Guile thread

1246714

Comments

  • kid_krushkid_krush 黒人の名前はOMGsupafly!! Joined: Posts: 88
    sim can go under booms with c.mp and an stop your cross-up attempts. lk can stop his limbs so after boom mash lk thats all i got people feel free o post
    Guess no matter how hard we try.. Fate's gonna keep throwing us back together!
    cause I'm just watching a bad dream that I can't wake up from.
  • SystemSystem Joined: Posts: 508,676 admin
    I am having a hell of a time vs good sim players. The proplem is once I get in the coner I pretty much lose the fight. Does anyone no how this fight works??
    Being in the corner seems especially bad to me too, because as UltraDavid wrote earlier, most Dhalsims really like their midrange spot, and here you lack the option to move backwards (via retreating sobat, etc.) to gain the necessary difference to throw Sonic Boom(s) safely. I don't know of an easy way out of the corner in this one... I feel like Dhalsim has to make a mistake.

    As for a general match breakdown, page 3 of this thread is a gold mine of Guile vs. Dhalsim info, featuring nohoho's list of tactics and the discussion between UltraDavid and Grits'N'Gravy.
    I see a lot of vids but the guile player always lose...
    Muteki took 2 out of 3 hard-fought games from Gian between these characters in the , so it is possible against even the best of opponents.
  • SystemSystem Joined: Posts: 508,676 admin
    O.Guile vs. N.Guile damage comparison

    Test notes: Each move's damage was sampled at least 30 times, so the figures should be correct within a few tenths or a couple percent. Samples taken from ST arcade world version, fighting Ryu, England stage, round 1 only, no dizzies or combos, no damage scaling. Damage figures are inclusive of random damage additions (if any). If anyone wants the individual data samples, I will provide them.

    Figures given are in number of pixels of damage. For ease of reading, I've color-coded the damage comparisons as large difference, moderate difference, slight difference, or the same. Not applicable is marked if a move is completely different or absent.
    _______________________________________________

    -=- Standing far attacks -=-

    N.Guile s.far jab: 4.08
    O.Guile s.far jab: 4.30 (+5.4%)

    N.Guile s.far strong, first hitting sprite: 19.30
    O.Guile s.far strong, first hitting sprite: 22.50 (+16.6%)

    N.Guile s.far strong, second hitting sprite: 19.13
    O.Guile s.far strong, second hitting sprite: (doesn't have it, only has one hitting sprite) (N/A)

    N.Guile s.far fierce: 21.17 (the straight punch)
    O.Guile s.far fierce: (doesn't have it, only backfist) (N/A)

    N.Guile s.far short: 10.88
    O.Guile s.far short: 11.13 (+2.3%)

    N.Guile s.far roundhouse: 21.27 (the side kick)
    O.Guile s.far roundhouse: 24.53 (the high kick) (N/A)
    _______________________________________________

    -=- Standing close attacks that are different from their far counterparts -=-

    N.Guile s.close strong: 19.23
    O.Guile s.close strong: 19.03 (-1.0%)

    N.Guile s.close fierce: 21.37
    O.Guile s.close fierce: 22.33 (+4.5%)

    N.Guile s.close forward: 19.17
    O.Guile s.close forward: 21.20 (+10.6%)

    N.Guile s.close roundhouse: 22.75 (the roundhouse kick)
    O.Guile s.close roundhouse: 24.69 (the turn-away kick) (N/A)
    _______________________________________________

    -=- Crouching attacks -=-

    N.Guile c.jab: 4.00
    O.Guile c.jab: 4.30 (+7.5%)

    N.Guile c.strong: 17.37
    O.Guile c.strong: 19.17 (+10.4%)

    N.Guile c.fierce, first hitting sprite: 21.19
    O.Guile c.fierce, first hitting sprite: 22.41 (+5.8%)

    N.Guile c.fierce, second hitting sprite: 21.19
    O.Guile c.fierce, second hitting sprite: 22.59 (+6.6%)

    N.Guile c.short: 12.16
    O.Guile c.short: 12.22 (+0.5%)

    N.Guile c.forward: 19.30
    O.Guile c.forward: 21.10 (+9.3%)

    N.Guile c.RH, first hitting sprite: 21.13
    O.Guile c.RH, first hitting sprite: 24.28 (+14.9%)

    N.Guile c.RH, second hitting sprite: 21.09
    O.Guile c.RH, second hitting sprite: 24.59 (+16.6%)
    _______________________________________________

    -=- Straight-up jumping attacks -=-

    N.Guile j.up jab: 11.06
    O.Guile j.up jab: 11.16 (+0.9%)

    N.Guile j.up strong: 19.10
    O.Guile j.up strong: 19.47 (+1.9%)

    N.Guile j.up fierce: 21.00
    O.Guile j.up fierce: 22.30 (+6.2%)

    N.Guile j.up short: 12.00
    O.Guile j.up short: 12.19 (+1.6%)

    N.Guile j.up forward: 19.10
    O.Guile j.up forward: 21.10 (+10.5%)

    N.Guile j.up roundhouse: 20.87
    O.Guile j.up roundhouse: 24.38 (+16.8%)
    _______________________________________________

    -=- Diagonal jumping attacks -=-

    N.Guile j.diag jab: 10.90
    O.Guile j.diag jab: 10.97 (+0.6%)

    N.Guile j.diag strong: 19.07
    O.Guile j.diag strong: 19.07 (+0.0%)

    N.Guile j.diag fierce: 21.13
    O.Guile j.diag fierce: 22.37 (+5.9%)

    N.Guile j.diag short: 12.28
    O.Guile j.diag short: 12.16 (-1.0%)

    N.Guile j.diag forward: 19.20
    O.Guile j.diag forward: 21.17 (+10.3%)

    N.Guile j.diag roundhouse: 21.25
    O.Guile j.diag roundhouse: 24.44 (+15.0%)
    _______________________________________________

    -=- Command moves -=-

    N.Guile backfist: 21.25
    O.Guile backfist: 22.53 (+6.0%)

    N.Guile bazooka knee: 19.07
    O.Guile bazooka knee: 21.10 (+10.6%)

    N.Guile sobat (hop-kick): 19.37
    O.Guile sobat (hop-kick): 21.07 (+8.8%)

    N.Guile upside-down kick: 22.33
    O.Guile upside-down kick: 26.09 (+16.8%)
    _______________________________________________

    -=- Throws -=-

    N.Guile strong ground throw: 32
    O.Guile strong ground throw: 32 (+0%)

    N.Guile fierce ground throw: 32
    O.Guile fierce ground throw: 32 (+0%)

    N.Guile strong airthrow: 34
    O.Guile strong airthrow: 34 (+0%)

    N.Guile fierce airthrow: 34
    O.Guile fierce airthrow: 34 (+0%)

    N.Guile forward airthrow: 46
    O.Guile forward airthrow: 46 (+0%)

    N.Guile roundhouse airthrow: 46
    O.Guile roundhouse airthrow: 46 (+0%)
    _______________________________________________

    -=- Special moves -=-

    N.Guile jab sonic boom: 15.49
    O.Guile jab sonic boom: 14.97 (-3.4%)

    N.Guile strong sonic boom: 16.23
    O.Guile strong sonic boom: 16.40 (+1.0%)

    N.Guile fierce sonic boom: 17.53
    O.Guile fierce sonic boom: 17.70 (+1.0%)

    N.Guile flash kick, first hitting sprite: 27.09
    O.Guile flash kick, first hitting sprite: 27.34 (+0.9%)

    N.Guile flash kick, second hitting sprite: 19.43
    O.Guile flash kick, second hitting sprite: 19.33 (-0.5%)

    N.Guile super, all 6 hits: 85.60
    O.Guile super, all 6 hits: (doesn't have it) (N/A)
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853


    Snip everything Guile...
    Sh!t...:wow: I would rep you more if I could! :tup:
    Am I hungry? Sure, I could eat...
  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,981 mod
    Sh!t...:wow: I would rep you more if I could! :tup:

    I got your back brother! Nice work Raisin! :lovin:
  • EhondaEhonda Nothingness of Xband Joined: Posts: 399
    I encountered this ?"Glitch"? many years ago while playing Superstreetfighter. I do not know if its a glitch or if it is supposed to be in the game. Guile vs Ryu I threw a sonic boom from starting distance, Ryu anticipates the boom and jumps in. I immediately flashkicked Ryu. How was this possible? There was no slow down and the sonic boom was still on the screen, still somewhat close to me(guile). This was against a Person not the computer.
    aka Nothingness from xband
    t+ T+ -r+ m+ s+ v+ M+ o+
    http://uk.youtube.com/watch?v=n6J6aUfa2_8 (me playing ST and losing
    SUMO
  • brianbrian Joined: Posts: 765
    Question: what the hell is up with the combo crossup lk, down lkx2, hit confirm, flashick. Its super powerful if you can do it because you can hit confirm a flashkick on someone who tries to throw you after the crossup. I know how its done. I even see people on this board talk about it like they can do it. Some small percentage of the time, I can do it too. But seriously, can anyone do it more than like 80% of the time? If you cant its useless cause you'll die when you screw it up and its not worth using in that case.

    Its clearly a far far better option then crossup lk, down mp, hit confirm, flashkick, because again, it gets those throw mashers. But yet in japanese vids starring kurahashi and muteki, I basically never ever see them even attempt it.

    This would lead me to believe that its too hard to be practical.

    However... I swear I recall that when I was playing at More in Japan a number of years ago, I was having this done to me all the time. Also, it appears in the Yoga Book Hyper in the Guile strategy section.

    So what's the deal...

    PS: I consider the combo a failure if the crossup doesnt combo into the down lk's, or any of the down lks don't link, etc.
  • KnightWarriorKnightWarrior Joined: Posts: 800
    I'm starting to play Guile now..But I can't get his 3 hit Flash KIck Combo out..I end up hitting 2 hits

    I jump in with a deep fierce in to a short..I keep on messing up on the last comand..the Flash Kick...


    I have no troble doing a short into a flash kick..because I'm charging down..btw I'm using the saturn pad
  • ShinAkuma204ShinAkuma204 The Primordial Ooze Joined: Posts: 4,524
    I'm starting to play Guile now..But I can't get his 3 hit Flash KIck Combo out..I end up hitting 2 hits

    I jump in with a deep fierce in to a short..I keep on messing up on the last comand..the Flash Kick...


    I have no troble doing a short into a flash kick..because I'm charging down..btw I'm using the saturn pad

    You should just try a ducking strong instead of the short.
    Who's cuisine reigns supreme?!

    "Well I guess the future is rape and no one can stop it."
  • KnightWarriorKnightWarrior Joined: Posts: 800
    oops..I ment Strong not Short..
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    Question: what the hell is up with the combo crossup lk, down lkx2, hit confirm, flashick. Its super powerful if you can do it because you can hit confirm a flashkick on someone who tries to throw you after the crossup. I know how its done. I even see people on this board talk about it like they can do it. Some small percentage of the time, I can do it too. But seriously, can anyone do it more than like 80% of the time? If you cant its useless cause you'll die when you screw it up and its not worth using in that case.

    Its clearly a far far better option then crossup lk, down mp, hit confirm, flashkick, because again, it gets those throw mashers. But yet in japanese vids starring kurahashi and muteki, I basically never ever see them even attempt it.

    This would lead me to believe that its too hard to be practical.

    However... I swear I recall that when I was playing at More in Japan a number of years ago, I was having this done to me all the time. Also, it appears in the Yoga Book Hyper in the Guile strategy section.

    So what's the deal...

    PS: I consider the combo a failure if the crossup doesnt combo into the down lk's, or any of the down lks don't link, etc.

    It's hard to connect the cr.shorts off a crossup short if you get the, standing. The timing is pretty strict so I would go for 2xcr.jab into flashkick instead if you really want a hit confirm. But to be honest, it's really not that hard to react if your crossup conects so I would just go straight for duck strong like you said.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • SystemSystem Joined: Posts: 508,676 admin
    I can't get his 3 hit Flash KIck Combo out... I jump in with a deep fierce in to a [crouching strong punch]... I keep on messing up on the last comand..the Flash Kick...
    When you say you're messing up the Flash Kick part, what exactly is going wrong with it? Is it just not coming out at all? I wonder if you might not be charging down early enough after jumping, especially since you said you're using a pad and can do c.strong into flashkick fine if you take out the jumping part. Or it might be that along with getting nervous and trying to rush the combo by pressing up just a tiny bit too soon after doing the c.strong. Sometimes I make those mistakes.

    Side note, have you considered doing that combo with j.RH instead of j.fierce? I'm almost positive it has more dizzy power and, if you're playing O.Guile, also does more damage.
  • brianbrian Joined: Posts: 765
    It's hard to connect the cr.shorts off a crossup short if you get the, standing. The timing is pretty strict so I would go for 2xcr.jab into flashkick instead if you really want a hit confirm. But to be honest, it's really not that hard to react if your crossup conects so I would just go straight for duck strong like you said.

    The shorts are by far the best option not because they can be hit confirmed (as you say, so can low strong) but because they hit low and will thus connect on the people who mash throw after blocking the crossup.

    Its true though, I find it very very hard to combo them after the crossup.
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    The shorts are by far the best option not because they can be hit confirmed (as you say, so can low strong) but because they hit low and will thus connect on the people who mash throw after blocking the crossup.

    Its true though, I find it very very hard to combo them after the crossup.

    I know what you're saying but the only time that would really matter is if they blocked the crossup.

    Assuming the crossup connects and you manage to combo the shorts, great, but in the more likely scenario that the shorts don't combo; I'd wager that gap will get you sac-thrown instead.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • SystemSystem Joined: Posts: 508,676 admin
    My god i am starting to feel crappy. I like playing CE guile because i honestly cannot do ST Guile's combo-link-super.

    I have been trying these combos for some time now.


    # j.HK cr.MP/close st.HP -> super
    # crossup j.LK cr.LK cr.LK (st.LK) -> super
    # j.HK close st.HP -> super
    # j.HK cr.HP -> super

    I just dont get the how the kara cancel thing is supposed to be done here. I have been checking the older posts but i am still clueless as to how to perform these super cancels.

    The closest i have ever done as to cancelling to the super is c.LP, c.LP, super. I have no idea how i exactly did it. I must have accidentally mashed LP before the actual super.

    When it comes to combos being done from the c.HP link, i have no idea how the execution is supposed to be .

    Thanks in advance, practicing for SsF2THD. LOL More power to you guys.
  • brianbrian Joined: Posts: 765
    I've never seen an American Guile player do any of these combos in actual matches. I think you're probably better off working on other parts of your game.

    And there are way more important reasons for new guile being better than old guile. Namely teching throws, the godly sobat kick, and the ambiguous crossup, among others.


    My god i am starting to feel crappy. I like playing CE guile because i honestly cannot do ST Guile's combo-link-super.

    I have been trying these combos for some time now.


    # j.HK cr.MP/close st.HP -> super
    # crossup j.LK cr.LK cr.LK (st.LK) -> super
    # j.HK close st.HP -> super
    # j.HK cr.HP -> super

    I just dont get the how the kara cancel thing is supposed to be done here. I have been checking the older posts but i am still clueless as to how to perform these super cancels.

    The closest i have ever done as to cancelling to the super is c.LP, c.LP, super. I have no idea how i exactly did it. I must have accidentally mashed LP before the actual super.

    When it comes to combos being done from the c.HP link, i have no idea how the execution is supposed to be .

    Thanks in advance, practicing for SsF2THD. LOL More power to you guys.
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    My god i am starting to feel crappy. I like playing CE guile because i honestly cannot do ST Guile's combo-link-super.

    I have been trying these combos for some time now.


    # j.HK cr.MP/close st.HP -> super
    # crossup j.LK cr.LK cr.LK (st.LK) -> super
    # j.HK close st.HP -> super
    # j.HK cr.HP -> super

    I just dont get the how the kara cancel thing is supposed to be done here. I have been checking the older posts but i am still clueless as to how to perform these super cancels.

    The closest i have ever done as to cancelling to the super is c.LP, c.LP, super. I have no idea how i exactly did it. I must have accidentally mashed LP before the actual super.

    When it comes to combos being done from the c.HP link, i have no idea how the execution is supposed to be .

    Thanks in advance, practicing for SsF2THD. LOL More power to you guys.

    1. Here's the exact command: J. (hold d/away) RH, dn/twd+Strong, dn/away, nuetral+Fierce, up/twds+K .
    2. This is a renda kara cancel. Exact command: J. (hold d/away change direction as soon as you cross up) short, land continue to hold dn/away + short, dn/twd, dn/away+short, neutral+short, up/twds+short+jab .
    3. Exact Command: J. (hold d/away) RH, dn/twd, dn/away, nuetral+Fierce, up/twds+K .
    4. Exact Command: J. (hold d/away) RH, dn/twd, dn/away+Fierce, up/twds+K

    Brian's right though. Anyways, in order to do any of these combos you need to be able to execute the super motion flawlessly, and with ease. I reccomend starting off with learning the Renda Kara Cancel. A renda Kara Cancel is a kara cancel that allows you to cancel chain attack combos in to Supers. You perform one by kara canceling the last attack into the super (ex. here's what you did, hold dn/away, cr. jab, c.jab, dn/twd+jab, dn/away, up/twds+jab+short). The other combos (1 and 3) are much more difficult IMO. Post if you see a problem. :tup:

    Oh yeah, here's the alternate execution of the super motion: hold dn/away, dn/twd, dn/away, up/away+K. I guess this is just a preference option.
    No freely available material is allowed on this site, no exceptions. - ptp
    SF2 Code v1.0: t s+ T++ r f++ g+ m+ s+ v++ M++ n++:-- o++
  • SystemSystem Joined: Posts: 508,676 admin
    I've never seen an American Guile player do any of these combos in actual matches. I think you're probably better off working on other parts of your game.

    And there are way more important reasons for new guile being better than old guile. Namely teching throws, the godly sobat kick, and the ambiguous crossup, among others.


    The only thing i have really been enjoying about CE guile is his throws in AE. Still looking for a CCC2 copy here.


    Yes i agree with you. I believe that New Guile has a lot more options specially in terms of spacing. Yeah his (away or towards)s.MK is phenomenal, i love its reach. Its great too that he has both the far s.HK and the (away or toward) s.LK.


    About the juggles though i just kinda use these scrubby ones for match play j.MK, c.MP, jackknife or even just j.MK, c.MK or c.HK. Hahahahha easy as hell. Oh and the corner c.MP, sonic boom into towards s.HP or c.Mk is just great.

    The cross up game of guile is so fun in ST compared to CVS2. LOL cross up into throw just kicks ass. I even find his cross up game to be more fun than dictator's, honestly. Well thats just me, don't know bout you guys.

    Anyway practice makes perfect so what the hell right? I mean there is nothing better than seeing Muteki Guile doing a cross up into c.LP into super to turn around the match. Definitely linking his super is part of his over all damage game aside from his ticks, throws, and sonic boom set ups. This is the reason i love New Guile, he has so many options, plus he has a super that should be used whenever possible. Its not as useful as boxer's, but if you can link it from a combo, it pays off.


    1. Here's the exact command: J. (hold d/away) RH, dn/twd+Strong, dn/away, nuetral+Fierce, up/twds+K .
    2. This is a renda kara cancel. Exact command: J. (hold d/away change direction as soon as you cross up) short, land continue to hold dn/away + short, dn/twd, dn/away+short, neutral+short, up/twds+short+jab .
    3. Exact Command: J. (hold d/away) RH, dn/twd, dn/away, nuetral+Fierce, up/twds+K .
    4. Exact Command: J. (hold d/away) RH, dn/twd, dn/away+Fierce, up/twds+K

    Brian's right though. Anyways, in order to do any of these combos you need to be able to execute the super motion flawlessly, and with ease. I reccomend starting off with learning the Renda Kara Cancel. A renda Kara Cancel is a kara cancel that allows you to cancel chain attack combos in to Supers. You perform one by kara canceling the last attack into the super (ex. here's what you did, hold dn/away, cr. jab, c.jab, dn/twd+jab, dn/away, up/twds+jab+short). The other combos (1 and 3) are much more difficult IMO. Post if you see a problem. :tup:

    Oh yeah, here's the alternate execution of the super motion: hold dn/away, dn/twd, dn/away, up/away+K. I guess this is just a preference option.

    Thanks a lot man, I'll try it out now. I can actually perform boxer's j.HP, c.LP, c.LP, s.LP into super quite consistently now. Looking to branch out with Guile and his combos.
  • brianbrian Joined: Posts: 765


    Anyway practice makes perfect so what the hell right? I mean there is nothing better than seeing Muteki Guile doing a cross up into c.LP into super to turn around the match. Definitely linking his super is part of his over all damage game aside from his ticks, throws, and sonic boom set ups.



    I think I've seen one video where muteki did a jump in combo into super, and it was on a dizzy opponent. What muteki matches are you referring to?
  • SystemSystem Joined: Posts: 508,676 admin
    OH my GOD i think i can do it!

    YEAH!!!

    j.HK (buffer down/away) -> c.LP -> down/toward -> up/away -> jab -> super


    Tricky timing though. Hhahahaah...
  • SystemSystem Joined: Posts: 508,676 admin
    I think I've seen one video where muteki did a jump in combo into super, and it was on a dizzy opponent. What muteki matches are you referring to?

    Sorry it was kurahashi.

  • N-TradeN-Trade Joined: Posts: 63
    Sorry it was kurahashi.


    LOL dude, wtf??? Wrong kurahashi man!!! Goddamn nearly lost my job :rofl:
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    Sorry it was kurahashi.


    LOL... You caught me! + rep!!! LOL... I knew something was up with the age check! :looney:
    Am I hungry? Sure, I could eat...
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    Yes, I want to play against that Kurahashi. I'd have to perform the Shin - Shoryuken! - :rofl:

    Can someone please remind me of the name of the "best" guile player ever (he was from northern cali and I can't remember his name). He still plays occasionally but isn't as good as he was in his prime. This is driving me nuts.
    No freely available material is allowed on this site, no exceptions. - ptp
    SF2 Code v1.0: t s+ T++ r f++ g+ m+ s+ v++ M++ n++:-- o++
  • Footsy BebopFootsy Bebop Joined: Posts: 326
    The best US guile player ever was Tomo Ohira.
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    The best US guile player ever was Tomo Ohira.

    Thanks, I was actually thinking of Thomas Osaki; but your name led me to it! I'm trying to find some good old VHS match vids from back in the day, online.
    No freely available material is allowed on this site, no exceptions. - ptp
    SF2 Code v1.0: t s+ T++ r f++ g+ m+ s+ v++ M++ n++:-- o++
  • Footsy BebopFootsy Bebop Joined: Posts: 326
    not too many vids back then, just a bunch of guys playing in the back of a comic book store.
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    OK. I have been playing around wth some of these things. I say it right up font. I suck with Guile. However, I can pull the cross up combo out fairly consitantly now. I been doing if over the last week or so since this topic came up. I have pulled it out in a couple of very casual matches.

    c/u. lk> cr.lkx2> super (or FK).

    It is a 8 hit combo. 77% of the life bar (9+9+9+10+10+10+10+10)

    For the life of me, I can not get a 9 hit combo. Not all of the Super's hits connect.

    I use the follow motion.

    Facing right:

    u/f (jump for C/U)~ d/f*, C/U. LK, d/b+cr.lk x 2, d/f ~u/b + lk +mk+ hk ( utrla fast piano and depress)

    *note, the d/f switches to b/d upon the C/U and landing.

    Here is a little naritive on what has helped me learn to do the combo:

    First, I started on turbo 2 (instead of 3). I learned that I did not have to mash the cr.shorts out as fast as possible. You can renda cancel the shorts rather slowly (compared to mashing). When renda kara canceling into the super, I finsh the rest of the motions as fast as posible after the second cr.lk connects.

    This might help: If you where counting in measured time where the down beats counts as hits of the combo preformed as slow as possible while still combo'ing, and the time was 4/4 (1- - - -2 - - - - 3 - - - - 4 - - - - ) it timing would be: c/u. lk - - - - cr.lk - - - - cr.lk- Finish - - 4

    Again, I am not sure if this is going to help many of you, but this is how I have learned to do it.
    Am I hungry? Sure, I could eat...
  • KuprinKuprin MOOGLE RUSH!!! Joined: Posts: 322
    Hella fast tempo, but I follow you. I'll have to see if it works for me tomorrow. :)
    Suicidal for life.
    ST: Blanka/Claw; Alpha2/3: Rolento/Gief; 3s: Chun/Dudley; SF4: Gief
    Brawl/+: Wolf
  • SystemSystem Joined: Posts: 508,676 admin
    OK. I have been playing around with some of these things. I say it right up font. I suck with Guile. However, I can pull the cross up combo out fairly consitantly now. I been doing if over the last week or so since this topic came up. I have pulled it out in a couple of very casual matches.

    c/u. lk> cr.lkx2> super (or FK).

    It is a 8 hit combo. 77% of the life bar (9+9+9+10+10+10+10+10)

    For the life of me, I can not get a 9 hit combo. Not all of the Super's hits connect.

    Wow never thought of pianoing (thats right, i dont have a joy stick yet) the super. Heheheh...

    The 2 crouch jabs make it all the more harder for me.

    I practiced with the j.RH, c.LP -> super
    as i mentioned earlier.

    j.HK (buffer down/away) -> c.LP -> down/toward -> up/away -> jab -> super


    I think for the pad, the super motion, d/b, d/f, u/b makes it much easier than the other one mentioned.

    As for the timing, the hardest part is probably the cancel from jab to super. The timing is so precise. Reminds me of the Roll Cancel Transitions in CVS2. But it's probably nothing that we Guile players can't get used to.


    Btw, just recently jumping on to the Guile bandwagon, the "corner j.RH, c.MP, Sonic boom into toward s.HP" damage just blows me away. This guys getting better with more stuff that i finally get to know. Hahaha...
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853

    Btw, just recently jumping on to the Guile bandwagon, the "corner j.RH, c.MP, Sonic boom into toward s.HP" damage just blows me away. This guys getting better with more stuff that i finally get to know. Hahaha...

    The OLD school BnB combo in the courner was "corner J.HP, Back + HP, HP Sonic boom > toward S.HP"

    AKA... Gamepro HF strategy guige, " 4 Fierce Killer/Expert Combo."
    Am I hungry? Sure, I could eat...
  • SystemSystem Joined: Posts: 508,676 admin
    The OLD school BnB combo in the corner was "corner J.HP, Back + HP, HP Sonic boom > toward S.HP"

    AKA... Gamepro HF strategy guide, " 4 Fierce Killer/Expert Combo."

    Game pro and SF... Those old SF Gamepro covers bring back a lot of memories. I didn't care about combos when i was a kid. hahaha....

    Thanks, i'll try it asap.
  • brianbrian Joined: Posts: 765
    So I've been practicing the crossup, low short x2 hit confirm flashkick combo lately.

    I've discovered the following surprising thing I hadnt been aware of:

    The flashkick does *not* combo (see caveat below) against: Standing Chun Li, Standing Claw, or Crouching Dictator.

    That sucks because those are three of the most important characters you'd want to use this on.

    I think this largely explains why you don't see this combo in match vids much. Against DJ and Boxer they can escape the crossup pretty easily with fierce headbutt/rh flashkick unless you time the crossup perfectly on wake up, and against boxer at least you have better wakeup options. You'd be mostly insane to risk trying this on Honda, T Hawk or Zangief. As above the combo basically doesnt work on Chun or Claw, and if your opponent decides to duck for some reason it won't work on Dictator. No one plays Fei Long or Cammy. Blanka can Vertical Ball the crossup. This leaves shotos, Guile and sim as good candidates for this... Not exactly something you're going to use super often.

    Caveat: I was * very rarely* able to pull the combo off on standing Chun. This suggests to me that the combo is not technically impossible, but that the timing is *much much* stricter than what it is for other characters.
    In training mode I can land low short low short flashkick quite consistently against most characters, against standing Chun, I can get it maybe 1 time in 15 or something. I'm not exactly sure what the requirement is for connecting the flashkick on standing Chun, but its definitely different than for other characters, and I think more or less impossible to do with consistency.
  • SystemSystem Joined: Posts: 508,676 admin
    [crossup, low short x2 hit confirm flashkick combo]
    Cool info, very in-depth, thanks. :tup:
  • Axel KellyAxel Kelly Joined: Posts: 1,481
    You'd be mostly insane to risk trying this on Honda, T Hawk or Zangief.
    Why? They're very easy to cross up, so just don't fuck up your timing and you're fine
    Caveat: I was * very rarely* able to pull the combo off on standing Chun. This suggests to me that the combo is not technically impossible, but that the timing is *much much* stricter than what it is for other characters.
    In training mode I can land low short low short flashkick quite consistently against most characters, against standing Chun, I can get it maybe 1 time in 15 or something. I'm not exactly sure what the requirement is for connecting the flashkick on standing Chun, but its definitely different than for other characters, and I think more or less impossible to do with consistency.
    You need to use the short flash kick against Chun
    same with Guile's j.rh > cr.strong > flash kick, it needs to be the short one

    His four fierce doesn't work on her either
  • brianbrian Joined: Posts: 765
    Why? They're very easy to cross up, so just don't fuck up your timing and you're fine


    You need to use the short flash kick against Chun
    same with Guile's j.rh > cr.strong > flash kick, it needs to be the short one

    His four fierce doesn't work on her either

    I thought this might be it, but how are you supposed to kara cancel a short into the short flash kick?
  • SystemSystem Joined: Posts: 508,676 admin
    negative edge?
  • brianbrian Joined: Posts: 765
    negative edge?

    Yeah I tried that but I can't pull it off...

    PS: It has always annoyed me how most of the discussion in these threads is about combos, and very little about strategy. Someone ask some strategy questions and I'll see if I can answer!
  • N-TradeN-Trade Joined: Posts: 63
    You need to use the short flash kick against Chun
    same with Guile's j.rh > cr.strong > flash kick, it needs to be the short one

    You're correct that you need to use the short FK after the cr.strong combo but short FK doesn't work in the combo brian was talking about.
    I thought this might be it, but how are you supposed to kara cancel a short into the short flash kick?

    I think common belief says you have to perform the combo as: short, short then perform the FK with short~forward. The third short is a standing short and this is quickly kara cancelled into a forward FK. Theoretically, if u wanted to kara cancel with a short FK u would have to do short, short, standing short (whiff), short flash kick. You'd have to press the fourth short very, very quickly after the third press of short (practically impossible) which is why we use forward instead.

    Again, that's the theory however, in practice this is not the case and short, short, short FK is very easy.

    I noticed that whenever I did the combo as short, short, short~forward FK the short FK almost always came out. I then realised what was actually happening was that the positive edge of the third short performs the standing short and the negative edge performs the flash kick. Thus, with the correct timing in performing the flash kick, you only need to press short 3 times to perform the combo. (Try the combo holding the third short and it won't work which proves it's not a link)

    Going back to the combo on Chun-Li, I did some quick testing on Kawaks. You are definitely correct that short, short, short FK doesn't work (I think I got it to connect once in about 30 times but I think she was in the corner). However, when I did short, short, short~RH FK so that the RH flash kick came out it hit her with much greater success (about 80%). However, I find this combo so much harder to do as 90% of the time short FK comes out.

    If you observe what FK comes out when u do the combo I'd be interested to see whether it's the forward FK (assuming you press short~forward) or it's actually the short FK. I think you'll find it's the short that comes out.

    (Note that I didn't test whether short, short, forward FK works on her.)


    PS: It has always annoyed me how most of the discussion in these threads is about combos, and very little about strategy. Someone ask some strategy questions and I'll see if I can answer!

    I totally agree. I can't frequent the board much at the moment as I have an exam in a couple weeks but once that's done I'll be asking u for some strategies. I'd be especially interested in exchanging some strategies for fighting against Ryu.
  • HellionHellion .5 Beat Combat Joined: Posts: 888
    Following cancelling a boom against Ryu's Hadoken, I hit him with the tip of a f+MK Sobat.
    What next?

    Inclination is go to for a d.MK, maybe another and throw a boom.

    Even though those two moves don't combo, the frame advantage on both is good enough to stuff everything Ryu does, but you *know* he may just be good enough to mash a jab DP out of it.

    However, immediately following those two MK's, you can go for a boom / flashkick right?
    The risk seems negligable, I'd go for the two d.MK's.

    Maybe next time a d.MK, whiff two rapid fire jabs, boom.
    ---
    Of course you nail him with back fist following the boom/hadoken cancel you push him too far out, what then?

    walk forward, f+MK sobat?
    walk forward, d.MK?

    --
    I love going for meaty d.MP's xx boom against my bro, but I realize he's not good at Reversals in the game yet, and that shit could be thrown since you're so close.
    Nothing wrong going for a meaty boom following a knockdown though.
    --

    I always found it interesting how whiffing jabs fast while charging sorta keeps them at the ideal range you left them at, they can't walk back right? Or is my memory fucked up?
    In this situation, what is the ideal high-priority poke that stuffs things..

    d.LP?
    d.MP?
    ye'oldie d.MK? (keeping it in check to bait DP's?)

    This situation doesn't seem limited to just fighting Ryu, it's pretty much vs any fireball character that's a threat...
    Ryu, hadoken, DP
    Chun, kikoken, Super (walk speed, throw, s.MP)
    etc.

    I'd go for s.HK more often were it faster, and were this CvS2 :lol:
    "No one quits SRK. NO ONE" -wepeel
    P-Kyo(2), Guile, Cammy
    ST-Guile
Sign In or Register to comment.