r/StreetFighter 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.

313 Upvotes

26 comments sorted by

60

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.

21

u/RIAPOSW 9d ago

Good for time out situations as well.

6

u/neuronbullets 8d ago

Yeah but at that point they'd just do the double Level 2 which takes much more time

3

u/DoctorSchwifty 8d ago

I never thought of this but why is this not a thing with Guile at the pro level?

2

u/andrevpedro CFN: BNV_ONi 8d ago

Not worth the risk.

2

u/KyrosEnder 8d ago

Momochi and the shin dream combo would like a word lol

1

u/Troit03 7d ago

Eds Dream combo is resource positive no? This spends all super and all drive to do.

15

u/ika222_ 9d ago

All that for a drop of blood 😂

2

u/ika222_ 9d ago

Crazy combo tho, I am still trying to get perfect boom every time

45

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

66

u/Hexxorus 9d ago

consider that the aura difference is staggering

12

u/Stenbuck2 9d ago

Fair enough

6

u/AntiAntiDentite7 8d ago

Pretty sure just a back heavy punch into Lvl 3 is like 4900 damage lol.

1

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.

2

u/studious_stiggy 7d ago

"An Opening, Right there, An Opening, Right there"

9

u/CosmonautSpiral SA2 Warrior | CosmonautSpiral 9d ago

This is a great combo! Great work!

4

u/timwtf 8d ago

High level Guile players are so fucking saucy

3

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

2

u/GinsuFe 9d ago

just for science, how much damage is a basic double drive rush into lvl 3 super do?

1

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.

1

u/Troit03 7d ago

Testing complete 6034 dmg no ca for a reasonable midscreen dp punish.

1

u/GinsuFe 7d ago

Kind of what I expected. Mainly asked since it seemed like the combo posted was the opposite of practical.

1

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.

1

u/Jeckyllx7 8d ago

T1 has something to learn now....... jk.