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Maj
06-26-2004, 10:59 AM
List your favorite combos here using standard abbreviation conventions. Include the proper damage from the training data in training mode.

In order to get an accurate number, make sure to set your character's super meter to either "Normal" or "Max Start" because "Infinity" and "Recover" will give the combo an illegal damage boost. Also, make sure to perform the combo against P-Groove or A-Groove because some of the other grooves have meter-based defense bonuses. Finally, make sure to perform the combo when the opponent has a full lifebar, because otherwise the damage will be reduced depending on how low the opponent's health is.

Also, discuss any glitches or bugs the character has, not including Roll Cancel. RC discussion belongs in a strategy thread.

Shin Ace
06-26-2004, 06:23 PM
bnb:

c. lp, c. lp, s. mp xx jab sonic boom

c. lp, c. lp, c. mp xx super

C-groove:

2/3 screen, jab sonic boom, SJ, j. hp, s. hp xx lvl 1 wipeout, lvl 2 sumersault justice xx flash kick.

2/3 screen, jab sonic boom, SJ, j. hk, c. mk xx sonic hurricane

knockdown(kick throw then dash forward works well), meaty c. hp, c. mk xx sonic hurricane

...

noodleman
06-30-2004, 09:23 AM
i like the simple combos....

cr.lp x3 xx sonic hurricane.

cr.mk, link sonic hurricane.

CRAZY_SAGAT
07-08-2004, 09:46 AM
I find that being flashy with guils supers dont do anything for you.

Basically keep I keep it simply considering TWO lvl 2 xx HK FK does the same dmg as a SH (both around 5500 - 5800 i think)

IF you wanna get fancy do things like TWO lvl xx LP SB, c.MP xx SSJ lvl 1

Combos i most use with Guile:

stunned enemy: J.HP, s.HP xx LP SB

LP SB, run then hit with c.MP xx LP SB, B+HK or B+FP or F+FP
add in a random small j.LK then repeat.

i like a lot of c.LP chains liek 2 or 3 into c.MP or s.MP then mix up the normals after the cancelled SB or even a surprise super.

c.MK xx SH :D

DeAdSpAcE
08-01-2004, 06:01 AM
Jump in fierce, standing close fierce, fierce sonic boom, f+fierce

cross up lk, c.lp x2, flash kick

The Gadgy
08-02-2004, 08:07 AM
Originally posted by DeAdSpAcE
cross up lk, c.lp x2, flash kick

After the c.lp x2 you can get a s.lk in there too & then flash kick.

TVS
08-04-2004, 09:42 PM
This isn't really much of a glitch and was inspired by the "infamous" CPS1 chain..but i found its possible to do a cr. lk, and combo into flash kick..Ill break it down..

The cr. lk is not cancellable by any specials, however it can chain into a lp or st.lp. So after the cr.lk, either one of these moves must be kara cancelled into the flash kick to complete the combo. lp and st.lk fulfill the requirements for this to work: they can chain off the cr. lk which negates its recovery time, and secondly they will kara cancel within enough time to take advantage of the frames left over.
Basically this just makes a move that could not combo actually connect..not useful for anything but looks cool AT FIRST.. maybe it could lead to something

DeAdSpAcE
08-05-2004, 06:37 AM
Originally posted by The Gadgy


After the c.lp x2 you can get a s.lk in there too & then flash kick.

True but there are times where it's really unreliable depending on the character you're facing as well as your location on the screen.

The Gadgy
08-05-2004, 08:57 AM
Originally posted by DeAdSpAcE


True but there are times where it's really unreliable depending on the character you're facing as well as your location on the screen.

Also true. Nice Av man.

TVS
08-05-2004, 11:34 AM
You wanna just stick to 2 light attacks and then flash kick, that way you get full damage out of the combo..3 will work on big/tall characters but u end up trading more hits for less damage..about 900 points worth.

BnB combos:

Guile doesnt have too many, the only combos i use with him consistently are cr.lp X2 or cr.mp into flash kick..theres no need to try and combo a sonic boom when you can get more damage and a knockdown..i use 2x lp when i see an opportunity to combo into something else, this allows enough time to decide if its safe to either flash (knockdown), boom (guard crush string/zone), or throw a st. lk into lvl 2...i only use the cr. mp combo when im already set on using the flash kick and i just want a lil more damage then 2x cr.lp..another advantage is that its a meaty attack, so when sagat or cammy for example lands after a whiffed uppercut, normally this is bait and u dont wanna try anything and get stuffed by a 2nd one...however u can punish using cr. mp xx FK without fear of retailation.

FullMetalRoss
08-09-2004, 07:13 AM
If you have them cornered with guile you should go for the fierces combo everyonce in awhile especially if you sitting on a sonic hurricane. J.fp, S.cFP, Fp Sonicboom, C.mk, Sonic Hurricane. It's a good combo a little hard but everyone should learn it. Also if you don't have a sonic hurricane follow up the sonic boom with a foward and fierce punch.

TVS
08-31-2004, 08:55 AM
If you have them cornered with guile you should go for the fierces combo everyonce in awhile especially if you sitting on a sonic hurricane. J.fp, S.cFP, Fp Sonicboom, C.mk, Sonic Hurricane. It's a good combo a little hard but everyone should learn it. Also if you don't have a sonic hurricane follow up the sonic boom with a foward and fierce punch.

Just remember to tell the kids at home to use (charge b,f,b+hp) to maximize charge time for the lvl 3...sick combo btw

Keep posting combos please...


Can anyone besides Majestros do this one?

lvl 2 wipeout xx sb (3rd hit) lp, lk xx lvl 1 somersault

i can do the whole thing except the lvl 1, and my execution is good so im assuming this is a charging issue...do i need to link rather than cancel off the lp to extend charge?

FullMetalRoss
08-31-2004, 08:59 AM
actually yeah since I posted that I changed my my mind a realized the stupid link is really hard under stressful match play. Now I almost exclusively go for jab, jab xx lvl2 wipeout xx flash kick. It's easy and effective and can be landed from a variety of positions.

TVS
08-31-2004, 09:49 AM
LOL my bad KabukiMono i just edited my whole post after testing and the mk actually comes out pretty easy...but yea under stress it could be difficult. Still i give props for pulling it off. Seriously i dont know why ppl use lp xx lvl2...maybe its just a prefrence thing, but i find the margin of error to be a bit large compared to lk xx lvl2 since there is no charge move deignated to lk for that particular motion..holding down lp works but isnt worth the hassle to me.

ComeBack Kid
09-02-2004, 04:15 AM
Play guile basic and easy. To get your specials in just do c.lp c.lp c.lk. xx sonic hurricane or lv2 total wipeout summersault. i would go for the sonic hurricane cuz it is easier for me i guess.

RagingStormX
09-03-2004, 01:32 AM
corner:

j.fp, s.fp xx sonic boom, c.mk, link sonic hurricane

kenryuakuma
09-23-2004, 08:17 AM
Does anybody know how to do these three hit combos: jump in hp\/ s.hp xx flashkick. It takes me fucking lot of time. But I still don't get it.

TVS
10-01-2004, 09:36 PM
^^Will only connect properly off a crossup against crouching blanka, otherwise the flash kick will miss entirely, or youll get minimal damage at best...it may be possible to get the full damage if u use the lk or mk version against a large character but i havent tested it yet. I still dont understand why u want to learn the most useless of combos...

kenryuakuma
10-22-2004, 09:24 PM
I have tried it, but don't get it. I saw this one somewhere, maybe in James' video in SFA 3, and other stuff two. Besides, I wanna test my skill to what degree. If I could pull this combo off, then the rest of charging combos might be a piece of cake, that is why I am trying to learn. Could anybody slake my wish?

ScoringRubric
01-27-2005, 07:23 AM
Does anyone have any tips for executing charge supers during combos with Guile, or is it just more a practice thing?

Vic Viper
01-27-2005, 10:31 PM
I have tried it, but don't get it. I saw this one somewhere, maybe in James' video in SFA 3, and other stuff two. Besides, I wanna test my skill to what degree. If I could pull this combo off, then the rest of charging combos might be a piece of cake, that is why I am trying to learn. Could anybody slake my wish?

Yeah, like what TVS said, will only work on wide people and if they get hit by it, it will do minimum damage. But if you want to try it I'll break it down into steps:

1. Jump Towards. And as soon as his feet are off the ground, charge down.
2. After landing, set control to netrual position and hit Fierce.
3. Before the frame where the Fierce hits, quickly Up + Kick.

kcxj
01-28-2005, 05:12 AM
Does anyone have any tips for executing charge supers during combos with Guile, or is it just more a practice thing?
Get a stick with the Japanese button setup. Now you can do d.LP, d.LP xx level 2 rush super while holding down the LP button (so you don't get accidental Sonic Boom) and easily reach the MK button with your middle finger to activate the super.

Other than canceling into the level 2, chained d.LP's are always easy to cancel into the punch super as long as you keep the LP button held down to avoid negative edge for the last d.LP.
-(hit confirm from the front) jump in j.MK, d.LP, d.LP xx level 2
-(hit confirm from the back) cross up j.LK, d.LP, d.LP, d.LP xx level 2

d.HP doesn't cancel into anything other than a super, plus it's Guile's most damaging ground normal.
-Block Cammy level 3 Spin Drive Smasher, walk back (so Cammy doesn't go behind you), d.HP xx level 2 rush super
-Opponent dizzy, vertical j.HP, d.HP xx any super

d.MK doesn't cancel into anything other than a super either and it's Guile's longest ranged ground normal.
-Block Chun kick super, d.MK xx level 3 punch super
-Sagat jumps at you with early j.HK to try and beat your d.HP anti-air, don't d.HP, walk back d.MK xx level 3 to go under Sagat's trip guard.

d.MP xx level 2 super is a little annoying (although it's a must learn since d.MP is a fast, four frame attack). I contort my hand a little by holding down MP with my middle finger and hitting MK with my thumb.

TVS
02-01-2005, 05:01 PM
I almost exclusively stick to cr.lp, cr.lp, lk xx super, depending on distance ill maybe use 1 lp instead of 2, but linking 2 light attacks gives u hit confirmation...definitely learn cr. HP xx and cr. MP xx for the reasons mentioned in he above post...other than that practice and make sure youre doing your controller motions very fast, meaning dont even start your controller motion until the very moment after u press the button u wanna cancel.

kcxj
02-01-2005, 08:38 PM
Guile gets a slightly better frame advantage on the d.LP than the d.LK whenever my combo attempt is blocked. That's why I like sticking with just d.LP, even though you sacrifice the easy (only super cancelable) execution of d.LK. Probably makes no difference in a real match, but I'm just paranoid like that (plus I'm playing on a Japanese stick anyway).

FullMetalRoss
02-01-2005, 10:14 PM
I thought d.MK xx Sonic Hurricane was a link not a cancel.
If it is a cancel what is the window then because I try to do it really fast and it never seems to work.

noodleman
02-02-2005, 03:06 PM
you can do both. You cancel d.mk like you would any other cancels. Just cancel after it hits.

TVS
02-04-2005, 04:35 AM
Guile gets a slightly better frame advantage on the d.LP than the d.LK whenever my combo attempt is blocked. That's why I like sticking with just d.LP, even though you sacrifice the easy (only super cancelable) execution of d.LK. Probably makes no difference in a real match, but I'm just paranoid like that (plus I'm playing on a Japanese stick anyway).

Good point...however i was referring to st. lk but either way, the cr. lp has slightly better range despite how it looks, and is probably the best option overall espeially against small characters...i just use lk since the super is almost guaranteed rather than sonic boom by mistake, especially when tension is high.

Yes d. mk can be cancelled or linked...out of curiosity, any one ever seen what happens when far st. mp is cancelled into sonic hurricane? his arm seems to extend fully for a frame or 2 before the super comes out...just an observation.

kcxj
02-05-2005, 03:32 PM
When you have a level 3 handy. d.MK and far s.HK are actually hit confirmable into super. You have to be good at recognizing counter hits and probably of done a setup in the first place to really make it effective though.

d.MK is really good though. Walk back and d.MK as your far anti-air. If you do it right, it goes under your opponent's extended jump attack AND the opponent falls on it so it hits meaty, giving you more frames to link the super (instead of the usual difficult one frame or whatever it is to link into it normally).

I only use d.MK xx super when I know I have a free hit (like after blocking Chun's kick super) and need the extra reach.

TVS
02-08-2005, 03:16 AM
As far as AA's are concerned, i find that d. mp serves much better purpose than d. mk in the respect thast most ppl are pretty keen on looking for ways to punish d. mk...so i usually opt for d. mp since it can be used while directly underneath an opponent and can be used right away, on reaction even, especially against sagat and blanka, both of which love to jump on top of guile. It works the same way u mentioned with the d. mk: it stays out of range and the opponent falls into it totally vulnerable. Being able to link to super off an AA is great, but seems relatively risky when the super really isnt guaranteed to begin with.

Second Sight
07-30-2005, 06:52 AM
Somewhere within this long thread it has probably been mentioned. Anyways I like:

Jumping rh, c.strong, buffered to either sonic boom or flash kick. Most likely flash kick cause it deals more damage. I also like a simple crouching strong buffered into his sommersault super. It's not sonic hurricane, and total wipeout is where he does all those kicks and punches, dang, don't laugh ya'll, I can't remember :confused:

RagingStormX
08-24-2005, 06:29 PM
Combo you will never get on anyone:

Opponent in corner, throw a fullscreen lp sonic boom, roll, lp sonic boom, c.mk, link Sonic Hurricane. I've also done meaty lp sonic boom, roll, lp sonic boom, c.lp, s.fp, sonic boom. Hard to space that though.

Se7in
02-16-2007, 09:57 PM
Anyone have any tips for successfully linking cr. lp x2, st. mp xx SB?

And does it combo, or is it only a good block string?

bboykilo
03-12-2007, 10:28 PM
try : lp, lp, lk, level 2 wipe out, and then level 1 summersault kick! (c-groove)

another good one! easy to execute!

throw enemy across screen but immidiatley charge back!

do a slow sonic boom, (charge quickly) roll, and level 3 sonic hurricane!
it only does 13 hits if you land it! the slow sonic boom opens them up! but if you get lucky the slow sonic boom sometimes can cause a cross over block! which would make it easier to perform the level 3 sonic hurricane!
give it a try!

D@RU
03-13-2007, 01:24 AM
I suggest you to add a c.MK before using Sonic hurricane. It is very rare to have a single SB hit the opponent. And c.MK adds one easy hit in the combo ;)

Do you use faint moves with guile?
I know it's risky but i use that when i see that the opponent knows my patterns, and punish a lot.

For example when i do several f.MK in block stun i end with a f.LK, then throw, or Super.

Another one is fainting that i missed a GC string ending with something like whiffed c.HP, instead of Sonic Boom, then if he tries counter => Sonic Hurricane.

I like guile because his moves seems so laggy and punishable while they aren't^^ What a bitch!

bboykilo
03-13-2007, 03:34 AM
yea i know a few really affective feint moves! thanks for the tip man! i'll try c.MK before the sonic hurricane! and yes it would be risky! but i'll experiment on it! some times if they counter my sonic boom, i'll just wait like a sec. until they open up and unleash the sonic hurricane, i usually just wait until i see one split movement, as long as im in range though! but hey, whatever works! RIGHT!

FSgamer
03-13-2007, 07:45 AM
another good one! easy to execute!

throw enemy across screen but immidiatley charge back!

do a slow sonic boom, (charge quickly) roll, and level 3 sonic hurricane!
it only does 13 hits if you land it! the slow sonic boom opens them up! but if you get lucky the slow sonic boom sometimes can cause a cross over block! which would make it easier to perform the level 3 sonic hurricane!
give it a try!
That might work well against the CPU but no good human opponent will fall for that. You can roll out of the SB, you can jump out of it (timing is strict but it's possible), you can RC through it, if you have a lvl 2 or lvl 3 super and can super through it, etc. Instead of perform a super on its own, try to hit confirm it somehow so you don't waste meter and/or give your opponent a free combo.

D@RU
03-13-2007, 11:21 AM
That's why i said doing c.mk first :)

CMX
04-02-2007, 08:39 PM
I don't know if anyone knows this but I found out that c.forward, c.jab xx flashkick links on these characters:

Gief - all* & all**
Raiden - all*
Blanka - roundhouse* short**
Sagat - short, forward*
Chang - forward, roundhouse*
Rugal - short*
Yama - forward*

*standing
** crouching
all = all 3 kicks

Don't know if this could prove useful to anyone in an actual match since its a point blank combo.
Also c.forward, c.jab, s/c.strong xx sonic hurricane can be nice and flashy.

Trick
04-14-2007, 12:24 PM
actually it works on everybody if you are in close enough...just works further on those characters

CMX
04-14-2007, 12:39 PM
actually it works on everybody if you are in close enough...just works further on those characters

NO it does not work on everybody, its a "FAT/TALL" characters only combo. maybe your thinking of c.jab, c.jab xx flashkick. THAT works on everyone.

bboykilo
11-28-2007, 08:34 PM
check out these guile tactics! there awsome, and i'm pretty sure you guys will enjoy them! i found it on youtube! i think it's majestros playing!...that guy is good!

http://youtube.com/watch?v=CSDshEYmXTQ

CMX
12-01-2007, 10:50 AM
that is actually pretty old and it is the work of majestros, hes made a bunch more since that video, check his site at http://sonichurricane.com/

bboykilo
12-06-2007, 12:25 PM
you all should check this out!...it's so retarded! but i love it! lol

http://youtube.com/watch?v=-pxLJn5yfsc

Hellion
02-13-2008, 12:22 AM
Been a while since I've played Guile.
If you should ever get to use it,
d.lp x 2 xx flashkick -> superjump crossup lk, d.lp x 2, d.lk xx lvl 2 wipe out xx flashkick

-Only way I'd imagine the 2 d.lp's at the beginning hitting is if they do something stupid and end up point blank and you blocked it whilst charging for a boom.

-as for the 1st flash kick, my inclination was to use MK, though I think maybe LK would be better for the crossup's sake. I feel that using the HK flashkick would negate the effectiveness of the crossup as they get up a bit earlier, I like my crossups deep.
Maybe the LK flashkick would be better for that, I'll practice and test that later in a local arcade somewhere and hopefully find some good folks, unless someone here could offer some insight to this.

For the crossup combo I was wondering what the hell I was doing wrong, sporadically getting the latter combo to work or not. I knew I was botching the charge somehow. Narrowed it down to how fast I was mashing the jabs.
Comes from playing non-charge characters a lot I guess.
-Just slow the jabs before the crouching short a notch to build up even more charge,
-ensure immediately following the superjump you "slam" the stick to down-forward (it becomes down back when you land the crossup).

Once I fixed that, the combo came out easily with no problems.
Lovely thing about any flashkick in that sequence above, it sets up his crossup short. You can do the ghetto d.lp x 2 flashkick first, or go for wipeout instead and setup a following crossup from there.
Unfortunately, it'll catch on quick.

Anything else you all can think of to set it up?
Not that you need to anyway. Saw d.mk to jumping lk, anyone here like that?
I generally don't but that's me, Guile experts? D@ru?

D@RU
02-13-2008, 05:45 AM
I don't use HK Flashkick either, because I am not sure it's safe against a quick recovery. Using LK flashkick leaves you with more time to decide beetwen ambiguous crossup/non crossup LK; (adjust your placement before superjumping). Also you have to know which side you're going to land for charge purpose. Don't get tricked by your own tricks :D
I don't use that against RC Elec or DP though, or very rarely. Throwing meaty Boom, then jumping is better against them. Or not jumping at all too! ;)

Something I noticed that come in handy, if you keep you air guard until the Lk cross-up hits (or get blocked), then 2*cLP, cLk gives just enough time to complete a charge. (If you manage to do it slow it's even more easier).

Kick Throw, and any wipeout also set up crossup options.

3*cLP blocked, then c.MK is very good for counterhit sonic Hurricane. There is little gap after c.lp but generally safe. Guile is "Mister Safe" after all ^o^ V

After c.MK I sometimes dash throw (harder to react than it looks, and dash sends you flying if they mash something), or c.MK again, or RC Boom. I should try that cMK, jump LK too against characters without fast vertical anti air.

In general I keep playing a very grounded guile, IMO jump with guile:
-For wake up crossup (when they have no meter, no wake up options or very risky options)
-Covered with SB
-Against P/K who dares to jump at you and Kick Throw them, wait until you're close and stay air guard (chicken stuff! I love chicken) Go for JHK from time to time.
-When opponent is sent flying near you. (risky)
-When you became predictable, sometimes they won't expect you to jump when you should have thrown a boom^^; if they hit you you'll be send flying, often giving you distance to reset the game :)

I never played other than C-Guile so I cannot give any objective advice about Low Jump setups, which seem very good!