Street Fighter 6/Guile/Combos

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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)

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.

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.

Beginner Combos

Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Simple Combos Ending in Flash KickClick the tabs above this box to navigate.


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.

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.

The combos are intended to give plenty of time to charge Flash Kick either before or during the combo.

Basic Light Confirm
Very Easy


2LP/2LK > 2LP > [2]8HK

Basic pressure string that doubles as a confirm. The extra hits can allow time to react to if the starter connected or was blocked.

A quick combo starting from Guile's fastest normal or fastest low, it can be used as a way to get out of a sticky situation, a quick punish, or in your pressure, while ending with a good knockdown.

Double Shot Confirm
Easy


(5MP) 2MP~2MP > [2]8HK

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.

Guile High Kick Punish
Very Easy


(PC 2HK~) 3HK > [2]8HK

Whiffs on crouching opponents but is Guile's highest damaging meterless route.

2HK can be is used when punishing whiffed moves from a distance.

Recoil Cannon Confirm
Very Easy


5MP~4HP > [4]6HP

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.

Burning Straight Confirm
Very Easy


4HP > [4]6P

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.

Drive Rush 2MK
Very Easy


DR > 2MK, [2]8HK

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.

DR > 2MK can catch even backwards recoveries from Guile's back throw.

Drive Rush Knee Bazooka
Easy


DR > 4LK, 2LP, 2LP > [2]8HK

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.

Guile Drive Rush Meter Dump
Medium


... > DR > 5HK > 5MP~4HP > SA1/SA3

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 canceled into Drive Rush, the 5HK needs to be substituted with 2LP for the combo to connect).

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.

Core Combos

Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Guile Light Confirm
Hard


2LK > 2LP > 5LK > [2]8HK

Basic pressure string that doubles as a confirm. In order to special cancel 5LK, down charge must be held until 5LK is input, and then the special must be input immediately after. Flash Kick may be replaced with Drive Rush to extend the combo for more damage. It is possible to perform this combo without prior charge, but you must delay the chain from 2LK to 2LP for as long as possible in order for it to work.

Counter-hit Light Confirms
Easy


CH 2LP, (5MP), 2MP > [2]8HK
CH 2LP, 5MP > 4HP > [2]8HK
CH 2LP, 5HP > Drive Rush...

These combos convert from 2LP for more damage than 2LP > 2LP. All routes are also optimal for Punish Counter 2LP.

5MP to Flash Kick Routes
Medium, Medium


5MP~4HP > [2]8HK
5MP, 2MP > [2]8HK

To charge enough for Flash Kick, down charge must be held a few frames after 5MP is pressed, and Flash Kick input 45-55 frames after 5MP was input.

Counter-hit Crouching Medium Kick
Medium


CH 2MK, [2]8MK
CH 2MK, 2MP > [2]8HK

Very range dependent, cannot convert at max 2MK range. OD Flash Kick can hit from slightly further away. CH 2MK > 2MP only combos close up.

Punish Counter 5HP Confirms
Medium


PC 5HP, 3HK > [2]8HK
PC 5HP, 5HK > SA1/SA3
PC 5HP, 5HP > Drive Rush...

Punish counter 5HP confirms. Refer to Drive Rush Extensions for routes following 5HP > Drive Rush.

Punish Counter 2MK Confirms
Easy, Medium, Hard


PC 2MK, [2]8HK
PC 2MK, SA1
PC 2MK, 5HP > [2]8HK
PC 2MK, 5HP > Drive Rush...

Combos from punish counter 2MK. The first two combos are the most range-agnostic, however the last two are more damage if you are closer to the opponent. Refer to Drive Rush Extensions for routes following 5HP > Drive Rush.

Punish Counter 2MP Confirms
Medium


PC 2MP, 5HP > Drive Rush...
PC 2MP, 5MP > 4HP > [2]8HK

Combos from punish counter 2MP, for 6f punishes (just below the threshold of a 5HP punish.)

Punish Counter 5MP Confirms
Medium


PC 5MP, 5HP > Drive Rush...
PC 5MP, 3HK > [2]8HK

Combos from punish counter 5MP.

Light Confirm into Drive Rush
Medium


(2LP/5LP/5LK) > Drive Rush, 2LP, 5MP...
(2LP/5LP/5LK) > Drive Rush, 2LP, 5HP > Drive Rush...

Extensions from light normals into Drive Rush. Refer to Mediums section for routes following 5MP.

Medium Confirms into Drive Rush
Medium, Medium, Hard


(5MP/2MP) > Drive Rush, 2MP, 5MP...
(5MP/2MP) > Drive Rush, 5MP, 3HK > [2]8HK
(5MP/2MP) > Drive Rush, 5MP, 5MP, 2MP > [4]6LP, ([2]8HK/5HK > SA1/SA3)

Extensions from medium normals into Drive Rush. Refer to Mediums section for routes following 2MP, 5MP.

Heavy Confirms into Drive Rush
Medium


(5HP/4HP) > Drive Rush, 5HK, 5MP > 4HP > [2]8HK
(5HP/4HP) > Drive Rush, 5HK, 2MP > [2]8HK > SA3

Extensions from heavy normals into Drive Rush. Refer to Medium Confirms into Drive Rush for routes following 3HK > Drive Rush.

Combo Theory

WIP

Combo List

Light Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LP > 2LP > [2]8HK Anywhere 1690 0 0 [1] Very Easy
2LP > 2LP > SA1, [2]8KK Anywhere 2430 2 1 [2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK Anywhere 2021 3 0 [3] Medium
2LP > 2LP, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK Anywhere 2482 5 1 [2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 2374 6 0 [3] Medium
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > SA1 Anywhere 2676 6 1 [2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 Anywhere 4336 6 3 [3] Medium

Medium Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP, 2MP, [2]8HK Anywhere 2320 0 0 [3] Medium Hold downback the moment you press 5MP and delay flashkick Example
5MP, 2MP > DR > 2MP, 5MP, 2MP > [2]8HK Anywhere 2856 3 0 [3] Medium Avoid doing the 2MP 2MP target combo because it will drop the combo aside from the last one where it will only do 2754 Example
5MP, 2MP > DR > 2MP, 5MP~4HP > SA1 > [2]8KK Anywhere 3466 5 1 [2] Easy Example
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 3353 6 0 [3] Medium Example
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > SA1 Anywhere 3543 6 1 [2] Easy Example
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 Anywhere 5275 6 3 [3] Medium Example
CH 6MK, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK Anywhere 2592 3 0 [3] Medium Replacing 5MP, 2MP with the 5MP~4HP target combo deals the same damage Example
CH 6MK, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK Anywhere 3202 5 1 [2] Easy 6MK must be done close enough for 5LK to link afterwards Example
PC 2MK > [2]8KK Anywhere 1880 2 0 [3] Medium At closer ranges you can do [2]8HK to save drive Example

Heavy Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 6HK, SA1 Anywhere 3200 0 1 [2] Easy
PC 5HP, 3HK > [2]8HK Anywhere 3200 0 0 [2] Easy
PC 5HP, 2MP > [2]8HK > SA3 Anywhere 5200 0 3 [2] Easy
PC 5HP, 5HK > SA1 > [2]8KK Anywhere 4230 2 1 [2] Easy
PC 5HP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 3772 3 0 [3] Medium
PC 5HP, 3HK > DR > 5MP, 5MP, 2MP > [2]8HK > SA3 Anywhere 5736 3 3 [3] Medium
PC 5HP, 5HP > DR > 5HK, 5HP > DR > 5HK, 5MP~4HP > [2]8HK Anywhere 4269 6 0 [3] Medium
PC 5HP, 5HP > DR > 5HK, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 Anywhere 6014 6 3 [3] Medium
jHK, 5HP > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP > [2]8HK Corner 3774 3 0 [5] Very Hard

Drive Rush Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DR 4LK, 2LP > (2LP) > [2]8HK Anywhere 1920 (2020) 1 0 [1] Very Easy
... > DR > 5MP, 5MP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK Corner 3000 3 0 [4] Hard
... > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK Corner 3300 3 0 [5] Very Hard

Drive Impact Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI w! 2HK~3HK > [2]8HK > [2]8KK Anywhere 1304 1 0 [2] Easy
DI w! 5HP > 214LP > [2]8HK Corner 1936 1 0 [3] Medium
DI w! 5HK > SA1 > [2]8KK Anywhere 2912 3 1 [2] Easy
DI w! 5HK > SA3 Anywhere 3840 1 3 [1] Very Easy

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