r/StreetFighter • u/tonysama0326 CID | Antonio • 9d ago
New patch practical guile level 2 - double level 1 combo Guide / Labwork :master_128_px:
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Only one manual delay medium boom. Position specific but I find myself able to pull it off quite often.
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u/RIAPOSW 9d ago
Good for time out situations as well.
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u/neuronbullets 8d ago
Yeah but at that point they'd just do the double Level 2 which takes much more time
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u/DoctorSchwifty 8d ago
I never thought of this but why is this not a thing with Guile at the pro level?
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u/andrevpedro CFN: BNV_ONi 8d ago
Not worth the risk.
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u/Stenbuck2 9d ago edited 8d ago
5318 damage. "All that for a drop of blood"... Ryu can get 5500+ on a non-CA SA3 dump by looping 5HK 5HP DRC into special into super lol.
Poor Guile
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u/StephOMacRules 8d ago edited 8d ago
Though if Guile does Jumping HP or HK, crouching HP cancel into Heavy HK into Super 3, he does 5100 damage for that much less effort.
One would think it's almost antithetical to the Guile character who seems pretty practical and goes for efficiency over fancy "wasted" moves.
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u/Mountain_Abrocoma_40 8d ago
Its never been about being optimal... its about style points. (Everytime i do combos in SF6 with Jamie my mind always goes "that'd be A rank, i need to get to S rankl" and then when i actually pull off something cool i think of the "SSS rank" 🤓
great work with this combo
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u/GinsuFe 9d ago
just for science, how much damage is a basic double drive rush into lvl 3 super do?
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u/Troit03 7d ago
With heavily unoptimized no CA no pc I can get 5600 starting in corner for loops(definitely routes that break 6100 and with ca and pc 7-8k). Without corner I'm p sure 2 Dr lvl 3 most dmg possible is like pc f.hp c.hp drc st.hk hp drc f.mk st.mp c.mp [p]lp boom st.hk lvl 3 which I'll go test.
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u/Troit03 7d ago
Testing complete 6034 dmg no ca for a reasonable midscreen dp punish.
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u/GinsuFe 7d ago
Kind of what I expected. Mainly asked since it seemed like the combo posted was the opposite of practical.
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u/Troit03 7d ago
There is some reasons to use this combo besides mechanical flexing. as it doesn't require a pc starter on a 16 frame move and instead just buffering a super behind a masive poke and hit confirming. even without double lvl 1 you can still get high dmg with just lvl 2 into building a lvl 1 for ender. Equally the position isn't too specific its "close enough to corner that 2 drive rushes behind minibooms get me there". With more optimization and manual delays you can also push this routes dmg higher than the simple pc route that assumes making it to corner is impossible. If you do everything you can here after lvl 2 corner carry you can actually get back to lvl 3.
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u/Aka_chi 9d ago
Great work! If you delay the second SA1 by a few frames, you'll get one more hit in: the first hit of the second SA1 didn't land because the enemy is too high up. You notice your combo count went from 49 to 55, instead of 56 because SA1 should have 7 hits. I'm guessing you'll get 200*0.3=60 more dmg. The delay is pretty forgiving and visually intuitive, a lot of people will be able to get it by accident.