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
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
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.
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.
These combos convert from 2LP for more damage than 2LP > 2LP. All routes are also optimal for Punish Counter 2LP.
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 Counters
Punish Counter 2LP Confirms
Medium
PC 2LP, 5HP > Drive Rush... PC 2LP, 5MP > 4HP > ([2]8HK/SA1/SA3)
For 4f punishes
Punish Counter 2MP Confirms
Medium
PC 2MP, 5HP > Drive Rush... PC 2MP, 5MP > 4HP > [2]8HK
For 6f punishes
Punish Counter 5MP Confirms
Medium
PC 5MP, 5HP > Drive Rush... PC 5MP, 3HK > [2]8HK
For 7F Punish
Punish Counter 5HP Confirms
Medium
PC 5HP, 3HK > [2]8HK PC 5HP, 5HK > SA1/SA3 PC 5HP, 5HP > Drive Rush...
For 7F Punish. 5HP applies 20% scaling when starting a combo so it is often better to use a different starter. 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...
For 8F punish. The first two combos have better range, last two do more damage. Refer to Drive Rush Extensions for routes following 5HP > Drive Rush.
Extensions from heavy normals into Drive Rush. Refer to Medium Confirms into Drive Rush for routes following 3HK > Drive Rush.
Drive Rush Extensions
Light Normal > DR > 2LP, 5MP ~ 4HP > (SA1 / SA3)
Light Normal > DR > 2LP, 5HP > DR... Medium Normal > DR > 2MP, 5MP ~ 4HP > (SA1 / SA3) Medium Normal > DR > 2MP, 5HP > DR... Heavy Normal > DR > 5HK, 5HP > DR... Heavy Normal > DR > 5HK, 5MP ~ 4HP > (SA1 / SA3)
Heavy Normal > DR > 5HK, 2MP > [2]8K > SA3
Combo List
Light Starter
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2LP > 2LP > [2]8HK
Anywhere
1520
0
0
[1] Very Easy
2LP > 2LP > SA1, [2]8KK
Anywhere
2160
2
1
[2] Easy
Only 1 hit of OD Flash kick, maybe you can microwalk to get both but i cant do it
2LP > 2LP, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK
Anywhere
1709
3
0
[3] Medium
2LP > 2LP, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK
Anywhere
2120
5
1
[2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK
Anywhere
1917
6
0
[3] Medium
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 5MP~4HP > SA1
Anywhere
2345
6
1
[2] Easy
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3
Anywhere
3941
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