GUILE’S COMBOS
The following combos have all been self-tested on ryu unless otherwise specified. The damage and stun are listed after the combos in parenthesis in this order. (dmg / stun). Note that not every single combo in existence is listed. The following combos are some of the "more useful" ones around. In many of these combos, EX'ing a move will net you more damage, although many players consider this not very useful considering the payoff of meter for sometimes a mere 20 damage. If a combo written below mentions an EX being used, then it *must* be used. Also note, unless I mention otherwise, I'm posting ONLY PRACTICAL combos here. Everything here is for use IN ACTUAL MATCHES against the BEST players. See the caps? That's how you can tell I'm serious. :annoy:
Punish Combos: Blocked a shoryuken? Don't just sweep him, make it hurt. Also as a general rule, keep the simplicity and the damage high.
1) c.mp xx hk flashkick (230 / 300)
Variants:
c.mp xx EX flashkick (250 / 350) Not worth meter use IMO.
Combo explanation
Spoiler
Your most reliable, all purpose, quick, simple punish. Works on everyone, all the time, for many situations. Never be ashamed to use this, as the c.mp is relatively fast (4f) and can punish many things (blocked zangief greenhand). However, if you have some more time, you should try to gun for…(2)
2) df.hk > hk flashkick (270 / 400)
Variants:
- df.hk > EX flashkick (290 / 450) Not worth the meter use IMO.
Combo explanation
Spoiler
This is great for bigger punishes, like whiffed uppercuts. Does beefy damage, easy to land, and even has a damaging ultra followup (discussed later). Only issue you may find is that sometimes the df.hk may whiff on smaller hitboxes. Also, if performed from slightly further away, the flashkick will do 100 damage instead of 160. In that case, you should resort to…(3)
3) df.hk > backfist (230 / 400)
Variants:
- df.hk > b.hk (220 / 400) Let’s you keep back charge. Only on airborne ops.
Combo explanation
Spoiler
Not only will it do more damage than the above combo if performed further away, but carries the added benefit of not needing a charge. This also makes it easily one of the more damaging, meterless anti-air combos in the game, albeit, landing df.hk as an AA is a bit character specific and can be difficult. Look to the matchup thread for more on that.
**4) s.hp xx jab boom ** (170 / 250)
Variants:
- s.hp xx boom > backfist (266 / 410)
- c.mp xx boom (120 / 150)
- c.mp xx boom > backfist (216 / 310)
- s.hp xx EX boom (220 / 300)
- s.hp xx boom xx FADC > sweep (250 / 330) Not worth meter use IMO
- s.hp xx boom xx FADC > s.hp (250 / 410) Not worth meter use IMO
Combo explanation
Spoiler
Good for punishes where you don’t have a down charge for c.mp flashkick and what your punishing recovers to quickly to get a df.hk out. Zangief’s blocked EX greenhand is a good example of this. On certain characters, you may also be able to tag a backfist to the end of this combo.
5) c.lk > c.lk > s.lp > s.hp (154 / 280)
Variants:
- s.lp > s.lp > s.lp > s.hp (134 / 280) Whiffs on crouchers.
- c.lk > c.lk > c.lk > s.lp > s.hp (xxx / xxx) On bigger characters.
- c.lk > s.lp > c.mp xx boom (141 / 215) Easier link with s.lp > c.mp.
Combo explanation
Spoiler
The c.lk’s can be changed out for c.lp’s or s.lp’s at your whim. However, I use c.lk’s due to the added benefit of being just as fast as c.lp (4f) and also hitting low. Great for quick, in your face, chargeless punishes, like hitting abel out of the recovery of his roll, or focus absorbing a fireball, dashing through it, and hitting your opponent (not always a guaranteed punish). Also note, this combo takes timing and patience to learn. Plinking may help! See further down this thread.
6) c.lk > c.lp > c.mp xx hk flashkick (228 / 320) or (186 / 250)
Combo explanation
Spoiler
If you have your links down, this is a great alternative to the above combo for the extra damage and knockdown. However, the link from c.lp to c.mp is one of guile’s harder links to hit. I believe personally, that this is one of guile’s most important, versatile combos and an absolute necessity to learn for advanced play. Again, plinking may help. Against some characters and distances, the flashkick may not sweetspot for max damage, but still combo.
7) U1 (510 / 000) or U2 (420 / 000)
Combo explanation
Spoiler
As mentioned at the top, keep simplicity and damage high. This is exactly what a raw ultra does. If you have the meter and you block a shoryu, why not? Also, both ultra’s can punish EX greenhand and EX scissors (bison) on block when performed as a reversal. It is also popular to block the shoto string c.mk xx fireball but let an ultra rip before the fireball hits you. Be wary of using this too much. There are many more applications, find em!
8) Super > U1 (641 / 000) or super > U2 (528 / 000)
Variants:
c.mp xx super > U1 (668 / 100)
c.mp xx super > U2 (577 / 100)
c.mp xx sonic boom xx super > U1 (619 / 150)
c.mp xx sonic boom xx super > U2 (534 / 150)
c.mp xx hk flashkick xx lk super > U2 (544 / 300)
Combo explanation
Spoiler
Guile’s super is unique in it’s ability to punish certain things on block. Things like balrog’s dash strait can be reversal’d with mk super, or ken’s f.mk can be reversal lk super’d.
9) hk flashkick xx FADC > U2 (376 / 200)
Variants:
c.mp xx hk flashkick xx FADC > U2 (419 / 300)
Combo explanation
Spoiler
Doing this takes practice, but many believe (myself included) that this will be essential to learn for advanced play. Here are some tutorial vids [[media=youtube]8tJJ_DSq-kc[/media] - (backdash)]. A general concept is to perform the flashkick as db > ub + K, then hold back during your FA charge animation for a split second, THEN f, f, b, f + PPP. Does not work with a forward dash when your op is in the corner, only a back dash.
10) Df.hk > hk flashkick xx FADC > U2 (459 / 400)
Combo explanation
Spoiler
A more damaging version of the above. Range can become an issue at times and you may not be able to FADC the flashkick if too far away.
11) S.hp xx hk flashkick (280 / 400)
Combo explanation
Spoiler
I imagine this combo will see even less use than in the past now that df.hk can combo into flashkick. However, I still feel it’s worth mentioning due to the speed of s.hp. Try performing the s.hp while holding back or neutral and see what works better for you. Not the most practical combo in the world though due to range issues getting close s.hp to come out instead of far s.hp.
12) S.hp xx super xx U1 (714 / 200) or U2 (621 / 200)
Combo explanation
Spoiler
Thus far, guile’s single most damaging combo. You won’t find many opportunities to land this, but it’s worth posting just for the damage. I would also be lying if I told you that i never used this in a serious match. You just never know when you might need it.
Jump-in Combos: J.hp and j.hk are interchangeable in all combos. J.lk is normally used to initiate a cross-up combo.
1) j.hk > c.mp xx hk flashkick (298 / 460)
Variants:
- j.hk > c.hk (200 / 300) Unsafe on block, be careful)
- j.hk > backfist (220 / 400) More range than sweep, whiffs on crouchers.
- j.hk > c.mp xx EX flashkick (314 / 500) Waste of meter IMO
Combo explanation
Spoiler
Similair to the first punish combo mentioned, this one’s a keeper. Simple, universal, reliable, damaging. Works on crouchers, standers, big and small. You should ALWAYS be doing this if you land your j.hk, at least until you advance yourself / cofirm into combo #2. Only issue is sometimes you may be out of range, so all you can do is sweep or backfist.
2) j.hk > df.hk xx hk flashkick (338 / 560) or (290 / 480)
Variants:
- j.hk > df.hk > backfist (306 / 560)
Combo explanation
Spoiler
Moar damage! However, this comes at a price. The GHK can whiff on crouchers or characters with smaller hitboxes. Sometimes, your timing must be slightly delayed in order for it to land. Same rules apply as the punish combo with GHK: sometimes your op is too far away to “sweet-spot” the flashkick, and a backfist will do more damage.
3) j.hk > s.hp xx boom (260 / 440)
Variants:
- j.hk > s.hp xx boom > backfist (344 / 580)
- j.hk > c.mp xx boom > backfist (294 / 480)
- j.hk > c.mp xx boom (210 / 340)
- j.hk > s.hp xx EX boom (300 / 480)
Combo explanation
Spoiler
I won’t go into too much detail here, as this will be discussed further in the corner combo section. However, if your boom won’t coom out, make sure your doing b.hp instead of db.hp. This is a common mistake for people learning this combo.
4) j.lk > c.lk > c.lp > c.mp xx hk flashkick (229 / 330) or (193 / 270)
Variants
- j.lk > c.lk > s.lp > c.mp xx boom (155 / 240) Easier link, whiffs on crouchers.
- j.lk > c.lk > c.lk > s.lp > s.hp (165 / 295) See above.
- j.lk > c.lk > c.lk > c.lk > s.lk (129 / 205) If you can’t link.
- j.lk > c.lk > c.lp > c.mp xx EX boom (193 / 270) If you want the practice without the risk.
- j.lk > c.lk > c.lp > c.mp xx EX flashkick (242 / 405) HUGE waste of meter.
Combo explanation
Spoiler
Crossup combo! If you can’t land this combo then you have no business crossing up your opponent… unless your escaping the corner, the risk does not equal the reward. On some characters, the flashkick won’t sweetspot, but it will still land and score you a knockdown. The main benefit here, like c.mp xx flashkick is that it’s UNIVERSAL. It works on everyone, all the time. As mentioned prior, c.lp > c.mp is a difficult link, so this may take practice.
5) j.lk > c.lk > c.lp > c.mp xx hk flashkick xx FADC > U2 (337 / 330)
Combo explanation
Spoiler
Thought about including this under the last combo’s variants, but felt it deserved it’s own slot. Won’t work on everyone due to the flashkick being too far to FADC. Also, doesn’t do much more damage for the meter you spend. However, you may find the day you can end a match this way, so practice up!
6) j.hk > c.mp xx super > U1 (661 / 300) or U2 (584 / 300)
Variants:
- j.hk > c.mp xx boom xx super > U1 (631 / 340) Easier for some, less damage.
- j.hk > c.mp xx boom xx super > U2 (567 / 340)
- j.hk > c.mp xx hk flashkick xx lk super > U2 (569 / 460) Oops, I fk’d!
- j.hk > c.mp xx hk flashkick xx super (494 / 460) Worth the meter in some cases.
- j.hk > c.mp xx super (458 / 300) Damage comparison.
Combo explanation
Spoiler
Useful to know and practice because you never know when you might need to end a match this way. I know I’ve made comebacks using this. Practice up!
7) j.lk > c.lk > c.lp > c.mp xx super > U1 (490 / 210) or U2 (361+ / 210)
Variants:
- j.lk > c.lk > c.lp > c.mp xx super (349 / 210)
- j.lk > c.lk > c.lp > c.mp xx hk flashkick xx super (369 / 300)
- j.lk > c.lk > c.lp > c.mp xx hk flashkick xx lk super > U2 (414 / 330) More dmg+stun if using U2
Combo explanation
Spoiler
Same idea as above but can be initiated from a crossup j.lk. The super may whiff on smaller characters. VERY difficult to land! Same as above though, you never know when you may need it in the clutch! It will also net you any ladies watching you play. Panties be explodin’ to mah cawmbos!
8) j.hk > c.mp xx hk flashkick xx FADC > U2 (460 / 460)
Variants:
- j.hk > df.hk > hk flashkick xx FADC > U2 (500 / 560) More damage, suffers from being GHK. See #2.
Combo explanation
Spoiler
It’s the bottom of the 9th. You don’t have a super meter and you need a comeback. You jump over a fireball…
Lvl 2 FA / Crumple Combos: Hold mp+mk. Ok, now release it. Dash forward then do one of these. Note that the damage and stun listed are for following a level 2 crumple, but all combos can be done with a fully charged level 3 FA. Also, check the next post, Guile’s Advanced Combotorium, for pro tips on post-crumple combos. Here’s the basics.
1) Crumple > hk flashkick (208 / 310)
Variants:
- crumple > c.hk (1st hit) (160 / 230)
- crumple > c.hk (2nd hit) (168 / 230)
- crumple > back air throw (200 / 270)
Combo explanation
Spoiler
In general, this is here just as a damage reference for the things you can do if you mess up your dash, or backdash.
2) Crumple > c.mp xx hk flashkick (248 / 370)
Combo explanation
Spoiler
Many new players struggle when grasping the concept behind how charge characters can combo after an FA crumple. It takes a bit of practice, but you can actually input the dash command and go to db before your FA attack is finished. You can input your dash much sooner than you may think after the hit, give it a try. Even if you do this, you may wait a split second after you dash to actually do your c.mp to get more charge, just don’t take too long. Very reliable combo.
3) Crumple > df.hk > hk flashkick (280 / 450)
Variants:
- crumple > s.hp xx hk flashkick (288 / 450) Works on everyone, easier for some players, harder for others, try it out.
**
4) Crumple > UDK > c.mp xx jab boom (255 / 410)
Variants:
- crumple > UDK > s.hp xx jab boom (290 / 480) character dependant
- crumple > UDK > c.mp xx jab boom > backfist (315 / 510) character / corner dependant
- crumple > UDK > c.mp xx jab boom > b.hk (310 / 510) character / corner dependant
- crumple > UDK > c.mp xx jab boom > c.hk (305 / 460) character / corner dependant
- crumple > UDK > s.hp xx jab boom > backfist (350 / 580) character / corner dependant
- crumple > UDK > c.mp xx jab boom > df.hk > hk flashkick (374 / 590) Ouch! character / corner dependant
- crumple > UDK > c.mp xx jab boom > df.hk > hk flashkick xx FADC > U2 (428 / 590) !
- crumple > UDK > c.mp xx jab boom xx FADC > c.lp > c.lp > c.mp xx hk flashkick (335 / 525) Not worth the meter, corner dependant.
Combo explanation
Spoiler
The link from the UDK (b.hk) to c.mp can be tricky, but made easier with plinking. This will work on everyone. The next post will go into further detail about followups and theory, but know for now that this combo works on the entire cast. Don’t scratch this one off your combo list. The following variants will be discussed in further detail in the advanced section, next post down. I will be posting many followups here for damage comparisons.
5) Crumple > U1 (422 / 150) or U2 (374 / 150)
Keeping it simple.
6) Crumple > c.mp xx super > U1 (562 / 230) or U2 (493 / 230)
Variants:
- crumple > c.mp xx hk flashkick xx lk super > U2 (476 / 370)
Combo explanation
Spoiler
I can’t say too much here that hasn’t already been said. However, between the damage you can ring out of certain other crumple combos now, this may be considered a waste of meter.
7) Crumple > c.mp xx hk flashkick xx FADC > U2 (384 / 370)
Variants:
- crumple > df.hk > hk flashkick xx FADC > U2 (415 / 450)
Combo explanation
Spoiler
Again, not much can be said about this one that hasn’t already been said. Doesn’t seem worth it considering how much a standalone crumple > U2 does.
Situational / Corner Combos: Here are some random combos for random scenarios.
1) far s.hp > far s.hp (200 / 400)
Combo explanation
Spoiler
Seems to work on almost everyone if done on counter-hit at the right range. On some characters with big hit-boxes, like abel, it’s easy to hit almost everywhere. Don’t make too bad a habit out of it, but it’s normally a pretty safe idea to throw out a s.hp immediately after you have just thrown one out.
2) Early AA flashkick > EX sonic boom (200 / 200)
Variants:
- Early AA flashkick > EX flashkick (180 / 200)
- Early AA flashkick > Super (460 / 100)
- Early AA flashkick > U1 (473 / 100)
- Early AA flashkick > U2 (316 / 100)
Combo explanation
Spoiler
Your flashkick must connect the op at the tip of their jump arc for this to work. Won’t work against some characters with low jump arcs, like Gen. A great way to land either of your ultras as well, see below.
3) hk flashkick (trade) > EX sonic boom (260 / 300)
Variants:
- hk flashkick (trade) > U2 (376 / 200)
Combo explanation
Spoiler
More utility is in this as it’s actually a very solid way to land your U2! Heavy flashkick has a tendency to trade as an AA more than the lk or EX versions. The damage is also a plus.
4) j.hk > c.mp xx jab boom xx FA lvl 2 > U1 (455 / 430) or U2 (xxx / xxx)
Combo explanation
Spoiler
Situational, and range dependant, this combo sees little use. Regardless, it is a viable way to combo into your ultra. It only works in the corner. It should also be noted, that it’s much more worthwhile to simply pick sonic hurricane, then do a combo ending in flashkick, then FADC > ultra. This remains worth noting, however, as it’s still one of the few ways to confirm into Flash Explosion.
5) sonic boom > backfist (170 / 250)
Variants:
- j.hk > c.mp xx jab boom > backfist (294 / 480)
- j.hk > c.mp xx jab boom > sweep (280 / 410)
- j.hk > c.mp xx jab boom > b.hk (287 / 480)
- j.hk > c.mp xx jab boom > df.hk > hk flashkick (383 / 600) (!)
- j.hk > c.mp xx jab boom xx FADC > c.lp > c.lp > c.mp xx hk flashkick. (348 / 545)
- j.hk > c.lp xx jab boom > c.lp > c.mp xx sonic boom > backfist (313 / 485)
Combo explanation
Spoiler
I’m not really sure why I’m putting this here, but I would like to talk about simplicity for a sec. I see to many serious videos of people doing a corner combo ending in sonic boom, then dashing up and trying some tough light attack links into a flashkick or (god forbid) another sonic boom. If you look at the first post again, there’s some info on damage scaling. Basically, the more hits in a combo, the less damage each consecutive hit does. So your essentially risking tricky dash-up links and charge timing for what’s essentially a very minor or even LESS reward then just doing a backfist! Basically, stick to a backfist or a sweep. Also, it may be character specific but some characters can get a GHK combo’d after a boom in the corner! More discussed in the next post on that.
6) Anti-corner-crossup-wakeup lk super > U1 (461 / 000) or U2 (352 / 000)
Combo explanation
Spoiler
A little confusing? If your opponent is attempting to cross you up on your wakeup while your in the corner, and you activate lk super near the peak of their jump or as their coming down, this combo will work. The super must score only two hits for this to work and you must be charging away from the corner in order to get the charge necessary to perform either ultra. Neato! Actually kind of a good use of super, seems effective against c.viper and gief.
Mythical (FAKE!!!) Combos: Nope, THESE DO NOT WORK! Many questions pop up about various combos and if they are possible. Many of these combos seem logical but simply do not work, or no one has been able to make them work yet. Some however, are simply strait up 100% impossible no matter which way you look at it. So stop asking questions about them! Here they are! Hmm, I need caps at the end of this sentence for added effect. THESE COMBOS DO NOT WORK!
1) :df::hk: > air throw
2) SB xx FADC > ultra
3) flashkick xx FADC > anything other than U2
Quick note: You can combo GHK > super or ultra. However, in order to do so, conditions must be met not realistic in a real match. For example, to combo GHK into flash explosion, you must stick out the df.hk, then have your op perform a super or ultra with little to no invincibility, allowing you to get a db charge, the df.hk must then out-prioritize whatever super or ultra the op did, hit, then complete the motion for U1. Not very practical, but still pretty cool. Also, if you are a robot, if you AA with GHK in the corner, you can combo a super after it. Again, cybernetics required.
How to Super Cancel and Notes on the Ultra Juggle:
Here are some methods on how to do the different super cancels for many of the above listed combos. It should be noted that it?s generally accepted that guile’s EX moves are better than his super. It’s advised to use the super combos listed above sparingly or when you know that adding a super will be a match ender or a tide turner.
Strait from c.mp
:db:(charge), :df: + :mp:, :db::uf: + :mk:
:db:(charge), :df: + :mp:, :d::db::l::ub: + :mk:
From c.mp xx sonic boom
:db:(charge), :db: + :mp:, :r: + :lp:, :df::d::db::l::ub: + :lk: / :mk:
:db:(charge), :db: + :mp:, :r: + :lp:, :db:, :uf: + :lk: / :mk:
From c.mp xx flashkick
:db:(charge), :db: + :mp:, :uf: + :hk:, :db:, :uf: + :lk:
:db:(charge), :db: + :mp:, :uf: + :hk:, :r::df::d::db::l::ub: + :lk:
Strait from s.hp
:db:(charge), neutral + :hp:, :r::df::d::db::l::ub: + :mk:
:db:(charge), neutral + :hp:, :df::db::uf: + :mk:
In many of the listed combos, an ultra may follow a super. For this juggle to work, you can use any version of the super; a SSF4 change. When you perform the juggle correctly, the ultra must be executed immediately upon recovering from the super. This is easiest to do with the lk version, but using the lk version may present range issues if the op is too far away. The timing for landing the ultra is harder after an mk super, but the range will almost always be right.
Also of note for using the super as an anti-air or after a cancelled flash kick, the lk version will always leave the op in front of you whereas the hk version will normally fling your opponent behind you. This is why most times I’ve mentioned a super being used it’s the lk or mk version. Also note that regardless of this, all versions usually do the same damage.