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| {{ComboKey-SF6}} | | {{ComboKey-SF6}} |
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| | ===Charge Buffering=== |
| | Charge buffering is the act of charging your special moves as soon as another action is input. Importantly, this is a concept used for Guile to maximize the usage of his powerful special moves. Whether used to throw Sonic Booms in neutral as quickly as possible, or to add leeway to input specials in a combo, charge buffering is an important concept to understand. |
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| | Notably, some of Guile's strongest core combos require the use of quick and precise charge buffering to make the combo as consistent as possible. |
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| == Beginner Combos == | | == Beginner Combos == |
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| Preface= | | Preface= |
| {{TheoryBox | | {{TheoryBox |
| | Title = | | | Title = Simple Combos Ending in Flash Kick |
| | Oneliner = Click the tabs above this box to navigate. | | | Oneliner = Click the tabs above this box to navigate. |
| | Difficulty = | | | Difficulty = |
| | Anchor = | | | Anchor = |
| | Video = | | | Video = |
| | Size =
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| | Recipe = | | | Recipe = |
| | content = These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo. | | | content = |
| | Flash Kick is one of Guile's most powerful combo enders, being a fast combo ender giving a hard knockdown and plenty of advantage. Routing combos into Flash Kick is a key part of establishing a lead and maximizing advantage on hits in neutral. |
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| | All the combos in this box are simple, versatile combos able to be used after jump ins, confirms after pressure, deal damage after a punish counter Drive Impact, punish unsafe moves on block, etc. |
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| | The combos are intended to give plenty of time to charge Flash Kick either before or during the combo. |
| }} | | }} |
| |-| | | |-| |
| From Lights= | | From Light= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Basic Light Confirms | | | Title = Basic Light Confirm |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
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| }} | | }} |
| |-| | | |-| |
| From Mediums= | | From Medium= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Recoil Cannon Confirm | | | Title = Double Shot Confirm |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|4|Easy}} |
| | Anchor = Guile Beginner Combo 2 | | | Anchor = Guile Beginner Combo 2 |
| | Video = | | | Video = |
| | Recipe = 5MP~4HP > [4]6P | | | Recipe = (5MP) 2MP~2MP > [2]8HK |
| | content = | | | content = |
| A strong combo able to convert off of max range hits of Guile's 5MP. Finishing with Sonic Boom makes this safe even on block.
| | This combo requires 5MP to hit relatively closer to Guile. To perform this combo, one must relatively quickly start holding down after inputting 5MP. The Double Shot target combo gives ample time to charge Flash Kick. |
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| }} | | }} |
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| | From Heavy= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Double Shot Confirm | | | Title = Guile High Kick Punish |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
| | Anchor = Guile Beginner Combo 3 | | | Anchor = Guile Beginner Combo 3 |
| | Video = | | | Video = |
| | Recipe = (5MP) 2MP~2MP > [2]8HK | | | Recipe = (PC 2HK~) 3HK > [2]8HK |
| | content = | | | content = |
| This combo requires 5MP to hit relatively closer to Guile. To perform this combo, one must relatively quickly start holding down after inputting 5MP. The Double Shot target combo gives ample time to charge Flash Kick.
| | Whiffs on crouching opponents but is Guile's highest damaging meterless route. |
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| | 2HK can be is used when punishing whiffed moves from a distance. |
| | }} |
| | </tabber> |
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| | {{TheoryBox |
| | | Title = Recoil Cannon Confirm |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Anchor = Guile Beginner Combo 4 |
| | | Video = |
| | | Recipe = 5MP~4HP > [4]6HP |
| | | content = |
| | A strong combo able to convert off of max range hits of Guile's 5MP. Finishing with Sonic Boom makes this safe even on block. |
| }} | | }} |
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| From Heavies=
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| {{TheoryBox | | {{TheoryBox |
| | Title = Burning Straight Confirm | | | Title = Burning Straight Confirm |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
| | Anchor = Guile Beginner Combo 4 | | | Anchor = Guile Beginner Combo 5 |
| | Video = | | | Video = |
| | Recipe = 4HP > [4]6P | | | Recipe = 4HP > [4]6P |
| | content = | | | content = |
| Burning Straight is a powerful command normal which allows Guile to maintain back charge. This combo allows Guile to remain safe whether Burning Straight connects with the opponent or if it was blocked. | | Burning Straight is a powerful command normal which allows Guile to maintain back charge. This combo allows Guile to remain safe whether Burning Straight connects with the opponent or if it was blocked. |
| | }} |
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| }}
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| {{TheoryBox | | {{TheoryBox |
| | Title = Guile High Kick Confirm | | | Title = Drive Rush 2MK |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
| | Anchor = Guile Beginner Combo 5 | | | Anchor = Guile Beginner Combo 6 |
| | Video = | | | Video = |
| | Recipe = 3HK > [2]8HK | | | Recipe = DR > 2MK, [2]8HK |
| | content = | | | content = |
| Whiffs on crouching opponents but is Guile's highest damaging meterless route.
| | A quick, safe, long ranged low confirming into Flash Kick on hit, pressuring the opponent from further ranges than would normally be possible with normals. |
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| | DR > 2MK can catch even backwards recoveries from Guile's back throw. |
| }} | | }} |
| |-|
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| Drive Rush Extensions=
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| {{TheoryBox | | {{TheoryBox |
| | Title = Guile Drive Rush Extension | | | Title = Drive Rush Knee Bazooka |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|4|Easy}} | | | Difficulty = {{clr|4|Easy}} |
| | Anchor = Guile Beginner Combo 6 | | | Anchor = Guile Beginner Combo 7 |
| | | Video = |
| | | Recipe = DR > 4LK, 2LP, 2LP > [2]8HK |
| | | content = Drive Rush Knee Bazooka is a powerful option for Guile, ranging from +0 to +4 on block with the Drive Rush. This combo allows Guile to threaten additional damage and a strong knockdown on the option. |
| | }} |
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| | {{TheoryBox |
| | | Title = Guile Drive Rush Meter Dump |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Medium}} |
| | | Anchor = Guile Beginner Combo 8 |
| | Video = | | | Video = |
| | Recipe = ... > DR > 2HP, 2LP > 2LP > 2LP > [2]8HK | | | Recipe = ... > DR > 5HK > 5MP~4HP > SA1/SA3 |
| | content = | | | content = |
| A simple combo for when Guile wants to spend Drive Gauge on adding additional damage to a combo. | | A simple combo for when an opportunity to spend meter on an opening is found. The 5HK in the combo can be substituted for different attacks depending on the attack preceding the Drive Rush cancel (i.e. if 2LP were to be cancelled into Drive Rush, the 5HK needs to be substituted with 2LP for the combo to connect). |
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| | In order to charge enough for the supers, the back direction can be held through 5HK and 5MP. Once 4HP is pressed, the super can be input to cancel Recoil Cannon into super. |
| }} | | }} |
| </tabber>
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| == Core Combos == | | == Core Combos == |
| {{CoreComboDef}} | | {{CoreComboDef}} |
| <tabber>
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| Preface=
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| {{TheoryBox
| |
| | Title =
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| | Oneliner = Click the tabs above this box to navigate.
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| | Difficulty =
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| | Anchor =
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| | Video =
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| | Size =
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| | Recipe =
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| | content = These combos are more difficult than those in the beginner section, but provide routes that are consistent with practice and are much closer to optimal.
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| }}
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| From Lights=
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| {{TheoryBox | | {{TheoryBox |
| | Title = Guile Light Confirm | | | Title = Guile Light Confirm |
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| These combos convert from 2LP for more damage than 2LP > 2LP. All routes are also optimal for Punish Counter 2LP. | | These combos convert from 2LP for more damage than 2LP > 2LP. All routes are also optimal for Punish Counter 2LP. |
| }} | | }} |
| |-|
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| From Mediums=
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| {{TheoryBox | | {{TheoryBox |
| | Title = 5MP to Flash Kick Routes | | | Title = 5MP to Flash Kick Routes |
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| Very range dependent, cannot convert at max 2MK range. EX Flash Kick can hit from slightly further away. CH 2MK > 2MP only combos close up. | | Very range dependent, cannot convert at max 2MK range. EX Flash Kick can hit from slightly further away. CH 2MK > 2MP only combos close up. |
| }} | | }} |
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| Punish Counter Combos=
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| {{TheoryBox | | {{TheoryBox |
| | Title = Punish Counter 5HP Confirms | | | Title = Punish Counter 5HP Confirms |
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| | content = Combos from punish counter 5MP. | | | content = Combos from punish counter 5MP. |
| }} | | }} |
| |-|
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| Drive Rush Extensions=
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| {{TheoryBox | | {{TheoryBox |
| | Title = Light Confirm into Drive Rush | | | Title = Light Confirm into Drive Rush |
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| | content = Extensions from heavy normals into Drive Rush. Refer to Medium Confirms into Drive Rush for routes following 3HK > Drive Rush. | | | content = Extensions from heavy normals into Drive Rush. Refer to Medium Confirms into Drive Rush for routes following 3HK > Drive Rush. |
| }} | | }} |
| </tabber>
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| == Combo Theory == | | == Combo Theory == |