent high up. Use 623LP for consistency after 236LK.
AA 9j.MP~dl.MP, W.236LK/KK, W.623PP > *.j.PPP, 236236KCorner3720{3800}
4720{4800}
2-34
4
0
2
HardW.236KK adds 160 damage and guarantees enough height for SA2.
AA W.623LP/MP/HP, *.623LP/MP/HPCorner1500{1600}
2000{2400}
1-2HardMust 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, 236236KCorner2000~2400{2600}
2980~3380{3580}{3720}
3980~4380{4580}{4720}
22
4
4
0
0
2
HardMust connect with the opponent near the peak of their jump.
AA W.623LP/MP/HP, W.236LK/KK, W.623HP/MP/LPCorner2300~2700
2780~3180
30
2
Very HardMust 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, 236236KCorner4420~4820
4620~5020
34
6
2Very HardMust 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.

ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
DR~5LP, 2HP > (Heavy Starter Combo)Anywhere22101HardMust be close to the opponent so the first hit of 2HP connects.
DR~HP > 214HP/214MPAnywhere2100(+1)1MediumThe 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 > 236HKAnywhere200001MediumCombos from any of 2HP, 4HP, 5HP or 6HP.
DR~HP > DIAnywhere18001MediumCombo 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)Anywhere25601MediumTypically used to go into 623HP or another Drive Rush.
DR~4HP/2LP/5LP, 5MK > (Medium Starter Combo)Anywhere25601MediumTypically used to go into 623HP or another Drive Rush.
DR~4HP/2LP/5LP, 2MP > SA1/SA2/SA3Anywhere3460
3700{3940}
4850(5200)
0
0-1
0
11
2
3
MediumSlightly 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)Anywhere29601HardWorks 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)Anywhere22601HardA 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)Anywhere23201Medium2LP 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)Anywhere24601HardWorks 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 623P (+36), connecting non-meaty against a grounded opponent.
Meaty DR~3HP, 2MP > SA1/SA2/SA3Anywhere3360
3600
4750(5100)
0
0-1
0
11
2
3
HardSlightly 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)Anywhere3274(3266)6HardA 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)Anywhere34786Very HardA 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 StarterDriveNotes
PC 5HP, 6HPStandard starter.
Any combo listed with this starter can be directly swapped to use any other starter listed below.
PC 5HP, 4HPClose-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/4HP1Long-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/6HP3Full-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/5MK2Point 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/6HP1Standard Drive Impact starter.
6HP isn't usually needed but does have slightly more corner carry.
PC DI, 8j.2HP, DR~4HP2More 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.2HP2This 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/6HP1Whether to dash depends on the distance the opponent travels to the wall.
DI (Wall), 9j.HK, DR~2HP/4HP2Works when the opponent travels a long distance to the wall.
Anti-air CH 2HPTechnically 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.
ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
PC 5HP > *.236HKAnywhere2080{2180} 0-1EasyMeterless and driveless whiff punish that almost always reaches.
Windclad version connects from an even longer distance.
PC 5HP, 360HP/360PPAnywhere3320
3400
0
2
MediumClose range punish.
360LP and 360MP are less efficient than a regular combo.
PC 5HP, 6HP > SpecialAnywhere2940{3100}
3740
3980{4220}
0
1
2
EasyStandard punish on whiff or block into any special move.
PC 5HP, 6HP > DR~4HP > SpecialAnywhere3368{3486}
3908
30
1
Medium
PC 5HP, DR~2HP > DR~4HP > 236MKAnywhere314101~4MediumSafe jump setup.
PC 5HP, 6HP > DR~(dl.)4HP > DR~4HP > SpecialAnywhere3862{3964}
4321
4525{4678}
3~60
1
2
HardFull drive dump variant.
A delay is needed for W.623P or SA1 to connect properly.
There is also a risk of crossing under the opponent if too close.
PC 5HP, 6HP > (DR~4HP) > 214PP > W.236236KAnywhere4620
4544
2
2~5
2MediumAn extremely efficient use of meter.
The drive rush extension deals less damage but builds more meter.
PC 5HP, 4HP > W.236KK, W.236KK, W.236236KAnywhere4700{4820} 2-32~42MediumMidscreen wind and drive dump.
PC 5HP, 6HP > DR~4HP > W.236KK, W.236KK, W.236236KAnywhere4830{4950} 2-35~72MediumFull burnout variant picking up with the longer ranged 6HP.
PC 5HP, 4HP > W.236KK, W.236KK, 236236PCorner*458022~42MediumSA1 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, 236236PCorner*449025~72MediumEven more corner carry. Still works midscreen against Blanka.
PC 5HP, 6HP > 214PP, W.623MPCorner36602MediumGenerates and immediately uses Windclad.
PC 5HP, 6HP > 214PP, W.623PP > *.j.PPPCorner3900
4460{4540}
0-12~4
4~6
MediumDrive 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)Corner3940{4100}{4220}
4940{5100}{5220}{5340}
0-32~40
2
MediumDeals more damage than the 4 drive 214PP route above.
Also provides a good windless route into SA2.
PC 5HP, 4HP/6HP > *.236KK > 236236KCorner4320{4540} 0-122MediumSafe jump setup. Non-Windclad 236KK requires 4HP.
PC 5HP, 6HP > DR~4HP > 214PP, W.236KK, 236236PCorner45325~71MediumWindless drive dump route into SA1.
PC 5HP, DR~2HP > 214PP, W.623PP > *.j.PPP, *.236236KCorner5038{5106}{5226} 0-25~72MediumWindless drive dump route into SA2.
PC 5HP, 6HP > (DR~4HP) > W.236HK, W.623HPCorner3780
3956
20
3
Medium
PC 5HP, 4HP > DR~4HP, W.623HP, (W.623LP)Corner3586(4096)1-23HardW.623HP is a safe jump setup.
PC 5HP, 4HP > DR~4HP, W.623HP, W.623PP > *.j.PPPCorner4878{4946} 2-35~7HardDrive dump version of the above.
PC 5HP, dl.4HP > W.236KK, W.623HP, W.623LP/(W.623PP > j.PPPCorner*4380
4680
5100
32
2~4
4~6
Very HardRequires 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/*.236236KCorner*4260
4440{4520}
1
1-2
1
2
MediumWorks 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, 236236PCorner530032~41Medium
PC 5HP, 6HP > W.236KK, W.623PP > W.j.PPP, 236236PCorner520034~61MediumRequires more drive gauge than the above but works from further away.
PC 5HP, 6HP > W.236HK, W.623PP > *.j.PPP, (236236K)Corner4460{4540}
5460{5540}
2-32~40
2
Medium
PC 5HP, 4HP > 214PP, W.623PP > W.j.PPP, *.236236KCorner5640{5760} 1-24~62MediumRequires more drive gauge than the above.
PC 5HP > 214[PP], 5HP > W.623MP, 623PP > j.PPP, 236236KCorner*530004~62Very HardRequires 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, 236236KCorner*560014~62Very HardMore optimal than the previous combo when starting with Windclad.
PC 5HP, dl.4HP > W.623LP/MP, 623PP > j.PPP, 236236KCorner5240/540012~42Very HardIf 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, 236236KCorner5700{5800} 2-32~42Very HardMore 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 StarterStartupAfter ParryDamageDrive DamageDrive UsageNotes
PC j.HK, 2HP > (Combo)~40f~40f1960...0.50Less damage than DR~4HP but conserves some drive gauge.
PC DI, 2HP/4HP > (Combo)
PC DI, (Crumple Starter Combo)
26f26f1760...1.51Less damage again, but can burn the opponent out more easily.
PC DR~4HP, 2HP > (Combo)25f23f2200...0.81Optimal punish for SA3 combos.
PC DR~5MK, 2HP > (Combo)18f16f1720...0.41A faster but less damaging option.
PC 5HP > (Crumple Starter Combo)11f11f1080...0.80Optimal for corner combos into SA2.
Otherwise useful for conserving drive gauge.
PC 2HP > (Combo)10f10f1200...0.80Sometimes the simplest option is the best one.
PC 2MP > SA1
PC 2MP > *.SA2
PC 2MP > SA3
8f8f3040
3340{3640}
4980(5340)
1.1
1.6
2.1(2.6)
0Punishes Drive Reversal.
SA2 requires Windclad to combo from a reasonable range.
PC 5MK > (Combo)7f7f720...0.40Punishes Drive Reversal.
PC 2LP/5LP > DR~2HP > (Combo)6f6f1120/1180...0.23
PC 360LP/MP/HP/PP5f5f2300/2760/3220/33501.00/2Huge damage using little resources.
PC 5LK > DR~2HP > (Combo)4f4f1120...0.23

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).
ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
PC DR~4HP, 2HP > *.623HPAnywhere3160{3320} 0-11MediumBasic meterless follow-up.
PC DR~4HP, 2HP > 623PP > (j.PPP)Anywhere3320{3160}
4160{4000}{4120}
01~3
3~5
MediumDeals less damage when Windclad as the first hit of W.623PP whiffs.
PC DR~4HP, 2HP > DR~4HP, 5MK > (DR~2HP) > *.623HPAnywhere3846{3948}
4248{4332}
0-11~4
4~7
Hard
PC DR~4HP, 2HP > DR~4HP, 5MK > *.623PP > *.j.PPPAnywhere4424{4526}{4594} 0-26~8HardMust start with full drive gauge to build enough to finish the combo.
PC DR~4HP, 2HP > W.236HK, W.623HPCorner400021Medium
PC DR~4HP, 2HP > 214PP, W.623MPCorner38801~3Medium
PC DR~4HP, 2HP > W.236HK, W.623PP > (*.j.PPP)Corner4120
4680{4760}
2-31~3
3~5
Medium
PC DR~4HP, 2HP > 214PP, W.623PP > (*.j.PPP)Corner4120
4680{4760}
0-13~5
5~7
Medium
PC DR~4HP, 2HP > 236236PAnywhere396011MediumBasic 1 bar combo.
PC DR~4HP, 2HP > (DR~4HP) > DR~4HP, 2MP > 236236PAnywhere4404
4743
1~4
4~7
1Hard
PC DR~4HP, 2HP > (DR~4HP, 5MK) > W.236KK, 236236PCorner*4480
4591
11~3
4~6
1MediumWorks midscreen against Blanka.
The drive rush extension is less efficient than the above combo.
PC DR~4HP, 2HP > *.236236KAnywhere4200{4440} 0-112MediumBasic 2 bar combo.
PC DR~4HP, 2HP > (DR~4HP) > 214PP > W.236236KAnywhere4840
4764
1~3
4~6
2MediumAn 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 > *.236236KAnywhere4846{4966} 1-24~62HardDeals more damage than the above when already Windclad.
PC DR~4HP, 2HP > DR~4HP > DR~4HP, 2MP > *.236236KAnywhere4877{5003} 0-14~72Hard
PC j.HK, 2HP > DR~4HP, 6~5LK > (5LP) > DR~5LP, 2HP > 214PP > W.236236KAnywhere49436~82HardA 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.236236KAnywhere505016~92HardWindclad variant.
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > 214PP > W.236236KAnywhere51286~82Very HardFrame perfect variant of the previous combo.
PC j.HK, 2HP > DR~4HP, 6~5MK > DR~(5LP, )2HP > DR~4HP, 2MP > W.236236KAnywhere528216~92Very HardFrame perfect Windclad variant.
PC DR~4HP, 2HP > W.236HK, W.623PP > W.j.PPP, 236236KCorner576033~52Hard
PC DR~4HP, 2HP > W.236KK, W.623PP > j.PPP, 236236KCorner568025~72Hard
PC DR~4HP, 2HP > (214MP) > 214214PAnywhere5350(5700)(+1)13Medium214MP results in less damage but builds more meter.
PC DR~4HP, 2HP > (DR~4HP, 5MK) > DR~5LP, 2HP > 214MP > 214214PAnywhere5737(5987)
6388(6638)
(+1)1~4
4~7
3HardTHE 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 > 214214PAnywhere6061(6311)(+1)6~93HardOptimal 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 > 214214PAnywhere6480(6730)(+1)6~93Very HardThe 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.
ComboPositionDamageWind StocksDrive GaugeSuper GaugeDifficultyNotesVideo
PC DI, 4HP/2HP > (Heavy Starter Combo)Anywhere1+Keeps the opponent standing for a combo into SA3.
DI (Wall), 4HP/6HP > (Crumple Starter Combo)Corner1+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)Anywhere1+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)Anywhere2+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 > DIAnywhere232020EasyDeals 2.5 bars of drive damage. Very useful for burning out the opponent.
PC DI, 8j.2HP, 9j.MP~dl.MP, *.623LP/W.623MPAnywhere2960{3010} / {3110} 0-11HardDelay 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)Anywhere3210{3310}
3630{3730}{3790}
0-1
0-2
1~3
3~5
0
0
HardDelay 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 > *.236236KCorner4790{4910} 2-33~52Very HardRequires 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 > 236MKAnywhere307802~5HardSafe 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, 2HKCorner
Windclad
334412~5HardSituationally 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 > *.236236KCorner4584{4618}{4738} 0-25~72HardWindless drive dump route into SA2.
When already Windclad it's easier to use DR~4HP instead of 2HP.
DI (Wall), 9j.2HP, ...Near Corner1+Leads into the same juggle combos as above if far enough from the corner.

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