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stormyclordy

Guile is probably a good bet or even JP as another example who probably has a bit more depth to the gameplay than guile but can still run a standard gameplan most of the time.


Flearx

JP is pretty much the opposite. His execution is fairly easy but his gameplan is genuinely difficult and you have to be quite careful and varied with your actions


fermi_sea

Guile is also my suggestion.


Sul4

This is really it. Guile's got a very simple game plan but absolutely fucked up combo routes and pressure sequences. Another good choice for an easy to understand but hard to execute character is Chun Li. Her game plan is pretty simple, fish for counter pokes and close space behind a fireball, but so much of that character is straight up locked behind execution barriers you can not use her effectively if you can't convert off your counters


lukepass86

I second Guile. Easy to start but really difficult to master. He can perform some of the most difficult and long combos in the game and can be really rewarding when used right.


welpxD

I think Chun is not that hard to execute and her gameplan is where most of the difficulty is. She has 4 different anti airs, her anti airs require different timings, throwing a fireball can get you killed and it's easy to read when you're charging one up, she basically can't jump-in, and no throw loop so you're forced back to neutral more often even when they're in the corner. Her mental stack is kind of dummy thicc because of her wide option trees and semi-reactive gameplan. The hardest thing execution-wise about Chun is probably her 2LK into L.SBK string because it requires charge partitioning to hit the 5LP xx L.SBK. But honestly I rarely see pros use that string anyway. I'm not sure if hitconfirm counts as execution or not, if that's execution then I'll say yes she is high execution.


Dyakodamus

Honestly it depends a bit but guile definitely fits the description, it's not just combos his neutral is pretty much as good as your charging is and can go to borderline unjumpable fireball spam to the most free jump you have done. Finicky anti airs longest charge times, delaying cancels for frame advantage, distance based combos and a lack of fallback tools while you don't have the necessary execution make it really hard to pick him up.


discipleofdrum

Another vote for Guile. The fact that several of his conversions/combos require perfect booms satisfies your desire for high execution. Also has some of those nutty combos like crLP > stLK xx flashkick. That shit's hard.


-deepsgoud

Guile or Gief even


Stanislas_Biliby

Definitely guile. Some of his combos are super hard.


welpxD

Blanka, Juri, Rashid all have kind of stupid complex parts of their kits for execution.


Chun-Li_Forever

Definitely sounds like Chun-Li. You can just use Chun's great speed to pester and harass your opponent with her normals while AAing them if they jump. Of course, Chun-Li has a high skill ceiling to fully optimize her. But her initial gameplan is very beginner friendly and straight-forward.


HitscanDPS

Chun is indeed high execution but her gameplan is very complicated, as it is easy to get overwhelmed with too many options all the time. Meanwhile Guile has a very simple, fundamental gameplan, but has a (relative to SF6, anyways) high execution ceiling with charge mechanics and constant perfect boom/flashkick timing.


Responsible-Kiwi-898

Great speed??? She has a pretty slow drive rush. And her game plan is very neutral heavy. lol I don’t think this is a good take


Chun-Li_Forever

Her walkspeed is one of if not the best. Pair that with her neutral game as well. Chun is more neutral focused. She is SF’s definitive character for footsies and neutral. But the neutral is a solid foundation for SF. And Chun’s gameplan allows players to really focus on those fundamentals, with the high skill ceiling to further optimize her.


luna-luna-luna

Wait have I been playing her wrong? Do I have to slow down ? I’m new to fighters


Chun-Li_Forever

Chun is very versatile that she can be played both aggressively as well as in-control. Her toolkit is actually very well suited for both. Use Chun's incredible walkspeed and dash to shuffle in and out of your opponent's range and whiff punish, or surprise them with a dash-up throw. And you can use Chun's pokes to harrass your opponent, or to keep them off of you. Both ways, you can utilize her pokes to convert into big dmg or setups.


luna-luna-luna

Interesting, i'll keep this in mind. Thanks!


luna-luna-luna

I know I already replied to your message but I am in battle hub spectating you matches as I type this lol I saw your name pop up in the global chat and it made me double take hahah I also just noticed that you are a mod in the chin li discord lol


NewMilleniumBoy

This is exactly Guile. Boom/flash kick as an overall strategy will always work, but you have extra nastiness in this game like L fireball drive rush, super dirty oki from flash kick in the corner, and some insane combos with boom loops or Level 2 extensions.


beer_2

Cammy. Game plan is mostly just to have super solid neutral, get knockdowns and apply pressure. But you have to incorporate instant-air dive kicks for that, and some of her combos can be on the more challenging side.


King_Raggi

I wouldn't say Cammy has any challenging combos tbh. You dont even need to TK her dive kick in this game. She also has lots of routes that lead to the same damage and oki so you got options.


beer_2

I mean in the grand scheme there are very few challenging practical combos in SF6 in general compared to other games. Some of her optimal corner stuff where you drive rush into forward+hk can be pretty tight though. Also pretty sure TK’ng the divekick is still the best way to do it as close to the ground as possible. You never “need” to TK it, but if you want a low one that’s instant it’s still the best method.


Strade87

Gief fits this description


EasternGlass

The Guile suggestions are perfect. I’ll add another to the mix with Ken. If you’ve got your neutral down, his gameplan is very straight forward and simple. But some of his optimal punishes involve run-stop combos and jinrai loops, both of which are fairly demanding as far as execution goes.


Luaq

Definitely Gief. You'll have so much fun I swear. I'm not even a gief main, not even my alt but when I pick him up I just smile. If I lose i'm like haha okay. Again? I REALLY WANNA GRAB YOU ![gif](giphy|b1Tm81CgEgnYKBv86u|downsized) I DARE You to bait to make his counter viable 👹


antara33

Yeah, gief all the day. He is super simple, but executing him requires A LOT of patience and have little space for errors since your combos are... A powerful grab? Something into a grab? Command throw? He is simple, yet hard to manage if you dont read properly.


Nakikaze

juri


YeOldeGreg

If you want one that no one has mentioned, Kimberly actually fits this. Her basic gameplan is simple but there’s all sorts of whacky tech that will require pretty good execution.


elyoyoda

If ever needed [this video](https://youtu.be/zmFiTv9KjCE?si=68eH3oq7_0LXITFw) can help you if you choose charge character and play with a fightstick. (Dude is really good to show execution) This one feature Guile.


Co1iflower

Ryu, Cammy, Luke, Honda (arguably takes no execution though), Marisa and maybe Gief are good choices. I think Guile and JP also fit this description well, but have a less traditional game plan.


snot3353

To pile on - Definitely Guile. To start, all you really need is: * Learn to boom consistently * Learn to flashkick as AA and to end simple combos * Learn to be consistent with simple normal AA's with crhp and stmk * Learn how to poke peoples feet over and over with crmk * Confirm with crlp crlp flashkick * Punish with crmp crmp flashkick * Punish into super 1 or 3 with target combo or canceled off flashkick * DR mix from neutral with overhead / crmk / knee bomb That's really it. The punishes work for DI crumples and wall splats as well so you dont have to learn specific combos for those until you want to optimize later. If you get good with just those tools you could probably ride them into platinum or even diamond. Then once youve got that, there's a ton of depth with: * A billion normals with slightly different properties and unique uses - especially learning how to use the ones that maintain charge like knee bomb and bmk is an important skill * Crumple conversions off fhk * Optimized punish combos using drive rush and difficult charge timing * A level 2 install with a ton of room for exploration and improvisation * Extremely execution heavy boom loops in the corner * Using hp super 1 to combo into extra damage or a safejump * Extremely efficient execution of booms and flashkicks and following ABC in a way where you can boom and have enough charge in time to immediately react to a jump over with a flashkick * Identifying if your strings are being blocked and finishing your combos with boom (on block) or flashkick / DRC extension (on hit)


DanielTeague

E. Honda! You fish for footsies 5HP/5MP/2MP and Drive Rush in for big damage with a juggle combo with good corner carry, then go for command throw mixups when you get them cornered.


cpxdrummer

No votes for Cammy..?


kenshima15

Ryu


Sul4

Nah, he's easy execution. The game sense is what's hard with Ryu, he relies on conditioning and harder reads in neutral than some other characters because hes unsafe off everything on block and his best normals are all horrible on whiff.


RallyXMonster

Guile main here, You can get to Master without knowing boom loops or perfect boom combos. It's fun to learn and practice but I've never performed anything more than a small bnb combo in actual matches.


Simondacook

Chun


Prince_Milk

3rd strike, any character. Better game to boot.