No joke I've popped off harder for completing Guile advanced 2 than I have for any victory against another human in this game. There should be a title for completing this trial alone.
@@Mene0in my opinion super 2 is infinitely better since its motion input AND its the sonic spam which just deletes drive if blocked, and melts hp if unblocked
A tip for anyone struggling with any SF6 trials, if you turn on input history and THEN watch the example you'll see the exact inputs and frame timing the example character uses.
Avoiding the puddle did a video about this and there is actually a trick. You can charge then press forward light kick down back light punch and it will give you standing light kick into boom. That will give you plenty of time to charge flash kick. Edit you can just hold down forward after the stand light sonic boom and it's even easier.
The intention of Ryu's wall bounce into super combo (Intermediate 8) was actually to show that you can cancel EX moves into level two. If you do that combo, but cancel into level two instead of manually timing it, the fully charged level two will come out with perfect timing.
After finishing guile's trials, I've realized perfect booms are significantly more challenging during a combo than doing them in nuetral. Since, you have to time the perfect boom with the normal you're going to cancel from hitting instead of bufferring the boom as the normal is coming out.
I completed every trial for every character in this game (classic of course). Except Guile Advanced 2, i did do advanced 3 and 4. but still dreading going back for advanced 2.
I just wanna say aswell thanks for these vods and explaining everything. Just really got into the FGC 3 years ago and been with street fighter since 4. U explain the terminology's and everything despite saying them a million times, cuz you know people forget or there is new people to the scene. Keep it up bro🐐
The great thing about these combos is that while they're not optimal, they're plenty to get a new player started on a character. And they give you room to think of how you can optimize them by building off what's there.
@@datmessynerd yeah that was my issue. You have to press run as if it's just a button link in the combo. Part of the problem is that while you are learning the combos, you are waiting to see of it hits amd then making sure your run comes out, so you are a always a few frames behind. Once you get good at the combos, you will know its going to hit and your timing will be much better.
You can do sonic boom by ending in down-back. The motion is: Charge⬅️➡️↙️+P You won’t get a perfect boom (but none of the trials need that). This way you get maximum time for down charge.
One small thing: you can start to charge flash kick even faster by doing: ⬅️➡️↘️+P That way on every controller you'd need less time to start the charge
Honestly I've tried a few combo trials so far with my little bit of time with SF6 so far (would of been playing more, just really busy lol) but I tried out Marissa's when I first got in so I could learn Marissa and I actually found it pretty aproachable, which is crazy good feeling for someone not as skilled as many others are. Makes me feel like I can actually do some nutty stuff
I tell you it took me about two days of non stop practice to get all of guile’s trials. When i was losing hope i thought to myself, “am I just this bad at this character?” But then i play other characters trials like it’s nothing and then watch this guy play and have trouble i finally feel at peace.
Thank you so much for this! I'm new to street fighter, played strive before and looking to main Guile (or Ken or Juri). This was very helpful in getting the timing right
I was stunned when I got to Guile Adv. 2 trial and saw those inputs. I learned how to do that charge buffer from c. LP to s. LK back in SSF4. And here it is again 10+ years later!
For the flash kick into Super cancel I've always done Down back into up forward for the flash kick, which also counts as the first back forward for the super, into another back forward. The full thing for Flash kick into level 3 would be charge down back, up forward + kick (this does the flash kick,) quickly into back forward kick
Exactly this. It's the same concept as doing Hadouken into Shippu Jinrai in Third Strike, where the special counts as the first portion of the super input.
Oh my god, I had no clue you could no longer hold down-back for booms, that explains some of the trouble I've been having. They shoulda mentioned that in the guides!
I could not do trial 2 at all on stick/pad, but once i switched to keyboard I got it in under 5 minutes. Ended up ordering a leverless controller shortly after lol
My first fighting game ive just been playing ryu with the beginner combos and medium kick spam im slowly getting better i might be able to move on to the intermediate trials soon
Marisa's combo trials basically show you how to play the character and deal a ton of damage. I really appreciated how useful the combo were and the links that they show off is helpful for making your own variations
Advanced 2 was created for Daigo specifically. I don't find it too difficult, but I play on pad so getting the perfect is tricky. The standing short to sonic boom is quite natural for me, as I am an old fogie and used to all manner of torture.
ty for this vid i am new to street fighter and used to main balrog but i had to choose someone new so i picked up guile and you teached me some cool tricks with guile maybe on day i can even make it to master
Even as aomeone who has experience in fighting games I find some of the timings tight still, like drive cancelling. I can easily see how someone new to the FGC is having trouble with these
Regarding the order of the Combo Trials: it has all of the super cancel trials after the drive rush link trial because they introduce the super moves last, after familiarizing you with all of a characters regular specials and the drive system as a whole. Do I agree that super cancels are easier? Yeah. Does it make sense that they save the 'flashiest' stuff for last? Kinda also yeah.
I picked Ryu because it feels like a lot of his cancellable normals go into any special you want so you can make custom combos really easily which feels great as a noob! Also doing an EX deijin charged hashogeki feels incredible bc it crumples the opponent and you can do whatever you want! Advanced 3 took me like an hour or two to do but Ryu is the only character i cleared all the trials for too
When I played against Ryus in the beta, all I could think about was how easy it seems to combo with him since you can pretty much do whatever looks right.
The 2nd boom can still be perfect. The trial is misleading in the sense that it makes you think the 2nd boom has to be imperfect. It's instead making the distinction that the first sonic boom HAS to be perfect no matter what. The extra plus frames of a PB on the 2nd one give you enough time to charge FK without doing a specific set of inputs to maximise charge time off a normal boom.
I'm playing Guile primarily and there are easier routes with similar damage for a lot of these. Like on a punish, instead of Guile advanced 4, you can do HP (punish counter) xx Drive rush HK, HP xx Drive rush HK, MP > B+HP xx level 3. It consumes more drive but the damage is similar and the execution is MUCH easier. Alternatively: HP (punish counter), B+HP xx H Level 1, EX flash kick doesn't burn you out but still does a respectable 42% for two drive bars and one super meter although getting the charge for level 1 is not the easiest thing ever, but nowhere near as hard as Guile advanced 2.
i figured something out, im not using a hitbox or anything just a regular controller, so you can hold down to charge a flash kick, and then release down, hit standing light kick, and then hit up and it'll do a flash kick, you gotta do it pretty fast though (since it works with flash kick, it probably works with the sonic boom too). So you can easily combo standing light kick with flash kick. The inputs are pretty forgiving this year, you can also charge back, hit punch and THEN hit forward, and it'll do a perfect sonic boom all the time. That ones a bit tricky to get at first but once you get it its great, almost all my sonic boom come out as perfects now
Wait, why would they remove down back charge > forward? That seems a bit unnecessary It's been clarified for me. You just can't go into down forward. Thanks guys, you saved my interest in Dee Jay :>
they didn't remove that. You can charge down back, press forward and your charge move will come out. You cannot charge down back and press down forward to throw a charge move. It was in almost all street fighter games and it's perfectly reasonable. Guilde shouldn't have the ability to immediately anti-air you with flash kick if you jump over his sonic boom
There is a trick for that hard one. Hold downback for light punch, go to forward light kick, then go down back plus punch that gets your sonic boom out as you are charging
This combo and one of blankas advanced were the only problem ones for me. Combo trials were very fun in this game though, looking forward to the dlc character trials.
I'd love to see you attempt the Chun-li combos. Those are tough because they get pretty long with multiple stance attacks in some combos. Edit: Just saw they were in the Cammy video. 😁
I FINALLY DID IT! I literally just completed this awful guile trial before typing this. I use a fight pad controller. After the second sonic boom, I charged down+Forward into flash kick. But you have to very quickly go to down+Forward after the Boom to charge flash kick. I could never get the flash kick to hit, but my timing finally hit unexpectedly. It must be a 1 frame link. Now, I've completed all character trials.
I completed all the trials a couple days after launch. The hardest combos for me by far were Zangief's instant jump SPD combo (i think it was his last one) Kimberly's spraycan into instant jump spin kick special, and then Luke's double perfect frame special combo. The Guile one was annoying but it didnt make me pull my hair like those other ones did
I honestly think the hard part of Guile's last trial combo is getting the first perfect boom. I'm used to doing charge buffering techniques with 3s Urien and sf5 vt2 Oro, so the second boom fron LK and the flash kick is bread and butter to me. I'm trying to main Guile, and those perfect booms...or really just booms in general for standard use at fullscreen is what messes me up the most
Why do you want to do down back when doing sonic boom -> Flashkick ? Just do forward punch (sonic boom) -> Down forward to get the charge faster, Kind of like Boxer's Dash low. It doesn't make it easy, but surely makes it easier
I know this video is 4 months old but as a new player combo trials have been so fun and frustrating. I need to look more at the settings to see if its there but I would love the frame timer thing and to see my inputs on screen. On another subject the characters I have loved as a new player are Luke and Ryu. I know Ken is better but I just like Ryu more. I also dont mind JP, blanka, and rashid oddly. I want to get good with Guile but I am not really digging charge characters. Anyways I really am hoping SF6 is my gateway into FGC. Smash ultimate kinda did that for me in that it got me into melee (which is far better than ultimate) so I am hoping SF6 gets me to try other games and maybe settle on one of the older ones as my favorite.
Sonic Boom to Flash Kick. Bring your controller to DF damn near immediately after doing the F+Punch on the boom. Take advantage of the very small buffer window. It allows you to stock just enough charge. The DF motion is good if you don't intend to cancel the Flash Kick into level 3 super. Otherwise, you have to reset your charge to DB very very, veeeeeeeery quickly.
i don't usually play charge characters and i could not figure out how to get through the guile advanced combos to save my life lmao you need to know the super secret charge techniques (also i was playing on regular arcade stick not leverless which i think makes it worse.)
Maybe they should add a new mechanic to fgs, a variety gauge. The more you use a combo in a match, the less damage it does so it would incentivize using less than "optimal" combos. Maybe if you use a combo, the next time you do the combo it would be only 95% damage, then 90, and so on. If you use a certain amount of different combos it would reset the damage to 100%. Not sure how you'd go about characters with simple 2 or 3 hit staple combos, maybe using different strength specials would count as a different combo. I think it would fix these 1 trick pony players, it would add a lot of depth i'm sure.
You can’t sonicboom while holding down unless you have released down sometime in between. So if you go downback to downforward you won’t get it. But if you go downback, forward then downforward/downback + punch you will get a sonic boom and instant charge
I was wondering how to reliably hit a full-charged Hashogeki super with Ryu when first learning of the 3 charge levels. Turns out that you can cancel into it from OD/EX specials, and a midscreen Donkey Kick gives just enough time to hit full charge.
I feel your pain. My fingers just wasn’t moving fast enough. So what I did was just practiced the super alone. I kept my thumb on d pad but would almost do a super short back and forth circle motion on it grazing the up button too. Wish I could explain it better. Doing it the regular way, cannon spike would come out as well. Once you get how to activate super with the motion then you can add the c punch
I think the combos trials feature metered combos at the end of their difficulty tiers because of their high damage. And that it might have to do with percieved progression, your final hurdle being something really hard but hardly rewarding would be super lame for a new player. But giving players an easy victory lap trial with big damage makes them feel like godlike and like theyve progressed significantly, i.e. 'i sucked at these trials earlier but now theyre easy i must be godlike'
I am brand new to the FGC and have never played SF before. Doing the Guile trials gave me a big callous from charging moves so much and slamming the stick back and forth trying to get the timing. Then I proceeded to get my ass whupped anyways lol. 8% winrate :(
No joke I've popped off harder for completing Guile advanced 2 than I have for any victory against another human in this game. There should be a title for completing this trial alone.
Nice now pull it off online
@@lounasty69 I know you losing too much online 💀
@@lounasty69 now that would result in an even bigger pop off, no matter if you win or lose the set lol
@@lounasty69 no I don't think i will
It took me like 30 minutes on an Xbox One controller and my hands got destroyed 😅
jmcrofts on one of Guile's hardest trials: "That took me 30 minutes to complete"
Me halfway through Juri's intermediate section: "My body is broken"
From one Juri enjoyer to another, same lol
Combos are universally difficult for everyone including pros
Me (not wanting to main Guile): "Yes. I was right."
Same. I thought about playing him but then saw that even his supers are charge motions and then nope'd out of that
@@Mene0in my opinion super 2 is infinitely better since its motion input AND its the sonic spam which just deletes drive if blocked, and melts hp if unblocked
@@xyzen9673 I agree with you but Im silver
I got my guile to platinum and then i decided to call it quit with him. Hard character to master, but really strong and satisfying
A tip for anyone struggling with any SF6 trials, if you turn on input history and THEN watch the example you'll see the exact inputs and frame timing the example character uses.
Then you realize the example manage to 1 frame all special inputs so it's only useful to learn when you need to actually delay an input
Ive tried that but i found it easier to just look at the characters and when they do stuff. Npc’s dont have human error, we do
@@friccle_There's loads of human error in the demos.
I suck at trials
And to think Daigo and other Guile pros bust out that Advanced 1 as a drive rush LOOP with practically no sweat.
Advanced 1 is no sweat at all. Advanced 2 however...
Avoiding the puddle did a video about this and there is actually a trick. You can charge then press forward light kick down back light punch and it will give you standing light kick into boom. That will give you plenty of time to charge flash kick.
Edit you can just hold down forward after the stand light sonic boom and it's even easier.
WHY IS IT LIKE THIS WTF
hey alright
Funnily enough he mentions it in other combos in the video but never thinks of it for Advanced 2
@@dariang4725 This is also a trick that has been in SF forever, I think. I know it's possible in 3S and 4, never tried it in 5.
22:40 yeah he mentions it in the next combo
The intention of Ryu's wall bounce into super combo (Intermediate 8) was actually to show that you can cancel EX moves into level two. If you do that combo, but cancel into level two instead of manually timing it, the fully charged level two will come out with perfect timing.
you should do a video on all these "shortcuts", which really, is just another way to input special moves in a very useful way
After finishing guile's trials, I've realized perfect booms are significantly more challenging during a combo than doing them in nuetral. Since, you have to time the perfect boom with the normal you're going to cancel from hitting instead of bufferring the boom as the normal is coming out.
💯
I completed every trial for every character in this game (classic of course). Except Guile Advanced 2, i did do advanced 3 and 4. but still dreading going back for advanced 2.
I will watch every combo trial video of yours, I promise. Thanks for the fun content!
I'm enjoying any sf6 I see here on YT, and I was already a sub here, so I will definitely watch it all as well
I love Guile's new cr. MP target combo. It gives you more time to charge and get a flask kick out more consistently
Except it does less damage than a single MP and then Flash Kick
I like these combo trials, it’s less about just doing challenging combos for the sake of it and more teaching people how the game works.
I just wanna say aswell thanks for these vods and explaining everything. Just really got into the FGC 3 years ago and been with street fighter since 4. U explain the terminology's and everything despite saying them a million times, cuz you know people forget or there is new people to the scene. Keep it up bro🐐
That Guile technic was made for pad and hitboxes. Hard as hell on an actual Arcade stick
Thought the same, I've completed this combos with my pad and hitbox kinda easily, even advanced 2
These types of charging tricks have existed over a decade before hitboxes ever existed.
That was the opposite for me, it wasn't bad on stick but pad was hard for me.
The great thing about these combos is that while they're not optimal, they're plenty to get a new player started on a character.
And they give you room to think of how you can optimize them by building off what's there.
I really wanna see him do the Ken trials, i struggled a lot
Tbh ken is the only trial I’ve fully completed 🙂
@@bigdaddygamings2953 i guess im just not good at finding the timing where you have to use his run into a special mid combo.
@@datmessynerd yeah that was my issue. You have to press run as if it's just a button link in the combo. Part of the problem is that while you are learning the combos, you are waiting to see of it hits amd then making sure your run comes out, so you are a always a few frames behind. Once you get good at the combos, you will know its going to hit and your timing will be much better.
You can do sonic boom by ending in down-back. The motion is:
Charge⬅️➡️↙️+P
You won’t get a perfect boom (but none of the trials need that). This way you get maximum time for down charge.
You were sent by the great overseers weren’t ya? Im learning charge characters and this helped
One small thing: you can start to charge flash kick even faster by doing: ⬅️➡️↘️+P
That way on every controller you'd need less time to start the charge
@@PedroMiguel-zv3fj you can’t do that in SF6. He even shows that in the video.
You can’t get a sonic boom if you press down-forward.
@@jk844100 when he beats the trial you can see he did it in the input history
@@jk844100 That's dumb, why would it work with down-back and not down-forward?
Honestly I've tried a few combo trials so far with my little bit of time with SF6 so far (would of been playing more, just really busy lol) but I tried out Marissa's when I first got in so I could learn Marissa and I actually found it pretty aproachable, which is crazy good feeling for someone not as skilled as many others are. Makes me feel like I can actually do some nutty stuff
Sf2 had a guile trick where you went down back to back holding light kick, and down back release for flashkick.
Guile's trials were made for hitbox it's like looking at left and right at the same time
Left and right at the same time results in no input at all on hitbox
@@NickMK i truly hope this was just an attempt to make a joke
@@dabioji7096 It's not. They changed that as of SF6, opposing directions now show as neutral
@@Mr0mnious I have a hit box and I’m able to hold back while pressing forward and punch without releasing back.
@@DNYLNY not tourney legal
I tell you it took me about two days of non stop practice to get all of guile’s trials. When i was losing hope i thought to myself, “am I just this bad at this character?” But then i play other characters trials like it’s nothing and then watch this guy play and have trouble i finally feel at peace.
Thank you so much for this! I'm new to street fighter, played strive before and looking to main Guile (or Ken or Juri). This was very helpful in getting the timing right
I was stunned when I got to Guile Adv. 2 trial and saw those inputs. I learned how to do that charge buffer from c. LP to s. LK back in SSF4. And here it is again 10+ years later!
For the flash kick into Super cancel I've always done Down back into up forward for the flash kick, which also counts as the first back forward for the super, into another back forward. The full thing for Flash kick into level 3 would be charge down back, up forward + kick (this does the flash kick,) quickly into back forward kick
Exactly this. It's the same concept as doing Hadouken into Shippu Jinrai in Third Strike, where the special counts as the first portion of the super input.
Oh my god, I had no clue you could no longer hold down-back for booms, that explains some of the trouble I've been having. They shoulda mentioned that in the guides!
I could not do trial 2 at all on stick/pad, but once i switched to keyboard I got it in under 5 minutes. Ended up ordering a leverless controller shortly after lol
And? Did it help? What controller are you using now?
@@hanspeter731 Hasn't arrived yet so I can't say, but I ordered a snackbox micro
Hondas trials were very helpful. It teaches you pretty much all you need in any situation.
My first fighting game ive just been playing ryu with the beginner combos and medium kick spam im slowly getting better i might be able to move on to the intermediate trials soon
Marisa's combo trials basically show you how to play the character and deal a ton of damage. I really appreciated how useful the combo were and the links that they show off is helpful for making your own variations
Easiest trials in the game
Advanced 2 was created for Daigo specifically.
I don't find it too difficult, but I play on pad so getting the perfect is tricky. The standing short to sonic boom is quite natural for me, as I am an old fogie and used to all manner of torture.
Guile’s cool! Glad we have modern controls so I don’t screw up the charge motions online and get rekt
I think for boom into flash kick you could go 46 and charge on 3 instead of 1 then go from 3 to 9. Seems easier on lever.
ty for this vid i am new to street fighter and used to main balrog but i had to choose someone new so i picked up guile and you teached me some cool tricks with guile maybe on day i can even make it to master
This game is reference to street fighter when they fight on the streets
It's got Ryu from streets. Did you know?
@@ganymede4030 nah thats scorpion from king of fighters / tekken
@@codynoble1059 Scorpion from Kombats?
@@LloydTheZephyrian nah jin from teks
Ive been playing JP and his Trials are so sick!! One of my favorites so far 🤘🏻
I thought I was tripping when I couldn’t even come close to a ton of guile’s combos
Even as aomeone who has experience in fighting games I find some of the timings tight still, like drive cancelling. I can easily see how someone new to the FGC is having trouble with these
That is I…first fighting game I actually tried learning instead of button smashing. I am on an Xbox/ps4 controller
Crofts: "These combos are so much easier than sf4"
Capcom: "so you have chosen death"
Regarding the order of the Combo Trials: it has all of the super cancel trials after the drive rush link trial because they introduce the super moves last, after familiarizing you with all of a characters regular specials and the drive system as a whole.
Do I agree that super cancels are easier? Yeah. Does it make sense that they save the 'flashiest' stuff for last? Kinda also yeah.
thanks for the video keep up the good work
Hi, incredible charge player here, JMCrofts Certified ;)
Some of these combos are giving PTSD to Takuma's bnb in KOF13. 5C>3BxxCadillac Kick was so difficult for me.
I picked Ryu because it feels like a lot of his cancellable normals go into any special you want so you can make custom combos really easily which feels great as a noob!
Also doing an EX deijin charged hashogeki feels incredible bc it crumples the opponent and you can do whatever you want!
Advanced 3 took me like an hour or two to do but Ryu is the only character i cleared all the trials for too
I just picked Ryu cause he's the only character I know all the moves of mostly cause of exposure through Smash 4 💀
When I played against Ryus in the beta, all I could think about was how easy it seems to combo with him since you can pretty much do whatever looks right.
i love the perfect sonic booms to flash kick combos, but they're a bit hard to pull. Guiles my favorite character so far
Advanced 2 for Guile is hard, just can't seem to get the technique to pull it, MAD respect for you pulling it off in ONLY a half hour
You gotta try Guile's trials with modern controls; that last one was a nightmare
Haven't watched in a while, but my man's looking good with the mutton chops.
The 2nd boom can still be perfect. The trial is misleading in the sense that it makes you think the 2nd boom has to be imperfect. It's instead making the distinction that the first sonic boom HAS to be perfect no matter what.
The extra plus frames of a PB on the 2nd one give you enough time to charge FK without doing a specific set of inputs to maximise charge time off a normal boom.
Advance 2 took me hours! When I got it, I yelled “yes” just like you lol
I've done every trial in the game. They have some VERY interesting combos tucked in there, it was really fun.
Id love to see some Honda trials. My chunky spirit animal is looking mighty tempting this game. Hoping to main him.
Ramsey Dewey of FGC, you're insightful like him too 😁
I'm playing Guile primarily and there are easier routes with similar damage for a lot of these.
Like on a punish, instead of Guile advanced 4, you can do HP (punish counter) xx Drive rush HK, HP xx Drive rush HK, MP > B+HP xx level 3.
It consumes more drive but the damage is similar and the execution is MUCH easier.
Alternatively: HP (punish counter), B+HP xx H Level 1, EX flash kick doesn't burn you out but still does a respectable 42% for two drive bars and one super meter although getting the charge for level 1 is not the easiest thing ever, but nowhere near as hard as Guile advanced 2.
With every charge character theres away to hold the charge after going neutral, pressing a standing button attack, then 6+P
elaborate
"Ok. Ok ok ok ok." Cracks me up every time.
i figured something out, im not using a hitbox or anything just a regular controller, so you can hold down to charge a flash kick, and then release down, hit standing light kick, and then hit up and it'll do a flash kick, you gotta do it pretty fast though (since it works with flash kick, it probably works with the sonic boom too). So you can easily combo standing light kick with flash kick. The inputs are pretty forgiving this year, you can also charge back, hit punch and THEN hit forward, and it'll do a perfect sonic boom all the time. That ones a bit tricky to get at first but once you get it its great, almost all my sonic boom come out as perfects now
Wait, why would they remove down back charge > forward? That seems a bit unnecessary
It's been clarified for me. You just can't go into down forward. Thanks guys, you saved my interest in Dee Jay :>
They didn't but you can't be holding down forward for sonic boom. You have to only hit forward, so you loose your charge when you throw a sonic boom.
they didn't remove that. You can charge down back, press forward and your charge move will come out. You cannot charge down back and press down forward to throw a charge move. It was in almost all street fighter games and it's perfectly reasonable. Guilde shouldn't have the ability to immediately anti-air you with flash kick if you jump over his sonic boom
There is a trick for that hard one.
Hold downback for light punch, go to forward light kick, then go down back plus punch that gets your sonic boom out as you are charging
I was struggling with ryus combos one gave me an example of a neutral jump to combo not jump into the opponent like u did
For intermediate 10, wait for the opponent to get on their knees after the punish counter before executing down heavy kick > forward heavy kick.
This combo and one of blankas advanced were the only problem ones for me. Combo trials were very fun in this game though, looking forward to the dlc character trials.
Reminds me of Guile's standing fierce to flash kick in SFIV
I'd love to see you attempt the Chun-li combos. Those are tough because they get pretty long with multiple stance attacks in some combos.
Edit: Just saw they were in the Cammy video. 😁
Had a feeling for guile u couldn't hold down back to cover sonic boom and flash kick. Now everything makes sense
I FINALLY DID IT! I literally just completed this awful guile trial before typing this. I use a fight pad controller. After the second sonic boom, I charged down+Forward into flash kick. But you have to very quickly go to down+Forward after the Boom to charge flash kick. I could never get the flash kick to hit, but my timing finally hit unexpectedly. It must be a 1 frame link. Now, I've completed all character trials.
It took me hours to complete Marisa on Modern, classic I'm stuck in Intermediate. This is nuts.
I completed all the trials a couple days after launch. The hardest combos for me by far were Zangief's instant jump SPD combo (i think it was his last one) Kimberly's spraycan into instant jump spin kick special, and then Luke's double perfect frame special combo. The Guile one was annoying but it didnt make me pull my hair like those other ones did
I was new to street fighter and I picked up Guile. It probably took me a couple hours over a few days to get advanced 2 down
With the 6 frame buffer its actually a 7 frame link which is pretty lenient unless your new to links in fighting games.
"These are really easy", I've been struggling on ryu combos for hours figuring out the timing. 😭
I'm still stuck on Intermediate 7
i can't believe it took me 30+ minutes to do guile advanced 1, but advanced 2 took me like 5 minutes to figure out lmao
It took me around 1 hour to finish Guile's trial 2. Luke's advanced trials gave me some trouble too.
Crofty beard = Amazing content.
I honestly think the hard part of Guile's last trial combo is getting the first perfect boom. I'm used to doing charge buffering techniques with 3s Urien and sf5 vt2 Oro, so the second boom fron LK and the flash kick is bread and butter to me. I'm trying to main Guile, and those perfect booms...or really just booms in general for standard use at fullscreen is what messes me up the most
Why do you want to do down back when doing sonic boom -> Flashkick ? Just do forward punch (sonic boom) -> Down forward to get the charge faster, Kind of like Boxer's Dash low. It doesn't make it easy, but surely makes it easier
When i had the realization that back light kick gave bazooka knee i said yeah fuck that and closed the game for the day.
chun might be considered harder bc of stance cancel shenanigans, would recommend trying her next.
Bro the Kimberly combo trial with the spray can into the grab
I know this video is 4 months old but as a new player combo trials have been so fun and frustrating. I need to look more at the settings to see if its there but I would love the frame timer thing and to see my inputs on screen. On another subject the characters I have loved as a new player are Luke and Ryu. I know Ken is better but I just like Ryu more. I also dont mind JP, blanka, and rashid oddly. I want to get good with Guile but I am not really digging charge characters.
Anyways I really am hoping SF6 is my gateway into FGC. Smash ultimate kinda did that for me in that it got me into melee (which is far better than ultimate) so I am hoping SF6 gets me to try other games and maybe settle on one of the older ones as my favorite.
Sonic Boom to Flash Kick. Bring your controller to DF damn near immediately after doing the F+Punch on the boom. Take advantage of the very small buffer window. It allows you to stock just enough charge. The DF motion is good if you don't intend to cancel the Flash Kick into level 3 super. Otherwise, you have to reset your charge to DB very very, veeeeeeeery quickly.
Great video👍 I was wondering about which screen/monitor you have to use to be able to see and react to these one frame inputs in SF6?
These trials are very tough!
i don't usually play charge characters and i could not figure out how to get through the guile advanced combos to save my life lmao you need to know the super secret charge techniques (also i was playing on regular arcade stick not leverless which i think makes it worse.)
Maybe they should add a new mechanic to fgs, a variety gauge. The more you use a combo in a match, the less damage it does so it would incentivize using less than "optimal" combos. Maybe if you use a combo, the next time you do the combo it would be only 95% damage, then 90, and so on. If you use a certain amount of different combos it would reset the damage to 100%. Not sure how you'd go about characters with simple 2 or 3 hit staple combos, maybe using different strength specials would count as a different combo. I think it would fix these 1 trick pony players, it would add a lot of depth i'm sure.
Damn, all that effort for just 7% more damage than the intermediate 1 combo.
I poured over 16 hours trying to get combo trail advanced 2 on pad. Finally got it last night. Never again lol
You can’t sonicboom while holding down unless you have released down sometime in between. So if you go downback to downforward you won’t get it. But if you go downback, forward then downforward/downback + punch you will get a sonic boom and instant charge
Done the Guile advanced 2 with PS4 pad 😊
Can you make a segment in a video going into detail about charge tricks? I want to get into charge characters but I struggle with combos
I was wondering how to reliably hit a full-charged Hashogeki super with Ryu when first learning of the 3 charge levels. Turns out that you can cancel into it from OD/EX specials, and a midscreen Donkey Kick gives just enough time to hit full charge.
There's a Cammy trial that wants me to c.LP into lvl 1 super. My fingers are getting a seizure trying to move that fast
depending on the combo you can often do the first QCF, hit LP on the DOWN of the next QCF and finish the super move from there. Maybe that helps?
I feel your pain. My fingers just wasn’t moving fast enough. So what I did was just practiced the super alone. I kept my thumb on d pad but would almost do a super short back and forth circle motion on it grazing the up button too. Wish I could explain it better. Doing it the regular way, cannon spike would come out as well. Once you get how to activate super with the motion then you can add the c punch
Ryu is like a Mishima n I love it
Loving these on DS4...
I think the combos trials feature metered combos at the end of their difficulty tiers because of their high damage. And that it might have to do with percieved progression, your final hurdle being something really hard but hardly rewarding would be super lame for a new player. But giving players an easy victory lap trial with big damage makes them feel like godlike and like theyve progressed significantly, i.e. 'i sucked at these trials earlier but now theyre easy i must be godlike'
I am brand new to the FGC and have never played SF before. Doing the Guile trials gave me a big callous from charging moves so much and slamming the stick back and forth trying to get the timing. Then I proceeded to get my ass whupped anyways lol. 8% winrate :(
Happy to see Guile has a variation of the somersault justice again.
Evo is gonna be sick
12:25 you mean you can’t perform a sonic boom with a down forward. It must be a forward and punch.
Damn Guile is so jacked in this game.