Must Know Guile Combos for Street Fighter 6

Описание к видео Must Know Guile Combos for Street Fighter 6

(Combo Tips and Terms Below ⬇)
Guile is on family time in Street Fighter 6, and he's got big plans. Everything he does jsut HURTS and leads to more hurt. And you don't need to be an execution monster to get the job done. Most confirms leads to safe jumps. and what doesn't leads to oppressive pressure on wakeup. These Bnb's will be all you need to make it to the fam by breakfast. If you have any questions about the guide let me know in the comments! ❤🙏🏾

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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter V: Champion Edition - Guile Theme

Input Notation:
(Assuming Player 1 Side)

↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3

ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
[X] = Hold until attack activates
]X[ = Press along with attack button releasing charge
PP = Any two punch buttons
KK = Any two Kick buttons
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button


Terms Used
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.

Combo Notation:
- Charge using down back for every [Cr.]

Jump in combo - 2820
J.hp, st.mp, [Cr].mp (x2), ]U[+HK

Spinning Knuckle Frametrap combo - 2540
[Cr].mp, cr.mp, cr.lp, ]U[+HK

St.mp Drive Rush Combo - 2726
St.mp, cr.mp, Dr, st.mp, [Cr.]mp (x2), ]U[+HK

Anti air High Kick Combo - 2580
D/F+HK, Dr, [Cr.]HK, D/F+HK, ]U[+HK

Anti- Air High kick super combo - 3052
D/F+HK, Dr, [Cr.]HK, D/F+HK, B,F+HP

- Charge using down back for every [Cr.]

Wall Splat Safe Jump combo - 2580
HP+HK, [D/F]+HK, ]U[+HK | F.jump, j.hk

Wall Splat Max Dmg. Meterless COmbo -2720
HP+HK, D/F+HK, qcb+lp, [D], ]U[ +HK

Wall Splat Super Combo - 3580
HP+HK, [St.]MP, B.HP, F,B,F+HP, [D], ]U[+KK

Drive rush overhead Combo - 2520
DR, F+MP, [Cr.]mp(x2), U+HK

Drive rush Low Mix COmbo - 1690
DR, Cr.lk, [Cr.]lp(x2), ]U[+HK

Ch. Spinning Back Knuckle Combo - 3853
F+HP, st.HP, Dr, [st.]hk, st. hp, F,B,F+LP| cr.mk, F.juMp, j.hk

- Release that charge right before the moment you press St.hp then continue with the super input!

Jab punish combo - 2712
Cr.lp, st.hp, Dr, St.hk, [Cr.]mp(x2), ]U[+HK

St.hp Whiff punish combo - 3973
St.hp, St.hp, Dr, [B].hk, ]St.[hp, F,B,F+HP
| Cr.mk, f.jump, j.hk

PC Drive impact COMBO - 2330
HP+HK, Dash, [Cr.]mp(x2), ]U[+MK

Solid Puncher Auto Confirm Combo - 3384
ST.hk, qcb(x2)+P, [B]+HP, ]F[+LP~PPPP,
DR, [D]+HK, D/F+HK, ]U[+HK

2 Touch Sequence

St.hp Safe Jump combo - 3522
St.hp, St.hp, Dr, B.hk, [Cr].mp(x2), ]U[+HK
|F.jump, st.hk

DP punish Burnout Combo - the rest
St.hp(x2), Dr, [B].hk, Cr.mp, ]F[+LP, [CR].MP, ]F[+LP, B+HP, DR, [B].hk, Cr.mp, ]F[+LP, [CR].MP, ]F[+LP, [B]+HP, F,B,F+Hk

- After the Last boom you have start charging Back IMMEDIATELY

-The second boom in each cr,mp doesn’t have to perfect to continue the combo but you do lose out on damage

#Streetfighter6 #Guile #Combos #kairosfgc

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