User:Sereni/sandbox: Difference between revisions

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(Created page with "{{Character Subnav SF6 | chara=Guile}} == Combo Notation Guide == Click "Expand" for information about combo notation in SF6: {{ComboKey-SF6}} == Beginner Combos == {{BeginnerComboDef}} <tabber> Preface= {{TheoryBox | Title = | Oneliner = Click the tabs above this box to navigate. | Difficulty = | Anchor = | Video = | Size = | Recipe = | content = These combos are meant to be simple and provide ample time for the player to charge thei...")
 
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| Title      = Basic Light Confirms
| Title      = Basic Light Confirms
| Oneliner  =  
| Oneliner  =  
| Difficulty = Very Easy
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Guile Beginner Combo 1
| Anchor    = Guile Beginner Combo 1
| Video      =  
| Video      =  
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| Title      = Recoil Cannon Confirm
| Title      = Recoil Cannon Confirm
| Oneliner  =  
| Oneliner  =  
| Difficulty = Very Easy
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Guile Beginner Combo 2
| Anchor    = Guile Beginner Combo 2
| Video      =  
| Video      =  
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| Title      = Double Shot Confirm
| Title      = Double Shot Confirm
| Oneliner  =  
| Oneliner  =  
| Difficulty = Easy
| Difficulty = {{clr|2|Easy}}
| Anchor    = Guile Beginner Combo 3
| Anchor    = Guile Beginner Combo 3
| Video      =  
| Video      =  
Line 64: Line 64:
| Title      = Burning Straight Confirm
| Title      = Burning Straight Confirm
| Oneliner  =  
| Oneliner  =  
| Difficulty = Very Easy
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = Guile Beginner Combo 4
| Anchor    = Guile Beginner Combo 4
| Video      =  
| Video      =  
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Drive Rush Extensions=
Drive Rush Extensions=
{{TheoryBox
{{TheoryBox
| Title      =  
| Title      = Guile Drive Rush Extension
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Anchor    =  
| Anchor    = Guile Beginner Combo 6
| Video      =  
| Video      =  
| Recipe    =  
| Recipe    = ... > DR > 2HP, 2LP > 2LP > 2LP > [2]8HK
| content    =
| content    =  
A simple combo for when Guile wants to spend Drive Gauge on adding additional damage to a combo.


}}
}}
</tabber>
</tabber>
== Links and Starters ==
 
=== Normal Hit ===
== Core Combos ==
{{CoreComboDef}}
{{TheoryBox
| Title      = Guile Light Confirm
| Oneliner  =  
| Difficulty =  
| Anchor    = Guile Core Combo 1
| Video      =  
| Size      =
| Recipe    = 2LK > 2LP > 5LK > [2]8HK
| content    =  
}}
{{TheoryBox
{{TheoryBox
| Title      = 5MP Somersault Kick confirm
| Title      = Counterhit Light Confirms
| Oneliner  = "Too easy."
| Oneliner  =  
| Difficulty = {{clr|1|Very Easy}}, {{clr|2|Easy}}
| Difficulty =  
| Damage    = 2160(2320)
| Anchor    = Guile Core Combo 2
| Meter      =  
| Video      =
| Anchor    =  
| Size      =
| Youtube    =  
| Recipe    = CH 2LP, (5MP), 2MP > [2]8HK
| Recipe    = 5MP, 2MP(~2MP) > [2]8HK
| content    =
| content    = <p>Simple confirm after Guile's go-to pressure normal, 5MP. At close range, 2MP chains into the Double Shot target combo (2MP~2MP). Double Shot provides extra charge time but places the opponent in a juggle state, limiting follow-ups such as clean hit Super Art 3.</p>
}}
 
{{TheoryBox
<p>By immediately charging after 5MP and canceling into Somersault Kick as late as possible, Double Shot can be omitted. Keeping the opponent grounded is key to Guile's highest damage routes, so it's worth practicing.</p>
| Title      = 5MP to Flash Kick Routes
| Oneliner  =  
| Difficulty =  
| Anchor    = Guile Core Combo 3
| Video      =
| Size      =
| Recipe    = 5MP~4HP > [2]8HK / 5MP, 2MP > [2]8HK
| content    =  
}}
{{TheoryBox
| Title      = Counterhit Crouching Medium Kick
| Oneliner  =
| Difficulty =
| Anchor    = Guile Core Combo 4
| Video      =
| Size      =
| Recipe    = CH 2MK, [2]8MK
| content    =
}}
}}
{{TheoryBox
{{TheoryBox
| Title      = Low Light Confirm
| Title      =  
| Oneliner  =
| Oneliner  =  
| Difficulty = {{clr|1|Very Easy}}
| Difficulty =  
| Damage     = 710
| Anchor     = Guile Core Combo 4
| Meter     =  
| Video     =  
| Anchor    =
| Size      =
| Youtube    =  
| Recipe    = CH 2MK, [2]8MK
| Recipe    = 2LK, 2LP, 5LK
| content    =  
| content    = Basic pressure string that doubles as a confirm. Guile can cancel into DR~2LP or Somersault Kick, though the latter's cancel window is incredibly tight.
}}
}}
{{SF6-ComboTable
{{SF6-ComboTable
| Items =
| Items =
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   |}}
   |}}
}}
}}
</tabber>


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

Revision as of 19:25, 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


2LK > 2LP > 5LK > [2]8HK
Counterhit Light Confirms


CH 2LP, (5MP), 2MP > [2]8HK
5MP to Flash Kick Routes


5MP~4HP > [2]8HK / 5MP, 2MP > [2]8HK
Counterhit Crouching Medium Kick


CH 2MK, [2]8MK


CH 2MK, [2]8MK
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
... DR~2HP, 2LP, 2LP, [2]8HK Anywhere 3426(3510) 2 0 [2] Easy
... DR~2HP, 2LP, 2LP, [2]8HK > SA3 Anywhere 5426(5510) 2 3 [2] Easy
... DR~6MK, 2MP, [2]8HK > SA3 Anywhere 5422(5524) 2 3 [2] Easy
... DR~6MK, 5MP, 2MP > [2]8HK Anywhere 3620(3704) 2 0 [3] Medium Somersault Kick can be delayed to build extra charge.
... DR~5HK, 5MP > 4HP > [2]8HK Anywhere 3772 3 0 [3] Medium 5MP > 4HP can be input as 5MP > 1HP to hold charge. Somersault Kick can be delayed to build extra charge. The cancel window on 5MP > 4HP > [2]8HK is also later than it seems.
... DR~5HK > SA2, 4HP > [4]6P~P~P~P~P Anywhere 3920(3946) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > SA2, 4HP > [4]6P~P~P~P~P Anywhere 3957(3974) 2 2 [3] Medium
... DR~6MK, 5MP, 2MP > LP/MP SA1 Anywhere 3956 2 1 [4] Hard
... DR~6MK, 5MP, 2MP > DR~2HP, 2LP > [2]8HK > SA3 Anywhere 5896(5946) 6 3 [4] Hard

SF6 Navigation

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