These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo.
m (→Core Combos) |
m (→Core Combos) |
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| Title = Guile Light Confirm | | Title = Guile Light Confirm | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|3|Hard}} | ||
| Anchor = Guile Core Combo 1 | | Anchor = Guile Core Combo 1 | ||
| Video = | | Video = | ||
Line 129: | Line 129: | ||
| Title = Counterhit Light Confirms | | Title = Counterhit Light Confirms | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|4|Easy}} | ||
| Anchor = Guile Core Combo 2 | | Anchor = Guile Core Combo 2 | ||
| Video = | | Video = | ||
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| Title = 5MP to Flash Kick Routes | | Title = 5MP to Flash Kick Routes | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}}, {{clr|2|Medium}} | ||
| Anchor = Guile Core Combo 3 | | Anchor = Guile Core Combo 3 | ||
| Video = | | Video = | ||
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| Title = Counterhit Crouching Medium Kick | | Title = Counterhit Crouching Medium Kick | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}} | ||
| Anchor = Guile Core Combo 4 | | Anchor = Guile Core Combo 4 | ||
| Video = | | Video = | ||
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| Title = Punish Counter 5HP Confirms | | Title = Punish Counter 5HP Confirms | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
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| Title = Punish Counter 2MK Confirms | | Title = Punish Counter 2MK Confirms | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|4|Easy}}, {{clr|2|Medium}}, {{clr|3|Hard}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
Line 186: | Line 186: | ||
| Title = Punish Counter 2MP Confirms | | Title = Punish Counter 2MP Confirms | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
Line 196: | Line 196: | ||
| Title = Punish Counter 5MP Confirms | | Title = Punish Counter 5MP Confirms | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
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| Title = Light Confirm into Drive Rush | | Title = Light Confirm into Drive Rush | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
Line 218: | Line 218: | ||
| Title = Medium Confirms into Drive Rush | | Title = Medium Confirms into Drive Rush | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}}, {{clr|2|Medium}}, {{clr|3|Hard}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
Line 228: | Line 228: | ||
| Title = Heavy Confirms into Drive Rush | | Title = Heavy Confirms into Drive Rush | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = {{clr| | | Difficulty = {{clr|2|Medium}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = |
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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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) |
These combos are meant to be simple and provide ample time for the player to charge their special moves during the combo.
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.
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.
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 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.
Whiffs on crouching opponents but is Guile's highest damaging meterless route.
A simple combo for when Guile wants to spend Drive Gauge on adding additional damage to a combo.
These combos are more difficult than those in the beginner section, but provide routes that are consistent with practice and are much closer to optimal.
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.
These combos convert from 2LP for more damage than 2LP > 2LP. All routes are also optimal for Punish Counter 2LP.
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.
Very range dependent, cannot convert at max 2MK range. EX Flash Kick can hit from slightly further away. CH 2MK > 2MP only combos close up.
Punish counter 5HP confirms. Refer to Drive Rush Extensions for routes following 5HP > Drive Rush.
Combos from punish counter 2MK. The first two combos are the most range-agnostic, however the last two are more damage if you are closer to the opponent. Refer to Drive Rush Extensions for routes following 5HP > Drive Rush.
Combos from punish counter 2MP, for 6f punishes (just below the threshold of a 5HP punish.)
Combos from punish counter 5MP.
Extensions from light normals into Drive Rush. Refer to Mediums section for routes following 5MP.
Extensions from medium normals into Drive Rush. Refer to Mediums section for routes following 2MP, 5MP.
Extensions from heavy normals into Drive Rush. Refer to Medium Confirms into Drive Rush for routes following 3HK > Drive Rush.
WIP
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP > 2LP > [2]8HK | Anywhere | 1690 | 0 | 0 | [1] Very Easy | ||
2LP > 2LP > SA1, [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 > SA1 > [2]8KK | Anywhere | 2482 | 5 | 1 | [2] Easy | ||
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 > SA1 | Anywhere | 2676 | 6 | 1 | [2] Easy | ||
2LP > 2LP, 5LK > DR > 5LP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 | Anywhere | 4336 | 6 | 3 | [3] Medium |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5MP, 2MP, [2]8HK | Anywhere | 2320 | 0 | 0 | [3] Medium | ||
5MP, 2MP > DR > 2MP, 5MP, 2MP > [2]8HK | Anywhere | 2856 | 3 | 0 | [3] Medium | ||
5MP, 2MP > DR > 2MP, 5MP~4HP > SA1 > [2]8KK | Anywhere | 3466 | 5 | 1 | [2] Easy | ||
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK | Anywhere | 3353 | 6 | 0 | [3] Medium | ||
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 5MP~4HP > SA1 | Anywhere | 3543 | 6 | 1 | [2] Easy | ||
5MP, 2MP > DR > 2MP, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 | Anywhere | 5275 | 6 | 3 | [3] Medium | ||
CH 6MK, 5LK > DR > 5LP, 5MP, 2MP > [2]8HK | Anywhere | 2592 | 3 | 0 | [3] Medium | ||
CH 6MK, 5LK > DR > 5LP, 5MP~4HP > SA1 > [2]8KK | Anywhere | 3202 | 5 | 1 | [2] Easy | ||
PC 2MK > [2]8KK | Anywhere | 1880 | 2 | 0 | [3] Medium |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC 5HP, 3HK > [2]8HK | Anywhere | 3200 | 0 | 0 | [2] Easy | ||
PC 5HP, 2MP > [2]8HK > SA3 | Anywhere | 5200 | 0 | 3 | [2] Easy | ||
PC 5HP, 5HK > SA1 > [2]8KK | Anywhere | 4230 | 2 | 1 | [2] Easy | ||
PC 5HP, 3HK, 5MP, 5MP, 2MP > [2]8HK > SA3 | Anywhere | 5736 | 3 | 3 | [3] Medium | ||
PC 5HP, 5HP > DR > 5HK, 5MP~4HP > [2]8HK | Anywhere | 3772 | 3 | 0 | [3] Medium | ||
PC 5HP, 5HP > DR > 5HK, 5HP > DR > 5HK, 5MP~4HP > [2]8HK | Anywhere | 4092 | 6 | 0 | [3] Medium | ||
PC 5HP, 5HP > DR > 5HK, 5HP > DR > 5HK, 2MP > [2]8HK > SA3 | Anywhere | 6014 | 6 | 3 | [3] Medium | ||
PC 6HK, SA1 | Anywhere | 3200 | 0 | 1 | [2] Easy | ||
jHK, 5HP > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP > [2]8HK | Corner | 3774 | 3 | 0 | [5] Very Hard |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DR 4LK, 2LP > (2LP) > [2]8HK | Anywhere | 1920 (2020) | 1 | 0 | [1] Very Easy | ||
... > DR > 5MP, 5MP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK | Corner | 3000 | 3 | 0 | [5] Very Hard | ||
... > DR > 5HK, 2MP > [4]6LP, 2MP > [4]6LP, 4HP > [4]6LP, [2]8HK | Corner | 3300 | 3 | 0 | [5] Very Hard |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI w! 2HK~3HK > [2]8HK > [2]8KK | Anywhere | 1304 | 1 | 0 | [2] Easy | ||
DI w! 5HP > 214LP > [2]8HK | Anywhere | 1936 | 1 | 0 | [3] Medium | ||
DI w! 5HK > SA1 > [2]8KK | Anywhere | 2912 | 3 | 1 | [2] Easy | ||
DI w! 5HK > SA3 | Anywhere | 3840 | 1 | 3 | [1] Very Easy |
Street Fighter 6 (SF6) |
General |
FAQ •
Controls •
HUD •
Glossary •
Movement •
Offense •
Defense •
Gauges •
|
Characters |
Data |
A.K.I. •
Akuma •
Blanka •
Cammy •
Chun-Li •
Dee Jay •
Dhalsim •
Ed •
E. Honda •
Guile •
Jamie •
JP •
Juri •
Ken •
Kimberly •
Lily •
Luke •
M. Bison •
Mai •
Manon •
Marisa •
Rashid •
Ryu •
Terry •
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