Street Fighter 6/Guile/Strategy: Difference between revisions

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=== Pressure ===
=== Pressure ===
{{TheoryBox
| Title      = Spacing traps
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    = <p>Though most of Guile's attacks are negative on block, many have significant pushback, making them difficult to effectively punish. Moves such as 2MK, 5HK, 6HK, or 4HP can tempt opponents to throw out quick reversal buttons to steal back their turn while Guile is stuck in recovery. With proper spacing, these will whiff, enabling Guile to land a punish counter and link into Somersault Kick or a Drive Rush combo.</p>
<p>Guile's best spacing trap buttons are fast and long-reaching. 2LP, 5LK, 5MP, 2MP, and 5HP are all excellent choices as they're fast and can special cancel into damage or to defend against reversal Drive Impact. 2MK is also good at range but will lose to reversal Drive Impact.</p>
}}
{{TheoryBox
{{TheoryBox
| Title      = LP Sonic Blade pressure
| Title      = LP Sonic Blade pressure

Revision as of 23:41, 22 June 2023


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)

Neutral

TO-DO


Offense

Frame Traps

Light Chains -


Pressure

Spacing traps
Easy


Though most of Guile's attacks are negative on block, many have significant pushback, making them difficult to effectively punish. Moves such as 2MK, 5HK, 6HK, or 4HP can tempt opponents to throw out quick reversal buttons to steal back their turn while Guile is stuck in recovery. With proper spacing, these will whiff, enabling Guile to land a punish counter and link into Somersault Kick or a Drive Rush combo.

Guile's best spacing trap buttons are fast and long-reaching. 2LP, 5LK, 5MP, 2MP, and 5HP are all excellent choices as they're fast and can special cancel into damage or to defend against reversal Drive Impact. 2MK is also good at range but will lose to reversal Drive Impact.

LP Sonic Blade pressure
Very Easy


... > 214LP

Lock down an opponent's options to attack or gain ground by cancelling any long-range special cancellable normal with a whiffed LP Sonic Blade. If the opponent attacks, they will be interrupted by the Sonic Blade, allowing Guile to continue his pressure.

The Sonic Blade defense isn't perfect; it will lose to quick moves with armor, disjointed hurtboxes, or early-frame projectile invincibility. Some character-specific counters include Jamie's Bakkai, Zangief's LP Spinning Piledriver, JP's Triglav, and E. Honda's OD Sumo Headbutt. General counters include Drive Reversal, low profile attacks such as 2LK, and many invincible reversals like DPs or Level 2 or Level 3 Super Arts. OD projectiles can also beat Sonic Blade, though Guile can nullify these by placing an OD Sonic Blade.

Okizeme and Mixups

Meaty 5MP setups
Medium


2HK, whiff dl.5MP, 5MP
2HK, whiff 4LK, 5MP

The timing is tight, but with good timing a meaty 5MP can be +1 or +2 on block, safe from Reversal DI and enabling several frame trap opportunities.

5MP, 5MP needs to be delayed by 2F or the attack will whiff, leaving Guile vulnerable to a Punish Counter. 4LK, 5MP has a bit easier timing and can side switch the opponent, giving Guile a left/right block mixup.


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +16 ?
Back Throw +19 ?
Air Throw +23~25 (Forward)
+16 (Back)
?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD 34
HKD +44 (Punish)
?
6HK (Punish) +55 ?
3HK (Punish) +46 (Launch) ?
5MP~4HP
(Recoil Cannon)
+35 ?
2MP~2MP
(Double Shot)
+44 ?
2HK~3HK
(Phantom Cutter)
+33 ?
[4]6PP
(OD Sonic Boom)
+48 ?
[2]8K
(Somersault Kick)
+36/37/39 (L/M/H)
+29 (OD)
?
214PP
(OD Sonic Blade)
+53 ?
214P~6P
(Sonic Cross)
+44/48/47 (L/M/H) Enhanced Sonic Booms after passing through Sonic Blade; much greater KD advantage from farther ranges.
[4]646P
(Lv.1 Super)
+41 (LP/MP)
+70 (HP)
?
[4]646K
(Lv.3 Super/CA)
HKD +16 ?


vs. Burnout


Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 4LK 4HP 6/4MK 6HK 3HK 6HP 6MP
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5MP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5LK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2LP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2MP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
4HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
3HK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +? ?
5MP~DR +? ?
5HP~DR +? ?
5LK~DR +? ?
2LP~DR +? ?
2MP~DR +? ?
4HP~DR +? ?
3HK~DR +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Guile

Punishable on block

-4
-5
-6
-7
-8
-8
-9
-10
-12
-26
-30
-31
-32
-33
-59

Punishable on whiff

-6
-36
-38
-39
-40
-42
-50
-54




SF6 Navigation

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A.K.I.
Akuma
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Ed
E. Honda
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