Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2P, 2MP > 28HK | Anywhere | 1860(2020) | 0 | 0 | [1] Very Easy | Can link 2MP into Double Shot (2MP~2MP) to trade damage for charge time. | |
2P, 2MP > 28HK > SU3 | Anywhere | 4260(4420) | 0 | 3 | [1] Very Easy | ||
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK | Anywhere | 2616(2700) | 2 | 0 | [2] Easy | ||
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3 | Anywhere | 4616(4700) | 2 | 3 | [2] Easy | ||
2P, 5HP > Drive Rush > 6MK, 2MP, 28HK > SU3 | Anywhere | 4612(4714) | 2 | 3 | [2] Easy | ||
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > 28HK | Anywhere | 2810(2894) | 2 | 0 | [3] Medium | Somersault Kick must be delayed as long as possible to build enough charge. | |
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > LP/MP SU1 | Anywhere | 3146 | 2 | 1 | [3] Medium | ||
2P, 5HP > Drive Rush > 6H > SU2, 4HP > 46P~P~P~P~P | Anywhere | 3110(3136) | 2 | 2 | [3] Medium | ||
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > SU2, 4HP > 46P~P~P~P~P | Anywhere | 3147(3164) | 2 | 2 | [3] Medium | ||
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > Drive Rush > 2HP, 2LP > 28HK > SU3 | Anywhere | 5086(5136) | 6 | 3 | [4] Hard | Can add extra LP before 28HK > SU3 to trade damage for consistency. |
< Street Fighter 6 | Guile
m (→Punishes: Fix typo) |
(→Punishes: Refactor 4F punishes to use SF6-ComboTableItem) |
||
Line 108: | Line 108: | ||
== Punishes == | == Punishes == | ||
<tabber> 4F = | <tabber> 4F = | ||
{ | {{SF6-ComboTable | ||
| | | Items = | ||
{{SF6-ComboTableItem | |||
| Combo = 2P, 2MP > 28HK | |||
| 2P, 2MP > 28HK | | | Position = Anywhere | ||
| Damage = 1860(2020) | |||
| 2P, 2MP > 28HK > SU3 | | | Drive = 0 | ||
| Super = 0 | |||
| 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK | | | Difficulty = [1] {{clr|1|Very Easy}} | ||
| Notes = Can link 2MP into Double Shot (2MP~2MP) to trade damage for charge time. | |||
| 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3 | | | Video = | ||
|}} | |||
| 2P, 5HP > Drive Rush > 6MK, 2MP, 28HK > SU3 | | {{SF6-ComboTableItem | ||
| Combo = 2P, 2MP > 28HK > SU3 | |||
| 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > 28HK | | | Position = Anywhere | ||
| Damage = 4260(4420) | |||
| 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > LP/MP SU1 | | | Drive = 0 | ||
| Super = 3 | |||
| 2P, 5HP > Drive Rush > 6H > SU2, 4HP > 46P~P~P~P~P | | | Difficulty = [1] {{clr|1|Very Easy}} | ||
| Notes = | |||
| 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > SU2, 4HP > 46P~P~P~P~P | | | Video = | ||
}} | |||
| 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > Drive Rush > 2HP, 2LP > 28HK > SU3 | | {{SF6-ComboTableItem | ||
| Combo = 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK | |||
| Position = Anywhere | |||
| Damage = 2616(2700) | |||
| Drive = 2 | |||
| Super = 0 | |||
| Difficulty = [2] {{clr|2|Easy}} | |||
| Notes = | |||
| Video = | |||
}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3 | |||
| Position = Anywhere | |||
| Damage = 4616(4700) | |||
| Drive = 2 | |||
| Super = 3 | |||
| Difficulty = [2] {{clr|2|Easy}} | |||
| Notes = | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2P, 5HP > Drive Rush > 6MK, 2MP, 28HK > SU3 | |||
| Position = Anywhere | |||
| Damage = 4612(4714) | |||
| Drive = 2 | |||
| Super = 3 | |||
| Difficulty = [2] {{clr|2|Easy}} | |||
| Notes = | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > 28HK | |||
| Position = Anywhere | |||
| Damage = 2810(2894) | |||
| Drive = 2 | |||
| Super = 0 | |||
| Difficulty = [3] {{clr|3|Medium}} | |||
| Notes = Somersault Kick must be delayed as long as possible to build enough charge. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > LP/MP SU1 | |||
| Position = Anywhere | |||
| Damage = 3146 | |||
| Drive = 2 | |||
| Super = 1 | |||
| Difficulty = [3] {{clr|3|Medium}} | |||
| Notes = | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2P, 5HP > Drive Rush > 6H > SU2, 4HP > 46P~P~P~P~P | |||
| Position = Anywhere | |||
| Damage = 3110(3136) | |||
| Drive = 2 | |||
| Super = 2 | |||
| Difficulty = [3] {{clr|3|Medium}} | |||
| Notes = | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > SU2, 4HP > 46P~P~P~P~P | |||
| Position = Anywhere | |||
| Damage = 3147(3164) | |||
| Drive = 2 | |||
| Super = 2 | |||
| Difficulty = [3] {{clr|3|Medium}} | |||
| Notes = | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = 2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > Drive Rush > 2HP, 2LP > 28HK > SU3 | |||
| Position = Anywhere | |||
| Damage = 5086(5136) | |||
| Drive = 6 | |||
| Super = 3 | |||
| Difficulty = [4] {{clr|4|Hard}} | |||
| Notes = Can add extra LP before 28HK > SU3 to trade damage for consistency. | |||
| Video = | |||
|}} | |||
}} | |||
|-| 5F = | |-| 5F = |
Revision as of 21:42, 9 June 2023
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | 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.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do 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.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-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 > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive 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) |
Links and Starters
Normal Hit
Most Practical Link
Very Easy
5MP, 2MP~2MP
Simple confirm after Guile's go-to pressure normal, 5MP. The target combo provides plenty of time to charge but also causes a juggle, limiting followups.
Most Practical Link
Very Easy
5MP, 2MP
With tight execution, you can omit the target combo and still have time to charge a Flash Kick. Keeping the opponent grounded is key to Guile's highest damage routes, so it's worth practicing.
Low Light Confirm
Very Easy
2LK~2LP
Basic pressure string that doubles as a confirm. The string alone does not build enough charge for a special cancel so Guile must either have some charge before the string or tack on a (difficult) 5LK link.
WIP
Light Confirm
2LP > 2LP xx 28HK
2LK > 2LP xx 28HK
2LP > 2LP xx 46HP
2LK > 2LP xx 46HP
2LP > 5LK xx 28HK
2LP > 5LK xx 46HP
5LK xx 28HK
5LK xx 46HP
2LK > 2LP xx 28HK
2LP > 2LP xx 46HP
2LK > 2LP xx 46HP
2LP > 5LK xx 28HK
2LP > 5LK xx 46HP
5LK xx 28HK
5LK xx 46HP
Light counter Confirm
2LP,2MP xx 28HK
2LP,2MP~MP xx 28HK
2LP,2MP xx 46HP
2LP,2MP~MP xx 46HP
2LP,5MP,2MP xx 28HK
2LP,5MP,2MP~MP xx 28HK
2LP,5MP,2MP xx 46HP
2LP,5MP,2MP~MP xx 46HP
2LP,5MP~4HP xx 46HP
2LP,5MP~4HP xx 28HK
2LP,2MP~MP xx 28HK
2LP,2MP xx 46HP
2LP,2MP~MP xx 46HP
2LP,5MP,2MP xx 28HK
2LP,5MP,2MP~MP xx 28HK
2LP,5MP,2MP xx 46HP
2LP,5MP,2MP~MP xx 46HP
2LP,5MP~4HP xx 46HP
2LP,5MP~4HP xx 28HK
Mid Confirm
2MP xx 28 HK
2MP~MP xx 28 HK
2MP xx 46 HP
2MP~MP xx 46 HP
5MP~4HP xx 46 HP
5MP~4HP xx 28 HK
5MP,2MP xx 28 HK
5MP,2MP~MP xx 28 HK
5MP,2MP xx 46 HP
5MP,2MP~MP xx 46 HP
5MK,2LP xx 28 HK
5MK,2LP xx 46 HP
4/6MK,2LP xx 28 HK
4/6MK,2LP xx 46 HP
2MP~MP xx 28 HK
2MP xx 46 HP
2MP~MP xx 46 HP
5MP~4HP xx 46 HP
5MP~4HP xx 28 HK
5MP,2MP xx 28 HK
5MP,2MP~MP xx 28 HK
5MP,2MP xx 46 HP
5MP,2MP~MP xx 46 HP
5MK,2LP xx 28 HK
5MK,2LP xx 46 HP
4/6MK,2LP xx 28 HK
4/6MK,2LP xx 46 HP
Mid counter Confirm
2MP > 5MP > 2MP xx 28HK
2MP > 5MP > 2MP~MP xx 28HK
2MP > 5MP > 2MP xx 46HP
2MP > 5MP > 2MP~MP xx 46HP
2MP > 5MP~4HP xx 46HP
2MP > 5MP~4HP xx 28HK
5MP > 5MP~4HP xx 46HP
5MP > 5MP~4HP xx 28HK
5MP > 5MP > 2MP xx 28HK
5MP > 5MP > 2MP~MP xx 28HK
5MP > 5MP > 2MP xx 46HP
5MP > 5MP > 2MP~MP xx 46HP
5MK > 2MP xx 28HK
5MK > 2MP~MP xx 28HK
5MK > 2MP xx 46HP
5MK > 2MP~MP xx 46HP
4/6MK > 2MP xx 28HK
4/6MK > 2MP~MP xx 28HK
4/6MK > 2MP xx 46HP
4/6MK > 2MP~MP xx 46HP
2MP > 5MP > 2MP~MP xx 28HK
2MP > 5MP > 2MP xx 46HP
2MP > 5MP > 2MP~MP xx 46HP
2MP > 5MP~4HP xx 46HP
2MP > 5MP~4HP xx 28HK
5MP > 5MP~4HP xx 46HP
5MP > 5MP~4HP xx 28HK
5MP > 5MP > 2MP xx 28HK
5MP > 5MP > 2MP~MP xx 28HK
5MP > 5MP > 2MP xx 46HP
5MP > 5MP > 2MP~MP xx 46HP
5MK > 2MP xx 28HK
5MK > 2MP~MP xx 28HK
5MK > 2MP xx 46HP
5MK > 2MP~MP xx 46HP
4/6MK > 2MP xx 28HK
4/6MK > 2MP~MP xx 28HK
4/6MK > 2MP xx 46HP
4/6MK > 2MP~MP xx 46HP
Heavy Confirm
5HP xx 28HK
5HP xx 46HP
4HP xx 28HK
4HP xx 46HP
6HP > 2LP > 2LP xx 28HK
6HP > 2LP > 2LP xx 46HP
5HP xx 46HP
4HP xx 28HK
4HP xx 46HP
6HP > 2LP > 2LP xx 28HK
6HP > 2LP > 2LP xx 46HP