@AlgaeEater09 agree 100% I'm turning 43 next month and I feel it in my fingers too. The best thing about sf has always been feeling like a combo or input is impossible and finally conquering it in training. I jus finally cleared all guiles combos except for the infamous "advanced 2"
I've been practicing the stun combo for an hour..still can't get it right.. I can do 5MP -> 2MP -> Perfect sonic, then I always can't connect the 2MP! This drives me crazy😂 Any suggestions please!😢'
The main thing is that you have to do a late Jump HK (I normally try to aim for the chest). This combo used to be free in the betas but ever since the full game came out it’s gotten a lot tighter, you need good spacing and a perfect boom be +6 and able to link a 2 MP, after that it gets a bit easier.
@@陈东宇its ok, i main guile and i gave up on that combo, my second mp either doesnt link or the pushback puts me out of range no matter how low indo the jump in hk. The only times i can get it to link is when i time the jump in as loooooooow as i humanly can so my hurtbox doesnt get pushedback, then you get the +6, but its so precise i cant rely on it because i suck. I think the best tip for this one is to not start charging back until you have completely landed. If you land the perfect hk but you are pre charging backwards in the air your character is very slightly going to backpedal and that screws the timing. You have to land the perfect jump in, hit the mp, then charge. It feels like there wont be enough time to fully charge a boom, but there is.
@@Hemestal I'll be giving up on this one then it seems. No point grinding a combo to muscle memory if it's rare it will ever be useful. Nice combo none the less, no shade throwing from me haha.
A small tip is to use Heavy Flash Kick. You can also only get level 3 after a Flash kick. Using H flash kick gives you two extra frames for the input. It doesn’t sound like a lot but 2 frames is a world of difference. Also for an easy level 1 confirm, Mp - BHP into level 1 is probably the easiest one. You can confirm it while holding back the whole time and you have a decent amount of time to get level 1 out during the Back HP.
When you input the flash kick: instead of hitting 8(up), instead hit 9(up forward) which will then buffer the level 3 (assuming you were holding down-back the entire time).then all you have to do is hit back-forward again. It's easier than you think. I'm new to charge characters.
@@Red-jk1tt Exactly right. If I remember correctly it would pretty much always work in the beta but now you do have to make sure that the jump in spaces you out well.
I always struggle a lot with combos, and even when I did not managed to do every combo here (I missed like the 4th one and the last one, flash kick cancel into ult it's so hard for me HAHAH) It helped me a lot and I also learn a couple of routes for other combos and cancels. Thank you so much!!!!
Instead of standing mp into crouching mp target combo after the punish counter drive impact, it actually does more damage just to go DF HK -> Flash Kick
All of these still work, but some are no longer optimal. After a DI, DF HK to Flash Kick is a better route. For a DP Punish, Stand HK to Crouch MP to Flash Kick would be better as Stand HP now does less damage in combos.
Bruh that midscreen combo is way too hard to be practical, hp drive rush-> sHK into target combo h flash kick does more damage too and its way easier. Love these vids tho helped me out alot during sfv
The combo is definitely a bit tricky to get down but it is actually very consistent as you don’t even need the perfect boom. I think max damage there is actually the Stand HK route into the Stand MP xx Back HP Target combo into Flash Kick but that’s something I can’t even do right now because of how tight t he charge buffering is there.
For Flash Kick into Level 3 (only works for Level 3), Charge with Downback, cancel a normal like a Crouch MP. Go to up forward and hit HK for the flash kick, then go to back, then forward and hit HK again to cancel it. It only works on a grounded connect in this game unlike Flash Kick xx CA in SFV.
Tbh I don’t regularly go for it for that reason. You need to time the jump in late to build a bit more space and it doesn’t work on wide character like Gief. Something like Jump HK -> Back HP xx P. Sonic Boom -> Crouch LP xx H. Flash Kick is probably the best route there.
How's Guile with keyboard (kinda like hitbox)? I find myself cancelling my charges by pressing forward before letting go of back which results in neutral instead of forward, making me use a normal move instead of my special move. I really want to learn Guile and think he is super cool despite being fairly simple in his kit. I just want to know if I'm gimping myself by using a keyboard here?
I don’t personally have experience on keyboard/Hitbox based controllers but honestly I think Guile would work just fine on them. Being able to hit a button for both forward and punch at the same time to do a perfect sonic boom sounds pretty intuitive. Most controllers are viable at the top level and keyboard should be no different.
Guile and other charge characters are actually generally easier on keyboard since you can physically go to back/down charge faster than any lever-based controller (pad is probably around the same, stick is definitely slower). It really is a matter of practice and muscle memory for letting go of back charge before hitting forward, so don't worry about that.
@@matthewlin9652guile on keyboard?? I been playing him for 30 yrs n never considered that. 1 button fwd+p u say? Do you also dedicate a single button for bk+dn?
The first one is honestly a pretty tricky combo. Something like Jump HK, the Crouch MP Target Combo, and a Heavy Flash Kick is probably a more reliable combo.
But assuming you do want to hit the combo (max damage, best meter less route to Level 3), you need to charge buffer. As soon as you do the Stand MP, start holding downback to charge the flash kick. Hit Crouch MP, then delay doing the flash kick and hitting the button as much as you can. What I try to do is imagine it as linking 3 moves, not linking 2 and canceling the second.
DF HK is definitely an interesting move. At 1,000 damage it’s tied with I believe Forward HK as Guile’s max damage normal and it natively combos into Flash Kick. There’s a combo that uses a Punish Counter Stand HP into DF HK into Flash Kick in the video (Combo #8), but a simple DF HK into Flash Kick is also max damage for a drive impact combo, instead of Stand MP into Crouch MP into Flash Kick. I should be making a YT Short soon about how to do DF HK into Level 3.
Taken from a previous reply: “For Flash Kick into Level 3 (only works for Level 3), Charge with Downback, cancel a normal like a Crouch MP. Go to up forward and hit HK for the flash kick, then go to back, then forward and hit HK again to cancel it. It only works on a grounded connect in this game unlike Flash Kick xx CA in SFV.”
@squilliam5777 4 weeks ago I thought this was crazy, and then I realized you could JHK-HK->SA3 and do 4800 without it being too difficult, and then I realized you could drive rush combo target combo into SA1 or SA3 and can now do it consistently and I'm just...dang. This game's awesome.
8BitDo Pro 2 Wired. It’s a similar layout to a PlayStation controller but I really love the D Pad and it’s at a good price. Only works on PC, might get an adapter to use it on PlayStation.
@@Lazerbeam502 honestly I do find it pretty hard and generally will go for an easier combo. Fun to go for when playing against lower level opponents and using that to practice the hard stuff.
2 things that helps execute this every single time. You should immediately hit down after standing MP. And as soon as you see Cr.MP confirm hitting then you Flashkick. If you don’t get 1frame immediately after standing MP. Flashkick won’t be there for you.
This is super helpful! I've gotta learn that stun combo and the midscreen drive rush one! Had a question about the level 1 super combo. Is there an advantage to using M. Level 1 instead of H. Level 1 > OD Flash Kick? 🤔
I mainly go for the M. Level 1 because it can be hard to justify spending the 2 bars for OD Flash Kick. When my opponent has low health I actually do go for for the H. Level 1 and OD Flash Kick to try to cash out and get the kill.
I tested this out but it seems that if you use MP+MP target combo, you cannot optimaly cancel flash kick into lvl 3 super because your opponent is getting launched too far. It does the lvl 3 super but it doesn't fully connect so you get way less damage that the full lvl 3 super.
Ok i'll JUST do that simple np.
These old hands cant do most of these lol. But this vid gives me something to practice at least. Very consice video. Thx
There’s easier combos than this that do way more damage. This videos just for show
@AlgaeEater09 agree 100% I'm turning 43 next month and I feel it in my fingers too. The best thing about sf has always been feeling like a combo or input is impossible and finally conquering it in training. I jus finally cleared all guiles combos except for the infamous "advanced 2"
@@AlgaeEater09 Do You have any video suggestions on those combos? Thanks!
Please break down the second combo. I have no idea how to Cr. Mp after sonicboom
Was happy to see you bust out the Guile combos. Loved your M Bison stuff from before. Excellent work.
Thanks man! I miss Bison a bit in this game can’t lie but Guile is a lot of fun so I’m not too bummed.
Most of those start with a jump are they possible with dash or neutral?
I've been practicing the stun combo for an hour..still can't get it right..
I can do 5MP -> 2MP -> Perfect sonic, then I always can't connect the 2MP! This drives me crazy😂 Any suggestions please!😢'
The main thing is that you have to do a late Jump HK (I normally try to aim for the chest). This combo used to be free in the betas but ever since the full game came out it’s gotten a lot tighter, you need good spacing and a perfect boom be +6 and able to link a 2 MP, after that it gets a bit easier.
Thank you!! Going to the grid now🎉🎉🎉
@@陈东宇its ok, i main guile and i gave up on that combo, my second mp either doesnt link or the pushback puts me out of range no matter how low indo the jump in hk.
The only times i can get it to link is when i time the jump in as loooooooow as i humanly can so my hurtbox doesnt get pushedback, then you get the +6, but its so precise i cant rely on it because i suck.
I think the best tip for this one is to not start charging back until you have completely landed. If you land the perfect hk but you are pre charging backwards in the air your character is very slightly going to backpedal and that screws the timing. You have to land the perfect jump in, hit the mp, then charge. It feels like there wont be enough time to fully charge a boom, but there is.
@@Hemestal I'll be giving up on this one then it seems. No point grinding a combo to muscle memory if it's rare it will ever be useful. Nice combo none the less, no shade throwing from me haha.
Getting level 1 or level 3 charge bfbf after a flash kick is brutally difficult.
A small tip is to use Heavy Flash Kick. You can also only get level 3 after a Flash kick. Using H flash kick gives you two extra frames for the input. It doesn’t sound like a lot but 2 frames is a world of difference. Also for an easy level 1 confirm, Mp - BHP into level 1 is probably the easiest one. You can confirm it while holding back the whole time and you have a decent amount of time to get level 1 out during the Back HP.
@@MrSteezEnvy I can do the level 1 after the target combo easy. It is doing the bfbf specials after charging a flash kick I cannot do.
@@MrSteezEnvy dude absolute legendary tip with heavy flash kick thank you
When you input the flash kick: instead of hitting 8(up), instead hit 9(up forward) which will then buffer the level 3 (assuming you were holding down-back the entire time).then all you have to do is hit back-forward again. It's easier than you think. I'm new to charge characters.
i just do it like the old times in SF EX and for some reason it works...
I can't link cr mp after st mp cr mp boom, help? I'm doing light boom I just can't seem to get enough plus frames. And yes I'm doing perfect
same. its only plus 5 after a perfect boom cr mp. Have you got it to work yet?
I figured it out. You have to make sure your jumping heavy kick hits real deep.
@@Red-jk1tt thanks bro
@@Red-jk1tt Exactly right. If I remember correctly it would pretty much always work in the beta but now you do have to make sure that the jump in spaces you out well.
I always struggle a lot with combos, and even when I did not managed to do every combo here (I missed like the 4th one and the last one, flash kick cancel into ult it's so hard for me HAHAH) It helped me a lot and I also learn a couple of routes for other combos and cancels. Thank you so much!!!!
Instead of standing mp into crouching mp target combo after the punish counter drive impact, it actually does more damage just to go DF HK -> Flash Kick
Yeah I still don't know why I put that route in there, I was def using the DF HK route already haha
Are thes combos still viable
All of these still work, but some are no longer optimal. After a DI, DF HK to Flash Kick is a better route. For a DP Punish, Stand HK to Crouch MP to Flash Kick would be better as Stand HP now does less damage in combos.
@@squilliam0909why I cant seem to connect standing HP from crouch mp into L.perfect sonic boom can you confirm this
Thank you
Bruh that midscreen combo is way too hard to be practical, hp drive rush-> sHK into target combo h flash kick does more damage too and its way easier. Love these vids tho helped me out alot during sfv
The combo is definitely a bit tricky to get down but it is actually very consistent as you don’t even need the perfect boom. I think max damage there is actually the Stand HK route into the Stand MP xx Back HP Target combo into Flash Kick but that’s something I can’t even do right now because of how tight t he charge buffering is there.
Who cares about optimal? We want to be flashy like the vídeo hahah
Really good - but why are you in Burnout?
Excelent content, dude. Simple and clean.
How do u cancel a flash kick into a super
For Flash Kick into Level 3 (only works for Level 3), Charge with Downback, cancel a normal like a Crouch MP. Go to up forward and hit HK for the flash kick, then go to back, then forward and hit HK again to cancel it. It only works on a grounded connect in this game unlike Flash Kick xx CA in SFV.
@@squilliam0909 interesting I will try today. Thanks man
when i do the first perfect boom on the stun combo it leaves me +5 but 2mp is 6f, is this combo gone or is this skill issue?
Tbh I don’t regularly go for it for that reason. You need to time the jump in late to build a bit more space and it doesn’t work on wide character like Gief. Something like Jump HK -> Back HP xx P. Sonic Boom -> Crouch LP xx H. Flash Kick is probably the best route there.
How's Guile with keyboard (kinda like hitbox)? I find myself cancelling my charges by pressing forward before letting go of back which results in neutral instead of forward, making me use a normal move instead of my special move.
I really want to learn Guile and think he is super cool despite being fairly simple in his kit. I just want to know if I'm gimping myself by using a keyboard here?
I don’t personally have experience on keyboard/Hitbox based controllers but honestly I think Guile would work just fine on them. Being able to hit a button for both forward and punch at the same time to do a perfect sonic boom sounds pretty intuitive. Most controllers are viable at the top level and keyboard should be no different.
Guile and other charge characters are actually generally easier on keyboard since you can physically go to back/down charge faster than any lever-based controller (pad is probably around the same, stick is definitely slower). It really is a matter of practice and muscle memory for letting go of back charge before hitting forward, so don't worry about that.
@@matthewlin9652 Alright thanks Matthew.
@@matthewlin9652guile on keyboard?? I been playing him for 30 yrs n never considered that. 1 button fwd+p u say? Do you also dedicate a single button for bk+dn?
I cant even do the first combo. how do you find the time to charge down for the flashkick during the crouching mp
The first one is honestly a pretty tricky combo. Something like Jump HK, the Crouch MP Target Combo, and a Heavy Flash Kick is probably a more reliable combo.
But assuming you do want to hit the combo (max damage, best meter less route to Level 3), you need to charge buffer. As soon as you do the Stand MP, start holding downback to charge the flash kick. Hit Crouch MP, then delay doing the flash kick and hitting the button as much as you can. What I try to do is imagine it as linking 3 moves, not linking 2 and canceling the second.
Start charging down during the animation of the standing mp. Guile is all about pressing/holding a charge while it looks like you're standing.
I missed guile ↘️ HK? Does anything combo into it.. or it’s just use for anti air
DF HK is definitely an interesting move. At 1,000 damage it’s tied with I believe Forward HK as Guile’s max damage normal and it natively combos into Flash Kick. There’s a combo that uses a Punish Counter Stand HP into DF HK into Flash Kick in the video (Combo #8), but a simple DF HK into Flash Kick is also max damage for a drive impact combo, instead of Stand MP into Crouch MP into Flash Kick. I should be making a YT Short soon about how to do DF HK into Level 3.
@@squilliam0909 i think the most damage drive impact combo is f.hp into c.lp c.lp standing light kick into flash kick
How do you do Flashkick into Level 3?
Taken from a previous reply:
“For Flash Kick into Level 3 (only works for Level 3), Charge with Downback, cancel a normal like a Crouch MP. Go to up forward and hit HK for the flash kick, then go to back, then forward and hit HK again to cancel it. It only works on a grounded connect in this game unlike Flash Kick xx CA in SFV.”
@squilliam5777 4 weeks ago I thought this was crazy, and then I realized you could JHK-HK->SA3 and do 4800 without it being too difficult, and then I realized you could drive rush combo target combo into SA1 or SA3 and can now do it consistently and I'm just...dang. This game's awesome.
Thx. 👌
Why can't I use it until Guile Street Fighter 5, it only goes back/forward 2 times and then punches but it doesn't work, please help me.
What controller do u use
8BitDo Pro 2 Wired. It’s a similar layout to a PlayStation controller but I really love the D Pad and it’s at a good price. Only works on PC, might get an adapter to use it on PlayStation.
@@squilliam0909 Nice. I also use pad, You have great charging with the standing medium then cr med then flash kick I can never do that 😂
@@Lazerbeam502 honestly I do find it pretty hard and generally will go for an easier combo. Fun to go for when playing against lower level opponents and using that to practice the hard stuff.
I can't for the life of me do the first combo in this video, I don't know what I'm doing wrong :(
2 things that helps execute this every single time. You should immediately hit down after standing MP. And as soon as you see Cr.MP confirm hitting then you Flashkick. If you don’t get 1frame immediately after standing MP. Flashkick won’t be there for you.
This is super helpful! I've gotta learn that stun combo and the midscreen drive rush one!
Had a question about the level 1 super combo. Is there an advantage to using M. Level 1 instead of H. Level 1 > OD Flash Kick? 🤔
I mainly go for the M. Level 1 because it can be hard to justify spending the 2 bars for OD Flash Kick. When my opponent has low health I actually do go for for the H. Level 1 and OD Flash Kick to try to cash out and get the kill.
cancelling the crouching MP into Flash Kick is proving to be extremely difficult for me
Hold down as soon as u use st mp. Also u can use the target combo and it will be easier/more consistent
I tested this out but it seems that if you use MP+MP target combo, you cannot optimaly cancel flash kick into lvl 3 super because your opponent is getting launched too far. It does the lvl 3 super but it doesn't fully connect so you get way less damage that the full lvl 3 super.
fire vid, thx !
Would be nice to see the damage info
Execute the combo and you'll see it