Street Fighter 6/Guile/Combos: Difference between revisions

From SuperCombo Wiki
m (→‎Punishes: Reclassify SU1 combo as hard)
(→‎Normal Hit: Clean up Somersault Kick confirm)
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=== Normal Hit ===
=== Normal Hit ===
{{TheoryBox
{{TheoryBox
| Title      = Most Practical Link
| Title      = Somersault Kick confirm
| Oneliner  =  
| Oneliner  = "Too easy."
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}, {{clr|2|Easy}}
| Damage    =  
| Damage    = 2160(2320)
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 5MP, 2MP~2MP
| Recipe    = 5MP, 2MP(~2MP) > 28HK
| content    = 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.
| content    = <p>Simple confirm after Guile's go-to pressure normal, 5MP. At close range, 2MP chains into the Double Shot target combo (2MP~2MP). Double Shot provides extra charge time but places the opponent in a juggle state, limiting follow-ups such as clean hit Super Art 3.</p>
}}


{{TheoryBox
<p>By immediately charging after 5MP and canceling into Somersault Kick as late as possible, Double Shot can be omitted. Keeping the opponent grounded is key to Guile's highest damage routes, so it's worth practicing.</p>
| Title      = Most Practical Link
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 5MP, 2MP
| content    = 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.
}}
}}



Revision as of 00:52, 13 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

Somersault Kick confirm"Too easy."
Very Easy, Easy


5MP, 2MP(~2MP) > 28HK

Simple confirm after Guile's go-to pressure normal, 5MP. At close range, 2MP chains into the Double Shot target combo (2MP~2MP). Double Shot provides extra charge time but places the opponent in a juggle state, limiting follow-ups such as clean hit Super Art 3.

By immediately charging after 5MP and canceling into Somersault Kick as late as possible, Double Shot can be omitted. 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
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
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
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
Heavy Confirm


5HP xx 28HK
5HP xx 46HP
4HP xx 28HK
4HP xx 46HP
6HP > 2LP > 2LP xx 28HK
6HP > 2LP > 2LP xx 46HP

Punishes

Simple 4F punishes"Easy operation."
Very Easy


2LP, 2MP(~2MP) > 28HK
2LP, 5MP, 2MP > 28HK
2LP, 2MP, 28HK > SU3

Go-to choice for conserving Drive Gauge. At close range, Guile can add 5MP if not confirming into SU3. 2MP can link into Double Shot (2MP~2MP) for more charge, but a clean hit SU3 won't be possible.

4F DR opener"Mission start!"
Easy


2LP, 5HP > DR~6MK, ...
2LP, 5HP > DR~2HP, ...
2LP, 5HP > DR~5HP, ...

4F DR starter. DR~6MK is the most versatile option as it allows Guile to hold charge and set up MP links, but 2HP and 5HP also have uses.

Drive Rush combos (2LP, 5HP > DR~...)

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
... DR~2HP, 2LP, 2LP, 28HK Anywhere 2616(2700) 2 0 [2] Easy
... DR~2HP, 2LP, 2LP, 28HK > SU3 Anywhere 4616(4700) 2 3 [2] Easy
... DR~6MK, 2MP, 28HK > SU3 Anywhere 4612(4714) 2 3 [2] Easy
... DR~6MK, 5MP, 2MP > 28HK Anywhere 2810(2894) 2 0 [3] Medium Somersault Kick must be delayed as long as possible to build enough charge.
... DR~5H > SU2, 4HP > 46P~P~P~P~P Anywhere 3110(3136) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > SU2, 4HP > 46P~P~P~P~P Anywhere 3147(3164) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > LP/MP SU1 Anywhere 3146 2 1 [3] Hard
... DR~6MK, 5MP, 2MP > DR~2HP, 2LP > 28HK > SU3 Anywhere 5086(5136) 6 3 [4] Hard

Simple 6F punishes"Easy operation."
Very Easy


2MP, 2MP(~2MP) > 28HK
2MP, 5MP, 2MP > 28HK
2MP, 2MP, 28HK > SU3

Go-to choice for conserving Drive Gauge. At close range, Guile can add 5MP if not confirming into SU3. 2MP can link into Double Shot (2MP~2MP) for more charge, but a clean hit SU3 won't be possible.

6F DR opener"Mission start!"
Easy


2MP, 5HP > DR~6MK, ...
2MP, 5HP > DR~2HP, ...
2MP, 5HP > DR~5HP, ...

6F DR starter. DR~6MK is the most versatile option as it allows Guile to hold charge and set up MP links, but 2HP and 5HP also have uses.

Drive Rush combos (2MP, 5HP > DR~...)

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
... DR~2HP, 2LP, 2LP, 28HK Anywhere 3066(3150) 2 0 [2] Easy
... DR~2HP, 2LP, 2LP, 28HK > SU3 Anywhere 5066(5150) 2 3 [2] Easy
... DR~6MK, 2MP, 28HK > SU3 Anywhere 5062(5164) 2 3 [2] Easy
... DR~6MK, 5MP, 2MP > 28HK Anywhere 3260(3344) 2 0 [3] Medium Somersault Kick must be delayed as long as possible to build enough charge.
... DR~5H > SU2, 4HP > 46P~P~P~P~P Anywhere 3560(3586) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > SU2, 4HP > 46P~P~P~P~P Anywhere 3597(3614) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > LP/MP SU1 Anywhere 3596 2 1 [4] Hard
... DR~6MK, 5MP, 2MP > DR~2HP, 2LP > 28HK > SU3 Anywhere 5536(5586) 6 3 [4] Hard

Simple 7F punishes"Easy operation."
Medium, Hard


5HP, microwalk~5MP, 2MP > 28HK
5HP, microwalk~5MP, 2MP > 28H
5HP, 5HP > SU2, 4HP > 46P~P~P~P~P
[4]MP, 4HP > HP SU1, 28KK

Go-to choice for conserving Drive Gauge. Microwalks must be fewer than 8 frames.

7F DR opener"Mission start!"
Easy


5HP, 5HP > DR~6MK, ...
5HP, 5HP > DR~2HP, ...
5HP, 5HP > DR~5HP, ...

7F DR starter. DR~6MK is the most versatile option as it allows Guile to hold charge and set up MP links, but 2HP and 5HP also have uses.

Drive Rush combos (5HP, 5HP > DR~...)

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
... DR~2HP, 2LP, 2LP, 28HK Anywhere 3426(3510) 2 0 [2] Easy
... DR~2HP, 2LP, 2LP, 28HK > SU3 Anywhere 5426(5510) 2 3 [2] Easy
... DR~6MK, 2MP, 28HK > SU3 Anywhere 5422(5524) 2 3 [2] Easy
... DR~6MK, 5MP, 2MP > 28HK Anywhere 3620(3704) 2 0 [3] Medium Somersault Kick must be delayed as long as possible to build enough charge.
... DR~5H > SU2, 4HP > 46P~P~P~P~P Anywhere 3920(3946) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > SU2, 4HP > 46P~P~P~P~P Anywhere 3957(3974) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > LP/MP SU1 Anywhere 3956 2 1 [4] Hard
... DR~6MK, 5MP, 2MP > DR~2HP, 2LP > 28HK > SU3 Anywhere 5896(5946) 6 3 [4] Hard

SF6 Navigation

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