The Street Fighter 6 Guile combo guide is here to help everyone prepare for launch! These combos should give you a nice head start on what to do with an easy-to-follow demonstration that focuses on damage and practicality. We will be sure to provide updates in the future for every character as SF6 receives more patches.
Annotations
D = Down
U = Up
F = Forward
B = Back
C = Crouching
J = Jumping
QCF = Quarter Circle Forward / D, DF, F
QCB = Quarter Circle Back / D, DB, B
HCB = Half Circle Back / F, DF, D, DB, B
HCF = Half Circle Forward / B, DB, D, DF, F
DP = Dragon Punch Motion / F, D, DF
LP = Light Punch
MP = Medium Punch
HP = Hard Punch
LK = Light Kick
MK = Medium Kick
HK = Hard Kick
P = Any punch
K = Any kick
PP/KK = OD Version
XX = Cancel/Immediately
/ = Means "Or"
= Same Time
[...] = Any
CH = Counter Hit
PC = Punish Counter
DI = Drive Impact
DR = Drive Rush
Timestamps:
INTRO 00:00
Intro 0:00
LIGHTS 0:17
C.LK, C.LP xx D-U HK
C.LK, C.LP, LK xx D-U HK
C.Lk, C.LP, LK xx LVL 1
C.LP, C.LP xx D-U HK xx LVL 3
MEDIUMS 0:52
MP, C.MP-MP xx D-U HK
C.MP, C.LP, LK xx D-U HK
C.MK, C.LP xx D-U HK
C.MP, C.LP xx H LVL 1, D-U KK
MP-B+HP xx H LVL 1, D-U KK
MP, C.MP xx D-U HK xx LVL 3
HEAVIES 1:40
F+HP, C.LP, C.LP xx D-U HK
F+HP, C.LP, xx D-U HK xx LVL 3
DRIVE IMPACT 1:58
DI, HP xx QCB LP, D-U HK
DI, C.HK-DF+HK XX D-U HK, D-U KK
DI, B+HP xx H LVL 1, D-U KK
PUNISH COUNTER 2:28
C.LP PC, C.HK
C.LP PC, C.MP xx D-U HK
B+LK PC, C.LP xx D-U HK
MP PC, DF+HK xx D-U HK
C.MP PC, MP, C.MP xx D-U HK
C.MP PC, HP xx D-U HK
C.MK PC, D-U HK
C.MK PC, LVL 1
C.MK PC, HP xx D-U HK
F+MK PC, C.MP xx D-U HK
HP PC, DF+HK xx D-U HK
HK PC, C.MP-MP xx D-U HK
HK PC, MP-B+HP xx D-U HK
C.HK-DF+HK PC xx D-U HK, LVL 1
F+HP PC, MP, C.MP xx D-U HK
F+HK PC, D-U HK (close)
F+HK PC, LVL 1
DF+HK PC, D-U HK
DI PC, DF+HK xx D-U HK
DI PC, C.HK-DF+HK xx D-U HK, LVL 1
DI PC, MP-B+HP xx H LVL 1, D-U HK
DRIVE RUSH 4:53
DR C.MK, MP, C.MP xx D-U HK
DR B+LK, C.LP, C.LP xx D-U HK
DR F+MP, C.MP xx D-U HK
C.LK, C.LP, LK xx DR LK, MP, C.MP xx D-U HK
C.MP xx DR MP, MP-B+HP xx D-U HK
C.MP xx DR C.MP, MP, C.MP xx D-U HK
HP/B+HP xx DR F+MK, MP, C.MP xx D-U HK
HP PC xx DR F+HP, MP, C.MP xx D-U HK
F+HP, C.LP xx DR C.LP, MP, C.MP xx D-U HK
SOLID PUNCHER 6:06
MP, C.MP xx LVL 2, B+HP xx B-F LP-LPLPLPLP, LVL 1
MP, C.MP xx LVL 2, B+HP xx B-F LP-LPLPLPLP, DR C.HK-DF+HK xx D-U HK, LVL 1
MP, C.MP xx LVL 2, B+HP xx B-F LP-LPLPLP, DR F+HP, MP, C.MP xx B-F LP-LPLPLPLP
HP xx LVL 2, MP, C.MP xx B-F LP-LPLPLP, DR F+HP, MP, C.MP xx B-F LP-LPLPLPLP, DR F+HP, C.MP-MP xx D-U HK
Sonic breaks (follow ups) can be delayed for extra frame advantage
CORNER 7:03
MP, C.MP-MP xx B-F LP, D-U HK
MP-B+HP xx QCB LP, D-U HK
F+HP, C.LP xx H LVL 1, D-U KK
F+HK PC, B+HP xx B-F LP, D-U HK
F+HK PC, C.HK-DF+HK xx D-U HK, D-U KK
F+HK PC, B+HP xx LVL 1, D-U KK
DF+HK xx DR MP, MP, C.MP xx B-F LP, B+HP xx B-F LP, C.HK
B+HP xx DR HK xx C.MP xx B-F LP*, C.MP XX B-F LP*, DF+HK XX D-U HK
HP xx DR F+MK, MP, C.MP xx B-F LP, B+HP xx B-F LP*, HK xx LVL 3
Requires a perfect sonic boom
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