Street Fighter 6/Guile/Combos: Difference between revisions

From SuperCombo Wiki
(→‎Punishes: Add 4F)
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| Title      = Most Practical Link
| Title      = Most Practical Link
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Easy}}
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
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| Title      = Most Practical Link
| Title      = Most Practical Link
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Easy}}
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
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| Title      = Low Light Confirm
| Title      = Low Light Confirm
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Easy}}
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
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| content    =
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}}
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== Punishes ==
<tabber> 4F =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Position !! Damage(Perfect) !! Drive Gauge !! Super gauge !! Difficulty !! Notes !! Video
|-
| 2P, 2MP > 28HK || Anywhere || 1860(2020) || 0 || 0 || [1] {{clr|1|Very Easy}} || Can link 2MP into Double Shot (2MP~2MP) to trade damage for charge time. ||
|-
| 2P, 2MP > 28HK > SU3 || Anywhere || 4260(4420) || 0 || 3 || [1] {{clr|1|Very Easy}} || ||
|}
|-| 5F =
</tabber>


{{Navbox-SF6}}
{{Navbox-SF6}}
[[Category: Street Fighter 6]]
[[Category: Street Fighter 6]]
[[Category: Guile]]
[[Category: Guile]]

Revision as of 15:28, 9 June 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)


Links and Starters

Normal Hit

Most Practical Link
Very Easy


5MP, 2MP~2MP

Simple confirm after Guile's go-to pressure normal, 5MP. The target combo provides plenty of time to charge but also causes a juggle, limiting followups.

Most Practical Link
Very Easy


5MP, 2MP

With tight execution, you can omit the target combo and still have time to charge a Flash Kick. Keeping the opponent grounded is key to Guile's highest damage routes, so it's worth practicing.

Low Light Confirm
Very Easy


2LK~2LP

Basic pressure string that doubles as a confirm. The string alone does not build enough charge for a special cancel so Guile must either have some charge before the string or tack on a (difficult) 5LK link.

WIP

Light Confirm


2LP > 2LP xx 28HK
2LK > 2LP xx 28HK
2LP > 2LP xx 46HP
2LK > 2LP xx 46HP
2LP > 5LK xx 28HK
2LP > 5LK xx 46HP
5LK xx 28HK
5LK xx 46HP
Light counter Confirm


2LP,2MP xx 28HK
2LP,2MP~MP xx 28HK
2LP,2MP xx 46HP
2LP,2MP~MP xx 46HP
2LP,5MP,2MP xx 28HK
2LP,5MP,2MP~MP xx 28HK
2LP,5MP,2MP xx 46HP
2LP,5MP,2MP~MP xx 46HP
2LP,5MP~4HP xx 46HP
2LP,5MP~4HP xx 28HK
Mid Confirm


2MP xx 28 HK
2MP~MP xx 28 HK
2MP xx 46 HP
2MP~MP xx 46 HP
5MP~4HP xx 46 HP
5MP~4HP xx 28 HK
5MP,2MP xx 28 HK
5MP,2MP~MP xx 28 HK
5MP,2MP xx 46 HP
5MP,2MP~MP xx 46 HP
5MK,2LP xx 28 HK
5MK,2LP xx 46 HP
4/6MK,2LP xx 28 HK
4/6MK,2LP xx 46 HP
Mid counter Confirm


2MP > 5MP > 2MP xx 28HK
2MP > 5MP > 2MP~MP xx 28HK
2MP > 5MP > 2MP xx 46HP
2MP > 5MP > 2MP~MP xx 46HP
2MP > 5MP~4HP xx 46HP
2MP > 5MP~4HP xx 28HK
5MP > 5MP~4HP xx 46HP
5MP > 5MP~4HP xx 28HK
5MP > 5MP > 2MP xx 28HK
5MP > 5MP > 2MP~MP xx 28HK
5MP > 5MP > 2MP xx 46HP
5MP > 5MP > 2MP~MP xx 46HP
5MK > 2MP xx 28HK
5MK > 2MP~MP xx 28HK
5MK > 2MP xx 46HP
5MK > 2MP~MP xx 46HP
4/6MK > 2MP xx 28HK
4/6MK > 2MP~MP xx 28HK
4/6MK > 2MP xx 46HP
4/6MK > 2MP~MP xx 46HP
Heavy Confirm


5HP xx 28HK
5HP xx 46HP
4HP xx 28HK
4HP xx 46HP
6HP > 2LP > 2LP xx 28HK
6HP > 2LP > 2LP xx 46HP

Punishes

Combo Position Damage(Perfect) Drive Gauge Super gauge Difficulty Notes Video
2P, 2MP > 28HK Anywhere 1860(2020) 0 0 [1] Very Easy Can link 2MP into Double Shot (2MP~2MP) to trade damage for charge time.
2P, 2MP > 28HK > SU3 Anywhere 4260(4420) 0 3 [1] Very Easy

SF6 Navigation