2LP, 5MP, 2MP > [2]8HK
2LP, 2MP, [2]8HK > SA3
Go-to choice for conserving Drive Gauge. At close range, Guile can add 5MP if not confirming into SA3. 2MP can link into Double Shot (2MP~2MP) for more charge, but a clean hit SA3 won't be possible.
2LP, 5HP > DR~2HP, ...
2LP, 5HP > DR~5HK, ...
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 5HK also have uses.
Drive Rush combos (2LP, 5HP > DR~...)
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
... DR~2HP, 2LP, 2LP, [2]8HK | Anywhere | 2616(2700) | 2 | 0 | [2] Easy | ||
... DR~2HP, 2LP, 2LP, [2]8HK > SA3 | Anywhere | 4616(4700) | 2 | 3 | [2] Easy | ||
... DR~6MK, 2MP, [2]8HK > SA3 | Anywhere | 4612(4714) | 2 | 3 | [2] Easy | ||
... DR~6MK, 5MP, 2MP > [2]8HK | Anywhere | 2810(2894) | 2 | 0 | [3] Medium | Somersault Kick can be delayed to build extra charge. | |
... DR~5HK, 5MP > 4HP > [2]8HK | Anywhere | 2962 | 3 | 0 | [3] Medium | 5MP > 4HP can be input as 5MP > 1HP to hold charge. Somersault Kick can be delayed to build extra charge. The cancel window on 5MP > 4HP > [2]8HK is also later than it seems. | |
... DR~5HK > SA2, 4HP > [4]6P~P~P~P~P | Anywhere | 3110(3136) | 2 | 2 | [3] Medium | ||
... DR~6MK, 5MP, 2MP > SA2, 4HP > [4]6P~P~P~P~P | Anywhere | 3147(3164) | 2 | 2 | [3] Medium | ||
... DR~6MK, 5MP, 2MP > LP/MP SA1 | Anywhere | 3146 | 2 | 1 | [3] Hard | ||
... DR~6MK, 5MP, 2MP > DR~2HP, 2LP > [2]8HK > SA3 | Anywhere | 5086(5136) | 6 | 3 | [4] Hard |