User:Sereni/sandbox: Difference between revisions

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Line 75: Line 75:
| Title      = Guile High Kick Confirm
| Title      = Guile High Kick Confirm
| Oneliner  =  
| Oneliner  =  
| Difficulty = Very Easy
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Guile Beginner Combo 5
| Anchor    = Guile Beginner Combo 5
| Video      =  
| Video      =  
Line 103: Line 103:
| Title      = Guile Light Confirm
| Title      = Guile Light Confirm
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|4|Hard}}
| Anchor    = Guile Core Combo 1
| Anchor    = Guile Core Combo 1
| Video      =  
| Video      =  
Line 109: Line 109:
| Recipe    = 2LK > 2LP > 5LK > [2]8HK
| Recipe    = 2LK > 2LP > 5LK > [2]8HK
| content    =  
| content    =  
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.
}}
}}
{{TheoryBox
{{TheoryBox
| Title      = Counterhit Light Confirms
| Title      = Counterhit Light Confirms
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Anchor    = Guile Core Combo 2
| Anchor    = Guile Core Combo 2
| Video      =  
| Video      =  
Line 119: Line 121:
| Recipe    = CH 2LP, (5MP), 2MP > [2]8HK
| Recipe    = CH 2LP, (5MP), 2MP > [2]8HK
| content    =  
| content    =  
This combo converts from 2LP for more damage than 2LP > 2LP.
}}
}}
{{TheoryBox
{{TheoryBox
| Title      = 5MP to Flash Kick Routes
| Title      = 5MP to Flash Kick Routes
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}, {{clr|3|Medium}}
| Anchor    = Guile Core Combo 3
| Anchor    = Guile Core Combo 3
| Video      =  
| Video      =  
Line 129: Line 133:
| Recipe    = 5MP~4HP > [2]8HK / 5MP, 2MP > [2]8HK
| Recipe    = 5MP~4HP > [2]8HK / 5MP, 2MP > [2]8HK
| content    =  
| content    =  
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.
}}
}}
{{TheoryBox
{{TheoryBox
| Title      = Counterhit Crouching Medium Kick
| Title      = Counterhit Crouching Medium Kick
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|4|Hard}}
| Anchor    = Guile Core Combo 4
| Anchor    = Guile Core Combo 4
| Video      =  
| Video      =  
Line 139: Line 144:
| Recipe    = CH 2MK, [2]8MK
| Recipe    = CH 2MK, [2]8MK
| content    =  
| content    =  
}}
Very range dependent, cannot convert at max 2MK range. EX Flash Kick can hit from slightly further away.
{{TheoryBox
| Title      = Punish Counter Reverse Spin Kick
| Oneliner  =
| Difficulty =
| Anchor    = Guile Core Combo 5
| Video      =
| Size      =
| Recipe    = PC 6HK, Su1
| content    =
}}
}}


Line 160: Line 156:
| Items =
| Items =
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = 2LP > 2LP > [2]8HK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 1690
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [1] {{clr|1|Very Easy}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   }}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = 2LP > 2LP > Su1, [2]8KK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 2430
   | Drive      = 0
   | Drive      = 2
   | Super      = 0
   | Super      = 1
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [2] {{clr|2|Easy}}
   | Notes      =  
   | Notes      =  
Line 180: Line 176:
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = 2LP > 2LP, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 2021
   | Drive      = 0
   | Drive      = 3
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = 2LP > 2LP, 5LK > DR > 5LP, 5MP~4HP > Su1 > [2]8KK
  | Position  = Anywhere
  | Damage    = 2482
  | Drive      = 5
  | Super      = 1
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      = Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus pharetra nunc non tempus posuere. Morbi rutrum vel mauris quis placerat.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 2374
   | Drive      = 0
   | Drive      = 6
   | Super      = 0
   | Super      = 0
   | Difficulty = [3] {{clr|3|Medium}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      = Somersault Kick can be delayed to build extra charge. seofjsfijsdfoisjdfojsadoifsodifjoasidfoisdfodsijfoidsjfosjdfoisdjfisadofjsdoifdsojfdsoijfodsjfoajgfoawjgoajsfijasfoawefoiawfosf
   | Notes      =  
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK 5MP~4HP xx SA1
  | Position  = Anywhere
  | Damage    = 2676
  | Drive      = 6
  | Super      = 1
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2LP 2LP 5LK xx DR 5LP 5HP xx DR 5HK 2MP xx HK FK xx SA3
  | Position  = Anywhere
  | Damage    = 4336
  | Drive      = 6
  | Super      = 3
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
   | Video      =  
   | Video      =  
   |}}
   |}}
Line 205: Line 231:
| Items =
| Items =
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = 5MP 2MP xx HK FK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 2320
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 0
Line 215: Line 241:
   }}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = 5MP 2MP xx DR 2MP 5MP 2MP xx HK FK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 2856
   | Drive      = 0
   | Drive      = 3
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [2] {{clr|2|Easy}}
Line 225: Line 251:
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = 5MP 2MP xx DR 2MP 5MP~4HP xx SA1 > OD FK
  | Position  = Anywhere
  | Damage    = 3466
  | Drive      = 5
  | Super      = 1
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 5MP 2MP xx DR 2MP 5HP xx DR 5HK 5MP~4HP xx HK FK
  | Position  = Anywhere
  | Damage    = 3353
  | Drive      = 6
  | Super      = 0
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      = Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus pharetra nunc non tempus posuere. Morbi rutrum vel mauris quis placerat.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 5MP 2MP xx DR 2MP 5HP xx DR 5HK 5MP~4HP xx SA1
  | Position  = Anywhere
  | Damage    = 3543
  | Drive      = 6
  | Super      = 1
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 5MP 2MP xx DR 2MP 5HP xx DR 5HK 2MP xx HK FK xx SA3
  | Position  = Anywhere
  | Damage    = 5275
  | Drive      = 6
  | Super      = 3
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = CH 6MK 5LK xx DR 5LP 5MP 2MP xx HK FK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 2592
   | Drive      = 0
   | Drive      = 3
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = CH 6MK 5LK xx DR 5LP 5MP~4HP xx SA1 > OD FK
  | Position  = Anywhere
  | Damage    = 3202
  | Drive      = 5
  | Super      = 1
  | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = PC 2MK > OD FK or SA1
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 1880
   | Drive      = 0
   | Drive      = 2
   | Super      = 0
   | Super      = 0
   | Difficulty = [3] {{clr|3|Medium}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      = Somersault Kick can be delayed to build extra charge. seofjsfijsdfoisjdfojsadoifsodifjoasidfoisdfodsijfoidsjfosjdfoisdjfisadofjsdoifdsojfdsoijfodsjfoajgfoawjgoajsfijasfoawefoiawfosf
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   |}}
Line 250: Line 326:
| Items =
| Items =
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = PC 5HP 3HK xx HK FK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 3200
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   }}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = PC 5HP 2MP xx HK FK xx SA3
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 5200
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 3
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [2] {{clr|2|Easy}}
   | Notes      =  
   | Notes      =  
Line 270: Line 346:
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = PC 5HP 5HK xx SA1 > OD FK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 4230
   | Drive      = 0
   | Drive      = 2
   | Super      = 0
   | Super      = 1
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [2] {{clr|2|Easy}}
   | Notes      =  
   | Notes      =  
Line 280: Line 356:
   |}}
   |}}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = PC 5HP 3HK xx 5MP 5MP 2MP xx HK FK xx SA3
  | Position  = Anywhere
  | Damage    = 5736
  | Drive      = 3
  | Super      = 3
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC 5HP 5HP xx DR 5HK 5MP~4HP xx HK FK
  | Position  = Anywhere
  | Damage    = 3772
  | Drive      = 3
  | Super      = 0
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = PC 5HP 5HP xx DR 5HK 5MP xx DR 5HK 5MP~4HP xx HK FK
  | Position  = Anywhere
  | Damage    = 4092
  | Drive      = 6
  | Super      = 0
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = PC 5HP 5HP xx DR 5HK 5MP xx DR 5HK 2MP xx HK FK xx SA3
  | Position  = Anywhere
  | Damage    = 6014
  | Drive      = 6
  | Super      = 3
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = PC 6HK > SA1
  | Position  = Anywhere
  | Damage    = 3200
  | Drive      = 0
  | Super      = 1
  | Difficulty = [3] {{clr|3|Medium}}
  | Notes      =
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = STUN jHK 5HP xx DR 5HK 2MP xx LP boom 2MP xx LP Boom 4HP xx LP Boom > FK or 5HK xx SA
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 0
Line 286: Line 412:
   | Super      = 0
   | Super      = 0
   | Difficulty = [3] {{clr|3|Medium}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      = Somersault Kick can be delayed to build extra charge. seofjsfijsdfoisjdfojsadoifsodifjoasidfoisdfodsijfoidsjfosjdfoisdjfisadofjsdoifdsojfdsoijfodsjfoajgfoawjgoajsfijasfoawefoiawfosf
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   }}
}}
}}


Line 300: Line 426:
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
Line 310: Line 436:
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      =  
Line 320: Line 446:
   | Drive      = 0
   | Drive      = 0
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      =  
Line 331: Line 457:
   | Super      = 0
   | Super      = 0
   | Difficulty = [3] {{clr|3|Medium}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      = Somersault Kick can be delayed to build extra charge. seofjsfijsdfoisjdfojsadoifsodifjoasidfoisdfodsijfoidsjfosjdfoisdjfisadofjsdoifdsojfdsoijfodsjfoajgfoawjgoajsfijasfoawefoiawfosf
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   }}
}}
}}


Line 340: Line 466:
| Items =
| Items =
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = DI w! 2HK~3HK xx HK FK > OD FK or SA
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 1304
   | Drive      = 0
   | Drive      = 1
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   }}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = DI w! 5HP xx 214LP > HK FK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 1936
   | Drive      = 0
   | Drive      = 1
   | Super      = 0
   | Super      = 0
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = DI w! 5HK xx SA1 > OD FK
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 2912
   | Drive      = 0
   | Drive      = 3
   | Super      = 0
   | Super      = 1
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      =  
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      =  
   | Combo      = DI w! 5HK xx SA3
   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 0
   | Damage    = 3840
   | Drive      = 0
   | Drive      = 1
   | Super      = 0
   | Super      = 3
   | Difficulty = [3] {{clr|3|Medium}}
   | Difficulty = [3] {{clr|3|Medium}}
   | Notes      = Somersault Kick can be delayed to build extra charge. seofjsfijsdfoisjdfojsadoifsodifjoasidfoisdfodsijfoidsjfosjdfoisdjfisadofjsdoifdsojfdsoijfodsjfoajgfoawjgoajsfijasfoawefoiawfosf
   | Notes      =  
   | Video      =  
   | Video      =  
   |}}
   }}
}}
}}
{{Navbox-SF6}}
{{Navbox-SF6}}
[[Category: Street Fighter 6]]
[[Category: Street Fighter 6]]
[[Category: Guile]]
[[Category: Guile]]

Revision as of 21:14, 1 August 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)

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.
Click the tabs above this box to navigate.


These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo.

Basic Light Confirms
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.

Recoil Cannon Confirm
Very Easy


5MP~4HP > [4]6P

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.

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.

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.

Guile High Kick Confirm
Very Easy


3HK > [2]8HK

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

Guile Drive Rush Extension
Easy


... > DR > 2HP, 2LP > 2LP > 2LP > [2]8HK

A simple combo for when Guile wants to spend Drive Gauge on adding additional damage to a combo.

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.

Counterhit Light Confirms
Easy


CH 2LP, (5MP), 2MP > [2]8HK

This combo converts from 2LP for more damage than 2LP > 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.

Counterhit Crouching Medium Kick
Hard


CH 2MK, [2]8MK

Very range dependent, cannot convert at max 2MK range. EX Flash Kick can hit from slightly further away.

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 > Su1, [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 > Su1 > [2]8KK Anywhere 2482 5 1 [3] Medium Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus pharetra nunc non tempus posuere. Morbi rutrum vel mauris quis placerat.
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 xx SA1 Anywhere 2676 6 1 [3] Medium
2LP 2LP 5LK xx DR 5LP 5HP xx DR 5HK 2MP xx HK FK xx SA3 Anywhere 4336 6 3 [3] Medium

Medium Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5MP 2MP xx HK FK Anywhere 2320 0 0 [2] Easy
5MP 2MP xx DR 2MP 5MP 2MP xx HK FK Anywhere 2856 3 0 [2] Easy
5MP 2MP xx DR 2MP 5MP~4HP xx SA1 > OD FK Anywhere 3466 5 1 [3] Medium
5MP 2MP xx DR 2MP 5HP xx DR 5HK 5MP~4HP xx HK FK Anywhere 3353 6 0 [3] Medium Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus pharetra nunc non tempus posuere. Morbi rutrum vel mauris quis placerat.
5MP 2MP xx DR 2MP 5HP xx DR 5HK 5MP~4HP xx SA1 Anywhere 3543 6 1 [3] Medium
5MP 2MP xx DR 2MP 5HP xx DR 5HK 2MP xx HK FK xx SA3 Anywhere 5275 6 3 [3] Medium
CH 6MK 5LK xx DR 5LP 5MP 2MP xx HK FK Anywhere 2592 3 0 [3] Medium
CH 6MK 5LK xx DR 5LP 5MP~4HP xx SA1 > OD FK Anywhere 3202 5 1 [3] Medium
PC 2MK > OD FK or SA1 Anywhere 1880 2 0 [3] Medium

Heavy Starter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP 3HK xx HK FK Anywhere 3200 0 0 [3] Medium
PC 5HP 2MP xx HK FK xx SA3 Anywhere 5200 0 3 [2] Easy
PC 5HP 5HK xx SA1 > OD FK Anywhere 4230 2 1 [2] Easy
PC 5HP 3HK xx 5MP 5MP 2MP xx HK FK xx SA3 Anywhere 5736 3 3 [3] Medium
PC 5HP 5HP xx DR 5HK 5MP~4HP xx HK FK Anywhere 3772 3 0 [3] Medium
PC 5HP 5HP xx DR 5HK 5MP xx DR 5HK 5MP~4HP xx HK FK Anywhere 4092 6 0 [3] Medium
PC 5HP 5HP xx DR 5HK 5MP xx DR 5HK 2MP xx HK FK xx SA3 Anywhere 6014 6 3 [3] Medium
PC 6HK > SA1 Anywhere 3200 0 1 [3] Medium
STUN jHK 5HP xx DR 5HK 2MP xx LP boom 2MP xx LP Boom 4HP xx LP Boom > FK or 5HK xx SA Anywhere 0 0 0 [3] Medium

Drive Rush Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Anywhere 0 0 0 [3] Medium
Anywhere 0 0 0 [3] Medium
Anywhere 0 0 0 [3] Medium
Anywhere 0 0 0 [3] Medium

Drive Impact Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI w! 2HK~3HK xx HK FK > OD FK or SA Anywhere 1304 1 0 [3] Medium
DI w! 5HP xx 214LP > HK FK Anywhere 1936 1 0 [3] Medium
DI w! 5HK xx SA1 > OD FK Anywhere 2912 3 1 [3] Medium
DI w! 5HK xx SA3 Anywhere 3840 1 3 [3] Medium

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