(Combo Tips and Terms Below ⬇)
Were reaching New Heights in 2024 and what better to character to do that with than Lily! Went above and beyond with combo guide to make sure you guys have everything you need to fly high! Simple and clean is the name of the game with her bnb's. Your objective is to keep the opponent guessing and staying on the offensive! Pay close attention to the frametraps and use them to condition them to block so you can cash out later in the match! Enough tips and tricks though, its time for action. Happy Hunting my friends! 🙏🏾❤
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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 6 Lily's Theme - Diosa Del Sol
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
[X] = Hold until attack activates
PP = Any two punch buttons
KK = Any two Kick buttons
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button
Terms Used
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
Combo Notation:
MidsCreem Jump in combo - 2600
J.hk, B.hp, qcf+HK | DAsh B+HP
use st.hp for jump in that make contact higher up on the enemies body (above the shoulders)
Cr.Light confirm combo - 1590
Cr.Lk, Cr.lp, DP+HP
Stlk is your fastest button despite its range. Use this as your go to in up close engagements.
Remember st.lk is your best button to frametrap off a buffed condor spire
Anti-Air meterless combo - 1800
Cr.hp, qcb+HP | qcb+lp
If your not confident you hit them high enough for the heavy version of windcall to land go for the medium version
Anti Air Drive rush Super combo - 3150
D+HP, Dr, B+HP, qcf(x2)+K | f.jump, j.hp
The safe jump is height dependent you need to anti-air them as soon as you can Dr into b.hp immediately
Air to Air j.mp combo - 3500
J.mp(x2), DP+PP, PPP
Corner Air to Air combo - 3950
DP+PP, PPP, qcf(x2)+P
You need 2 stocks for this two work
Mid to corner PC Drive ImpAct - 2749
HP+Hk, DASH, B+HP, DP+HP | f.jump, j.hp
You need one windclad stock
WAll Splat Meterless combo - 2370
HP+Hk, B+HP, qcf+hp | DAsh, D+HP
Works even if they are wall crushed instead (blocked the drive impact)
WAll SplAt OD COmbo - 3040
HP+Hk, B+HP, QCB+PP, DP+ MP
Works even if they are wall crushed instead (blocked the drive impact)
WAll splAt Level 2 super combo - 3840
HP+Hk, B+HP, QCB+PP, qcf(x2)+K
Works even if they are wall crushed instead (blocked the drive impact)
Drive rush Low combo - 1480
Dr, Cr.lk, Cr.lp , qcf+mk | qcf+lk
Drive Rush Overhead combo - 2600
Dr, D/F+HP, Cr.lp, Cr.lp, DP+HP
The 2600 is due to having one stock
Jab punish Combo - 2502
Cr.lp, st.mk, Dr, st.lp, Cr.hp, DP+HP
omit the st.lp into cr.hp if the link is too difficult. It only adds ~40 damage
MidsCreen PC Drive Impact combo - 2600
HP+Hk, B+HP, qcf+hk | qcf+mk
We always dash after a punish counter drive impact to increase the corner carry.
This setup requires at least 1 windstock for the first condor spire
-complete the second condor spire special motion as she finishes the first condor spire animation.
Whiff punish Counter st.HP - 4030
st.HP, qcf+KK, qcf(x2)+K
PC St.HP LEVEL 2 combo - 4720
st.HP, B.hp, qcf+KK, qcf(x2)+K
I waited for condor spire to end before Level 2’d but you don’t have to. If its easier for you to do mid spire go right ahead!
MAx dAmAge DP punish COMBO - 6638
DR, B+HP, Cr.hp, DR, B+HP, st.mk, DR, st.lp, Cr.hp, qcb+MP, qcb(x2)+P
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