SF6: Guile Beginner Combos

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Want to learn how to play Guile but don't know where to start? Confused by all the combo videos and waffle? Don't know how to SONIC BOOM good? Well this is the tutorial for you!

In this tutorial I cover what I believe are the core beginner combos to learn before going on to learn more trickier more complex combos. It is by no means an exhaustive list, the idea is to find the easiest most effective combos. I also cover a primer to Intermediate Combos, Jump-Ins, Punishing and Anti-Air :)
I was a little torn whether to include the Somersault Kick xx Super cancel combo but decided to include it in the end. It's a tricky cancel when you're not used to doing it but with some practice it should come without much issue.

**PERFECT SPECIALS**
Both Sonic Boom and Somersault Kick have "perfect" versions that do a little more damage than the regular version. This is performed by pushing P or K the same time you push Up or Forward. It is very easy to do when doing the special raw but less easy when cancelled into. For Sonic Boom Guile will say "PERFECT!" and the Boom looks different and moves faster. For Somersault Kick Guile will say "FLASH KICK!" instead of "Somersault!"
If you are playing Modern Controls you will always get the regular version when using the simple input but you still can get the perfect version by using the classic input.

**METER USAGE**
As a Beginner you will only really use Overdrive meter for Drive Impact and Drive Parry (for max range fireballs). I wouldn't advise you use Drive Parry to predict your opponent's attacks until you're more familiar with the game and can read your opponent. Drive Rush I wouldn't recommend using as a beginner, especially Drive Rush cancels as they suck half your Drive meter.

**SUPERS & CRITICAL ARTS**
Sonic Hurricane (Level 1) - LP and MP versions is classic Sonic Hurricane and HP version is the upwards Sonic Hurricane that allows for OD Somersault Kick (usually) follow-up, it's a bit tricky to use as AA as requires prediction. You probably won't use it much as hard to combo into.
Sonic Puncher (Level 2) - This is one of the V-Triggers from SFV. As it's a double QC motion it's much harder to perform and harder to combo with. For beginners if you are going to use it I'd recommend using it at distance as an obstacle for your opponent to get around.
Crossfire Somersault (Level 3) - Slightly different cutscene and more damage at 25% vitality or less (critical art). This is the Super you'll be using more often as it's the easiest to combo into.

**CHARGING**
Guile is a charge character, unlike other characters who have been given other tools you really need to learn to always charge (hold down-back) when not moving forward or jumping, the trick is to immediately start charging during the recovery of your jump, attack, dash to maximize charging duration.
Tip: hold down-back to charge both Sonic Boom (back charge) and Somersault Kick (down charge).

Any questions about the video, character, game, etc. please leave a question and I'll do my best to answer :)

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