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Must Know Guile Combos for Street Fighter 6

2XKairos

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Must Know Guile Combos for Street Fighter 6

26 986 просмотров · 2 г. назад
2XKairos
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26 986 просмотров · 2 г. назад
(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! ❤🙏🏾 Liked the Vid? Support the channel with SuperThanks! ► Click the ❤ Above Get access to Coaching and Content by becoming a member ►    / @2xkairos   More questions? Chat with us in the discord ►   / discord   Even more FGC Tech ► https://x.com/2XKairos (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