Street Fighter V/Guile/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Punishes

Notation Damage Stun Meter Cost Notes

2MP xx HK flash kick

177 (150)

280

0

6f punish. A very basic combo. cr. MP won't combo into flash kick at all ranges. Flash kick also does less damage at further ranges - the number in brackets is if you hit flash kick from further away.

2MP xx HK flash kick xx CA

433

280

3

6f punish. Above combo cancelled into CA. Must hit with the stronger, close hitbox of flash kick in order to cancel.

2MP xx HP sonic boom

114

145

0

6f punish. Use this when you're too far for the flash kick.

2MP xx HP sonic boom xx CA

370

145

3

6f punish. Above combo cancelled into CA. Because the sonic boom takes time to travel, it's best to input the super motion a little bit slower after the sonic boom to consistently nail that cancel window.

5HP, 2MP xx HK flash kick

214

400

0

8f punish. Guile's standard big damage punish or jump in follow-up. You need to start charging immediately after the st. HP in order to get the flash kick.

5HP, 2MP xx LP sonic boom (tiny walk forwards) 6HP

245

385

0

8f punish. This combo requires some practice but it is optimal meterless damage after a st. HP if you are close enough.

5HP, 2MP xx HP sonic boom

182

280

0

8f Punish. For when you're too far for the above combos.

5HP, 2MP xx HP sonic boom xx CA

406

280

3

8f punish. Above combo cancelled into CA. Because the sonic boom takes time to travel, it's best to input the super motion a little bit slower after the sonic boom to consistently nail that cancel window.

5HP, 2HK

161

285

0

8f punish. For when you're to far for the cr. MP to connect.

2HK

90

150

0

7f, far. Beware using flash kick to punish extended limbs. If it whiffs, you'll get slaughtered, and it usually misses the deep connect and thus the super cancel anyway.

CA

320

0

3

7f, far. Most of guile's cancellable normals and specials are too far out, so raw super is a good consistent option at a range. b+LK or st. HK can be used to close in some space while still retaining charge for the super to punish (against fireballs for instance).

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 2MP xx HK flash kick

218 (194)

350

0

St. MP has faster startup than st hp so there will be situations where this is the optimal punish combo (you do have to be very close though). Mostly this combo is useful as a confirm from st. MP which is +2. You can build inherent charge from this but the timing can be tricky - start charging immediately after you press st. MP and then you also need to cancel the cr mp into flash kick quite late. Number in brackets is the damage when you hit with the flash kick from slightly further away.

5MP, 2MP xx HK flash kick xx CA

442

350

3

Above combo cancelled into CA

6HK, 2LP xx HK flash kick

221

373

0

The Guile special. This move is throw invincible from frame 8, making it a very strong option for beating the opponent's throw tech. Use sonic boom instead of flash kick at further ranges.

2LP xx sonic boom, 2HK

156

235

0

You can react to any successful cancel into a close sonic boom with a sweep.

Punish/confirm

Notation Damage Stun Meter Cost Notes

5MP, 2MP xx HP sonic boom

162

230

0

use this when you're too far for the flash kick.

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

5HP, 2MP xx sonic boom xx vt, (dash) 5HP, 2MP xx flash kick

276

455

0

You can have a bunch of sonic breaks in your combo too, which doesn't add huge damage midscreen but does set up for a reset. Use this combo if you want to save your v trigger for neutral.

5HP, 2MP xx sonic boom xx vt, (dash) 5HP, 2MP xx sonic boom xx MP sonic break x4, (dash x2 + slight walk forwards) 2HK

298

445

0

Just a demonstration of how adding sonic breaks doesn't add a huge amount of damage. The corner carry is extremely good on this combo, it wastes time on the clock, and if you hit a wall you can modify the combo to allow st. HP or d/f+HK. But it takes a huge chunk of v-meter and gives you barely any damage in return. Often the reset will be a stronger option.

5HP, 2MP xx sonic boom xx vt, (dash) 5HP, 2MP xx sonic boom xx MP sonic break x4, dashx3

289

430

0

Vtrigger punish combo which leaves you at +4. If you delay 1 frame then a throw will beat 3 frame jabs. Mixing this up with upside down kick to beat a throw tech is a very strong option.

HP sonic boom xx vt, (dash) 5HP, 2MP xx MP sonic boom xx 4x MP sonic break, (2x dash, slight walk forwards) 2HK (or 3x dash reset)

241

295

0

10f, far. One of Guile's strongest VT cancel options is a raw fireball. You can't confirm it, but if you can make one good read with a fireball timing then it's a solid combo, potentially into a reset. On block, dashing forward leaves you +5, ready for a throw/upside down kick mixup anyway, so it's a win-win.

4HP xx vt, MP boom xx MP break, (dash) sweep

197

284

0

8f, far. B+HP is chosen for its speed, range, and the fact that it's uncrouchable. More breaks and dashes can be used, but to diminishing returns. At max range the MP boom won't combo but you can substitute HP booms at the cost of the sweep at the end.

Vt1 Activation Combo

Notation Damage Stun Meter Cost Notes

5HP, 2MP xx sonic boom xx vt, (dash) 5HP, 2MP xx MP sonic boom xx MP sonic break x4, 4LK, CA

464

430

3

Very solid damage but you use up all of your resources. Generally this is best for ending rounds, otherwise the meter might be better saved.

5HP, 2MP xx sonic boom xx vt, (dash) 5HP, 2MP xx sonic boom xx MP sonic break x4, (dash x3) 2LK>5MP>6 HP

304

462

0

At some spacings this combo will not work but if you use st. HP to punish from point blank then you can end your v trigger combo with the target combo for max meterless damage, stun, corner carry and a knockdown.

2LK, 2LP xx sonic boom xx vt, (dash) 5HP, 2MP xx flash kick

189

348

0

Bizarrely, Guile can combo sonic boom from his lights, so you can do any st. HP combo from a light starter if you have v-trigger. The damage is scaled quite a lot.

CC Punishes

Notation Damage Stun Meter Cost Notes

6HP, (dash) 5HP, 2MP xx flash kick

274

490

0

Any of the above st. HP combos can follow Guile's f+HP, which is his only non-launch crush counter and thus the ideal one for punishing.

6HP, (dash) 5MP, 2MP xx flash kick

276

450

0

If you're close enough after the f+HP that the dash will leave you point blank then this is optimal damage (but less stun), as the flash kick will hit with the stronger, close hitbox.

6HP, (dash) 5MP, 2MP xx flash kick xx CA

436

450

3

Same as above cancelled into CA - requires you to hit the flash kick with the strong hurtbox or it will not cancel.

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK > 5MP > 6HP target combo

130

280

0

No charge low confirm. The third hit of this will whiff on crouching, so make sure you confirm it only when you see the first part hit. The second hit is actually -8 on block, so use this sparingly and space it at the max possible range where it will all combo in order to stop yourself being punished. This is the strongest low option after walking forward so it is essential to use even though it can be unsafe.

2LK, 2LP xx flash kick

151

293

0

Standard hit confirm from a low. EX flash kick does 167 damage, usually not worth it. Swap cr. LK for cr. LP if you just need a 4f punish, the damage on LP is a bit higher.

2LK, 2LP, 5LK xx HK flash kick

141

329

0

This combo is designed to generate a charge after a forward dash. Must begin charging immediately after inputting dash, and must input 5LK to avoid the 4LK or 6LK command normal. Swap cr. LK to cr. LP for 10 more damage.

2LK, 2LP xx flash kick xx super

375

293

3

Charges fast enough that you can easily do this combo after a crossup.

CC Confirms

Notation Damage Stun Meter Cost Notes

4HP, super

352

180

3

Unfortunately pretty much the only thing I can find off counter hit b+HP

2HP (CC), 3HK, flash kick

263 (242)

440

0

NOTE!!! If you're only getting 240 you're not landing the d/f+HK deep enough. Try walking forward a little bit before the d/f+HK. (At certain ranges you won't be able to hit the flash kick that deep)

Counter Hit Combos

Notation Damage Stun Meter Cost Notes

5MP, 5HP, 2MP XX HK Flash Kick

262

475

0

If you your 5mp counterhits, you can on reaction go into 5HP and continue the combo if you are close enough.

6HK, 2MP xx HK flash kick

266

430

0

Better damage in case you get the counter hit instead of the normal hit here.

2LP, 2MP

90

174

0

A good string to push anyway, but combos on counter hit. Hard to react to.

6MK, 2LP, 2LP xx flash kick

193

379

0

You need to be quite close to get the second cr.LP off. If you're really good at charging, use one cr.LP for more range

2MP, EX flash kick

207

300

1

Only works from pretty close. Pretty good on paper, but hard to find in a real match.

knee bazooka, 2LP xx flash kick

191

343

0

This combo only works if the Knee bazooka hits on the last or second last frame, be aware of your spacing when you do this. Confirming into the flash kick can be very tricky here so I recommend going for the sonic boom mostly.

Buffered Counter-Poke

Notation Damage Stun Meter Cost Notes

2MP xx EX sonic boom

150

190

1

Probably the most consistent counter-poke option in neutral. Decent range and priority, solid damage and a knockdown make this a fairly good option when the situation calls for it.

5MP>6HP

123

235

0

Not a lot of uses for this, but it seems to be the strongest whiff punish option for certain characters' st. MKs.

Corner Stuff

Notation Damage Stun Meter Cost Notes

2LP xx boom, 2LP xx boom, 2MP xx MP/HP boom, sweep

252

351

0

This string is very strong both on hit and on block, after every cr. LP and every sonic boom you are +2 which is very strong for throw mix ups.

5HP, 2MP xx LP boom, 3HK, flash kick (or knee bazooka)

292

505

0

Max damage corner punish off a jump in or as an ender to boom loops. Knee bazooka does slightly less damage but you get a reset.

2MP xx sonic boom, sweep

186

265

0

This works at any range in the corner and will usually do more damage than connecting into flash kick. At further ranges you may have to walk forward before sweeping. At certain ranges mp boom makes the sweep easier to connect but mp boom doesn't work at further ranges. Hp boom will work at all ranges.

5MP, 2LP xx boom, 2 MP xx HP boom, slight walk forward, sweep

258

378

0

Max meterless damage off a st. MP. You must be holding back before you press the st. MP otherwise you won't have charge for the sonic boom. Buffering charge for the second boom can also be tricky.

6HK, 2LP xx boom, 2MP xx boom, slight walk forward, sweep

288

428

0

Max meterless damage from upside down kick.

EX boom easily juggles into flash kick and resets

3HK can link from delayed connect booms

deep 3HK connects to deep flash kick, which does more damage and can cancel to super

sonic booms and breaks cause no pushback

Corner Stuff (Counter Hit)

Notation Damage Stun Meter Cost Notes

(counter) 5MP, 5HP, 2MP xx MP boom, 3HK, flash kick (or knee bazooka)

307

510

0

Extra damage combo if you score a counter hit. Knee Bazooka does slightly less but you get a reset.

( Crush counter) 4HP, 2HK

168

300

0

Juggles

Notation Damage Stun Meter Cost Notes

anti air LK flash kick xx CA

418

200

3

v-skill sonic boom into anything, it's a free juggle 5ate.

vskill boom, 3.HK, HK flash kick

232

395

0

The Loop opener.

Notation Damage Stun Meter Cost Notes

if you don't have v trigger activated then entering the loop is as simple as getting a sonic boom in the corner and cancelling it into v trigger. follow that up with a forward dash into 5HP and you've got your loop going.

The Loop part 1.

Notation Damage Stun Meter Cost Notes

5HP, 2MP xx boom xx LP break, dash forward (4f move)

Here's one segment of the sonic boom loop, if you have enough frame advantage to do a dash up hp then this is generally the optimal follow up. After this you can link a 4f move after the dash (st lp, cr lp and st lk are all interchangeable).

The Loop part 2.

Notation Damage Stun Meter Cost Notes

2LP (or 5LK or 5LP) xx sonic break, 2 LP xx boom, 2MP xx HP boom xx MP break xx LP break, dash forward (5HP)

the sonic break here is activated by pressing HK and HP as if activating v trigger. After this you can dash forward into st. HP

The Loop Ender

Notation Damage Stun Meter Cost Notes

2LK > 5MP > 6HP target combo, VS1 or 2, HK Flash Kick (XX Critical Art if desired)

best ender if you only have enough advantage to link a 4f move (i.e. after loop part 1.)

Example Sonic Boom Loop

Notation Damage Stun Meter Cost Notes

Jump in HK, 5HP, 2MP xx sonic boom xx V Trigger activation, forward dash, 5hp, 2mp xx sonic boom xx LP sonic break, forward dash, 2LP xx sonic break, 2LP xx sonic boom, 2MP xx HP sonic boom xx MP sonic break xx LP sonic break, forward dash, 5HP, 2MP xx sonic boom xx LP sonic break, forward dash, 2LK > 5MP > 6HP target combo, VS1 or 2, HK Flash Kick (XX Critical Art if desired)

414 (574 with Critical Art)

641

0 (3 with Critical Art)

If you have trouble with the cr. MP xx HP boom xx MP break xx LP break then it might be negative edge. Try letting go of the MP for the cr. MP as quickly as possible. Video Example

Advanced boom loop

Notation Damage Stun Meter Cost Notes

5HP, 2MP xx boom v trigger activate, forward dash, 5HP, 2MP xx LP boom xx LP break (repeat for a total of 6 times), forward dash, ender.

This one's an interesting one. It's a little bit more advanced but not that tricky in terms of execution and it also has the potential to do more damage. When you get to the LP boom xx LP break x6, depending on how you input the booms, you may move slightly forward or slightly backwards. This will affect the spacing of where you end up after the final sonic break. Depending on how far you are, you may only be able to link a st. LK or you may be able to link a st. MP or st. HP for more damage (the further you are, the more frame advantage you will have and therefore the more damage you can get). If you can space it out so that you get the st. HP follow up then this is a more optimal combo than the previous one. If you are too far and you go for the st. LK then the follow up will probably whiff. The way to space it further is by holding backwards a little bit in between sonic booms so that Guile walks back very slightly in between them.

Alternative advanced boom loop

Notation Damage Stun Meter Cost Notes

5HP, 2MP xx boom, 4HP xx v trigger activate, HP boom xx MP break xx LP break, dash forward, 5HP, 2MP xx LP boom xx LP break (repeat for total of 4 times), dash forward, 5HP, 2MP xx LP boom, 3HK, flash kick or knee bazooka.

This one's a bit trickier than the last one but still doable. In order to get the spacing for the final dash forward into st. HP you must move backwards enough between each sonic boom. If you think you're not far enough and the st. HP will not link then you can adjust the combo on the fly and do a st. MP, cr. MP xx flash kick ender instead. While you're closer, MP boom xx LP break allows you more time to walk backwards between booms, however the booms will not connect at further ranges so be careful.

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