Family man patriarchy remix (Guile strategy thread)

2456723

Comments

  • hawaiigamer142hawaiigamer142 Joined: Posts: 614
    Any additional tips for the c. lk x3 xx flashkick combo? I guess the biggest part I'm having trouble with kara canceling the rh flashick with standing lk. Either nothing happens, I jump straight up, the standing lk comes out followed by nothing or the flashkick is blocked (In this case I'm not hearing the lk whiff sound so I'm guessing I'm not getting the kara)

    I even tried cutting it down to 2 c. lk xx flashkick thinking it might somehow be easier but I keep getting c. lkx2 xx s. lk xx flashkick for four hits instead of the kara'ed 3 hit combo.

    Since, the standing lk is coming out, that means I'm doing the kara cancel too slowly, right? Is there something wrong with my inputs?

    I'm doing: c. lk x3, (stick at neutral) st. lk~up hk.

    Is there a better way of doing it or something?

    I think a lot of it has to do with good timing. When I first started learning this combo, I always seemed to not connect the two c.lk in to the s.lk even. If anything, just make sure you do hold the lk button down after the st.lk and don't hesitate to push the stick up + hk for the flashkick. I think it can be almost instant right after the s.lk hits.
  • nothingnothing Keep calm, and stay dashing Joined: Posts: 1,700
    I think a lot of it has to do with good timing. When I first started learning this combo, I always seemed to not connect the two c.lk in to the s.lk even. If anything, just make sure you do hold the lk button down after the st.lk and don't hesitate to push the stick up + hk for the flashkick. I think it can be almost instant right after the s.lk hits.


    Thanks. I'm already holding lk after the standing lk to make sure that lk flashkick doesn't accidentally come out, but I'm still having major problems getting this combo to work right.
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    Which Flash Kick did Sirlin say now counters Vega (Claws) slide? Is it the RH or Forward kick?

    I have only been able to play the game once and I haven't tried it yet. And there is tournament soon so I really need to be prepared for that tough match.
  • J.DJ.D EVO Staff Joined: Posts: 4,495 ✭✭✭✭✭ OG
    RH Flash Kick help me to hit Vega's slide on a match online but I havent tested it enough though
    anyway, Guile became my favorite char but I have been having problems dealing with Bison and cammy.
    My problem is not when Im far away, I know how to play if I have distance, but the pressure when they get a chance to get close its really annoying
    anybody has an advice on how to deal with the devil's reverse?

    I find it so weird since I dont know where is he gonna land, or if he's gonna hit me at all, or if he's gonna land for a throw

    any help?
    Fight For The Future!!
  • aegis neglectoraegis neglector Joined: Posts: 671
    I'm really sorry if this has already been mentioned somewhere else in the thread, but I was wondering how Guile combos into super with his new super motion. If there's already a thread in which it is explained, can someone point me in the direction? Thanks a lot!
    "Tek-settAAAAAAAA!!!"
  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    I think Sirlin should have given him the old AA roundhouse as neutral roundhouse from a distance.

    It worked great as AA in the old WW, CE, HF, Super. Infact I should have posted it when Sirlin was taking in ideas on his web page...damn it

    I'm pretty sure this idea was already mentioned. Guile's already got improved RH Flash Kick and SB mix up with the overhead. Classic s. RH would make him WAY too good
    You shouldn't care about the division between ST and HDR, but rather the message you are sending to tournament organizers if you stop supporting the classic style of Street Fighter II.

    Mike Watson's Super Turbo Revival Sunday's Stream every Sunday! Look up "IEBattleGrounds" on twitch tv's website.
    Here is the latest stream:
    Your signature has been modifed, please read the rules.
  • SiYkOSiYkO aka fdsdfg Joined: Posts: 501
    RH Flash Kick help me to hit Vega's slide on a match online but I havent tested it enough though
    anyway, Guile became my favorite char but I have been having problems dealing with Bison and cammy.
    My problem is not when Im far away, I know how to play if I have distance, but the pressure when they get a chance to get close its really annoying
    anybody has an advice on how to deal with the devil's reverse?

    I find it so weird since I dont know where is he gonna land, or if he's gonna hit me at all, or if he's gonna land for a throw

    any help?

    Bison and cammy both fight kinda similarly in that they both sit on you with relentless attacks and don't want to let you out of range. The difference is that Cammy has cannon spikes to pester you with and Bison can capitilize a lot more on mistakes. There are other differences in how you play them of course, but this is the main difference.

    With Cammy a lot of the game comes with forcing her to attack from above or below. You should be keeping up with short range sonic booms (fierce for max pushback) or c.mk, and punish her spikes with the spinning backfist (make sure you ditch SB charge before going for the backfist, this can be tough to get used to). In the air, c.fierce CAN beat most everything she can do, but this is very difficult. Have flash kick ready if possible of course. If she's just waiting mid-short range, try throwing out some crouching jabs just to get her to react with something while keeping both your charges. You have to play a very reactive game against cammy to slow down her offense. If she won't stay out of the air, you simply have to get good at timing c.fierce to at least trade. It is your best friend here.

    Bison is IMO much harder. If he is close up and you guess wrong once, you can get dizzy and die. I guess the number one rule is do NOT let him close in on you. React to his headstomp with either an aerial or flash kick, or c.fierce if you have to (it will probably trade at best). Once he gets in, your one goal is to get him the **** away ASAP. You cannot survive against a good bison at close range. Roundhouse flash kick is pretty useful if you can avoid him blocking it because it will usually get you enough distance to start a runaway game. There's no real answer to his offense in the corner because this is exactly what his game is all about. You have to play safely, learn his habits, and figure out an opportunity to get back into long range.
  • SystemSystem Joined: Posts: 508,676 admin
    http://www.sirlin.net/articles/street-fighter-hd-remix-vega.html

    At the bottem of Sirlin's Vega article he says "Guile used to have no real answer to Vega repeatedly sliding. But now Guile has 2 answers: roundhouse flash kick and the new overhead."

    How does the overhead help against Vega's slide? That hitbox under Guile's upside-down makes him still extremely vulnerable to sweeps and slides. Can anyone explain this?
  • SystemSystem Joined: Posts: 508,676 admin
    Bump ^
  • omniomni Joined: Posts: 476 admin
    Was killing a little bit of time today, messing around with him in training mode.

    Meaty Low Forward link Roundhouse Flash kick is now a 2 hit combo.

    Not really practical but hey - Guile's been wanting this combo for the past 15 years.

    Derek Daniels
    http://lowfierce.blogspot.com
  • Coth_XCoth_X G(x) = (3/(1-3x)) - 3 - 3x - 27x^2 Joined: Posts: 4,340
    Double Post!

    I was wondering if anyone had any good gameplans/strategies vs Akuma. In particular, is there a way to keep him from jumping your sonic booms and air fireballing? The only thing I could think of is getting him to jump late via good mixup, then asap jump towards him and fierce (or maybe forward/rh?). I tried this against my 9 year old brother in training mode and it seemed to work decently, provided that he didn't jump right when I threw it. Sometimes I'd fierce him, sometimes I'd get an air throw, sometimes i'd get a fireball in the face. But then again, he's 9. I find it hard to believe that it's not safe for Guile to throw sonic booms from 3/5 screen. I doubt this works, but does anyone have another method?

    Fireball tactics fail against akuma, because he can "fix" a jump by air fb, not to mention that the air fb pretty much guarantees him a free jump in against pretty much everyone except himself and Ken's strong dp.

    I'd avoid him if you can.
    Compare what guile has to akuma:
    all dps invincible
    invincible super
    invincible super that can be guaranteed off crouching block stun(most of the time)
    ryu type fb zoning
    huge juggle opportunities

    The only real strat is to take him fast, and keep him from getting momentum since he takes more damage then everyone else.
    "The purpose of proof is to understand, not to verify." - Arnold Ross
    http://www.newgrounds.com/portal/view/534416 <--- Coolest Game Ever!
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    Was killing a little bit of time today, messing around with him in training mode.

    Meaty Low Forward link Roundhouse Flash kick is now a 2 hit combo.

    Not really practical but hey - Guile's been wanting this combo for the past 15 years.

    Derek Daniels
    http://lowfierce.blogspot.com

    Omni-In the past 15 years, Guile has been able to do the meaty low forward combos:

    1. Meaty low forward kick+ short flash kick(WW, CE, HF) Not very practical is right

    2. Meaty low forward + low strong + flash kick-All versions

    3.Meaty low forward + stand strong + flash kick (Sim, Gief, Sagat) All versions and its very a flashy combo

    4. Meaty low forward kick+ stand fierce + short flash kick(WW, CE, HF against Zangief).
  • megaultrasupermegaultrasuper Joined: Posts: 833
    Gentlemen I posit the following strategical scenario:

    You are playing my Guile.

    I am crouched mid screen. I have been doing so for at least 1 1/2 seconds.

    You are crouching away from me and have been doing so for at least 5 seconds.

    You are exactly one forward jump away from me.

    You are at 1 vitality.

    What is the best course of action?




























    If you said "Jump forward and get flashkicked like a bitch", then you would be 99% of players on the PS network.


    People seriously do this shit all the time. It's like they are pressing the "I lose" button. I LOL everytime this happens.



    Anyway, I am getting cream against Balrog. Offline I could react flashkick his rushes, but online I get maybe 25% of them.

    Good Balrogs just headbut through SB's. What is the best punish on the way down, or off of a blocked one? Maybe this is a practical spot to use low forward link flash kick?
  • CaptBritanicaCaptBritanica Joined: Posts: 21
    crossup j.LK, c.LK -> c.LK -> whiff s.LK xx FK super
    but the rest of the thread mentions other characters' combos.

    I have a question; and please forgive my ignorance and scrubbiness. In the above cross-up what does "whiff" mean?

    I understand the mechanics of a whiff (it is: making an opponent miss or purposely missing a move yourself, correct?) but how do you use it in a combo?

    Also, what does "xx" mean? I've tried looking it up in the Wiki page but was unable to find an explanation. If I had to wager a guess, I'd say xx means a slight pause?

    Thank you in advance for answering my elementary questions.
  • SystemSystem Joined: Posts: 508,676 admin
    Still waiting to an answer to this question:

    http://www.sirlin.net/articles/street-fighter-hd-remix-vega.html

    At the bottem of Sirlin's Vega article he says "Guile used to have no real answer to Vega repeatedly sliding. But now Guile has 2 answers: roundhouse flash kick and the new overhead."

    How does the overhead help against Vega's slide? That hitbox under Guile's upside-down makes him still extremely vulnerable to sweeps and slides. Testing it in training, the slide beat out the overhead every time. Can anyone explain this?
  • rainbowcemeteryrainbowcemetery Joined: Posts: 37
    At the bottem of Sirlin's Vega article he says "Guile used to have no real answer to Vega repeatedly sliding. But now Guile has 2 answers: roundhouse flash kick and the new overhead."

    Maybe it was a different build of the game when sirlin wrote that and he hasn't updated it.

    Didn't he say that the overhead could be used to go over low tiger shots at one point which is why they extended the hitbox? I think it's more balanced that you can be sweeped but it still looks totally weird!
  • SystemSystem Joined: Posts: 508,676 admin
    Maybe it was a different build of the game when sirlin wrote that and he hasn't updated it.

    Didn't he say that the overhead could be used to go over low tiger shots at one point which is why they extended the hitbox? I think it's more balanced that you can be sweeped but it still looks totally weird!

    I'm pretty sure though that all the articles on his sight now have been updated to the current build of the game. Idk, it just seems as it is now it is clearly not and anti-slide move.
  • sirblewsirblew Wretched Bogchild Joined: Posts: 132
    Anyway, I am getting cream against Balrog. Offline I could react flashkick his rushes, but online I get maybe 25% of them.

    Good Balrogs just headbut through SB's. What is the best punish on the way down, or off of a blocked one? Maybe this is a practical spot to use low forward link flash kick?

    Keep him at the other side of the screen with sonic booms. Mix them up with slow and fast, and don't make the timing predictable. If he gets in close try to time a flashkick correctly to knock him down then get away and rinse, repeat.
    I never watch TV, the shows inside my head are almost always better.

    SSF2THDR: Dee Jay, Guile
    SF4: Gouken, Blanka
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    Chun Li, Help!

    Ok, booms get jumped on reaction, and Chun Lis jump ins seem to really mess up Guile. (9/10 she jumps in too fast for me to have charge, cr.fp gets tagged)

    I get stuffed outta everything in a matchup with a smart Chun, any tips?
    AV provided by Savaii
  • SystemSystem Joined: Posts: 508,676 admin
    Chun Li, Help!

    Ok, booms get jumped on reaction, and Chun Lis jump ins seem to really mess up Guile. (9/10 she jumps in too fast for me to have charge, cr.fp gets tagged)

    I get stuffed outta everything in a matchup with a smart Chun, any tips?

    For a long time, I didn't understand how to use Guile's cr. fierce as an anti-air. Even if you start it early, it still gets stuffed by just about everything. However, after screwing around with my brother in training, I realized that it has much more priority in its first attacking frames. Done correctly, it will trade with a j. rh or any other jump in attack. However, I realized that the trade is not in Guile's favor. "How's that gonna help?" thought I. Then I realized why this technique is so effective. You can choose to do the cr. fierce early or late. Your opponent doesn't have that option. If they do their rh early, they'll whiff because you're crouching. You can then punish them with a cr. fierce or whatever you want really. So mix it up. The first jump in or so, do the cr. fierce late and trade. Then do one early and you'll clean hit them as they won't be able to start up their attack on reaction.

    Edit: That's why most opponents won't jump your sonic booms. The only time they'll jump is when they anticipate and jump right when you throw it. This disables your ability to throw a early cr. fierce. Blocking is always an option, but doing the trade will put some distance between you and you'll be able to start a sonic boom before they return to the bround. Chun has a pretty quick jump, so you might have to resort to blocking more frequently if she gets a good start on her jump in.
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    Chun Li, Help!

    Ok, booms get jumped on reaction, and Chun Lis jump ins seem to really mess up Guile. (9/10 she jumps in too fast for me to have charge, cr.fp gets tagged)

    I get stuffed outta everything in a matchup with a smart Chun, any tips?

    You got to use Neutral stand boot Forward kick as a AA against chun, as soon as you hit her with it immediatley jump towards her with short or forward kick and then c. jab + sonic boom then low forward. If she jumps over you use standing jab and or you can just take a step past her jump in and then throw her when she lands
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    Both very interesting tricks, thanks for the input, will put both into practice tonight.
    AV provided by Savaii
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    stand short, jump straight up fierce, and back roundhouse, as well as a correctly timed flashkick guess all beat blankas slide.

    Does anyone have a good option for after you successfully overhead dictator in the corner? Seems worthless to me cause its like you give him a "get in free" card.

    To stuff the Knee Press?

    Back Jab and Neut Short can stuff (I have done this with both so I know it works), from there you can go into most of Guiles corner antics (No boom on N.sht due to lost charge).

    And if you are really, REALLY on the ball you can do the little N.shrt into FK (Hard as fuck with just enough charge time, but I have done it a couple of times, so I know it works).

    Generally, if I get Dictator in a corner, I abuse him with tick throws.
    AV provided by Savaii
  • FreshOJFreshOJ It's the God in me.. Joined: Posts: 1,485

    Also, has anyone noticed that jump forward seems to crossup alot? Not sure if this was a documented upgrade, but it happened to me a good few times last night (against Balrog of all characters) and that is not something that was easy to do in ST.

    I don't know if anyone followed this up, but I was just messing around with various characters' crossups that used to work on SNES SSF2 (yes, I know) on the CCC2 version of ST and jumping forward crosses up pretty well on a standing Ken. (The hitbox seems to be right under Guile's back boot.) Unfortunately, I couldn't do extensive testing against other characters, but I figured if it crosses up Ken, it'll cross up anybody. I'll have to use a joystick next time so that I can reliably try to combo off of it. I was able to test crossups with everyone except Boxer, Claw, Sagat, Dictator, and Akuma, so I'll be posting those in their respective threads.

    Anyway, something for you HD Remix heads to try out. I *will* get this game eventually. It's too good not to.
    Onaje Everett
    Still in S.D., representing the Almighty.
    READ MY FAQ!!! (http://www.gamefaqs.com/console/xbox360/file/939066/56195)
  • SystemSystem Joined: Posts: 508,676 admin
    I was hoping some experienced Guile players could help me sort this out:

    What's the best normals to use on your opponent after following up a sonic boom that is safe, puts distance between you and your opponent, and gets your charge back? I remember reading somewhere that cr. strong, cr. forward, sonic boom is the best, as the forward will create distance and the strong will give you enough blockstun to get the forward without getting stuffed. Using the block stun formula for a medium hit of 16-(hitting frames + recovery frames) you get a 4 frame block stun. Guile's foward takes 8 frames to start up. Correct me if I'm wrong, but doesn't this mean that this is safe as long as your opponent doesn't have 4 or less frames on the start up on their attack? Wouldn't their attack also have to have as high priority as your forward as well? I noticed Ken and Ryu have 4 startup frames on their sweeps, so would this trade, or would they get a clean hit? If this isn't safe, wouldn't it be a good idea to throw a sobat kick after the cr. strong on occasion to keep them honest?
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    I was hoping some experienced Guile players could help me sort this out:

    What's the best normals to use on your opponent after following up a sonic boom that is safe, puts distance between you and your opponent, and gets your charge back? I remember reading somewhere that cr. strong, cr. forward, sonic boom is the best, as the forward will create distance and the strong will give you enough blockstun to get the forward without getting stuffed. Using the block stun formula for a medium hit of 16-(hitting frames + recovery frames) you get a 4 frame block stun. Guile's foward takes 8 frames to start up. Correct me if I'm wrong, but doesn't this mean that this is safe as long as your opponent doesn't have 4 or less frames on the start up on their attack? Wouldn't their attack also have to have as high priority as your forward as well? I noticed Ken and Ryu have 4 startup frames on their sweeps, so would this trade, or would they get a clean hit? If this isn't safe, wouldn't it be a good idea to throw a sobat kick after the cr. strong on occasion to keep them honest?

    Im not sure on the frame data, but if they are in the corner, back roundhouse (step kick) is another good option, if done right it seems to keep them in hit stun. I use this in conjuction with cr. forward, cr. mp, fwd. roundhouse, boom to keep a constant barrage, and keep my opponent guessing, and in a massive amount of hit stun.
    AV provided by Savaii
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    You got to use Neutral stand boot Forward kick as a AA against chun, as soon as you hit her with it immediatley jump towards her with short or forward kick and then c. jab + sonic boom then low forward. If she jumps over you use standing jab and or you can just take a step past her jump in and then throw her when she lands

    Having a heck of a hard time with this option (got some decent results from Cr. Frc though).

    Do you have to go neutral then hit Fwd really, REALLY late?
    AV provided by Savaii
  • SystemSystem Joined: Posts: 508,676 admin
    I was hoping some experienced Guile players could help me sort this out:

    What's the best normals to use on your opponent after following up a sonic boom that is safe, puts distance between you and your opponent, and gets your charge back? I remember reading somewhere that cr. strong, cr. forward, sonic boom is the best, as the forward will create distance and the strong will give you enough blockstun to get the forward without getting stuffed. Using the block stun formula for a medium hit of 16-(hitting frames + recovery frames) you get a 4 frame block stun. Guile's foward takes 8 frames to start up. Correct me if I'm wrong, but doesn't this mean that this is safe as long as your opponent doesn't have 4 or less frames on the start up on their attack? Wouldn't their attack also have to have as high priority as your forward as well? I noticed Ken and Ryu have 4 startup frames on their sweeps, so would this trade, or would they get a clean hit? If this isn't safe, wouldn't it be a good idea to throw a sobat kick after the cr. strong on occasion to keep them honest?

    I tested the jab sonic boom, cr. strong, cr. forward, sonic boom vs Ken, my findings are as follows:

    1.) My first observation was that the block stun from the initial sonic boom is not enough to gaurantee that you'll get the cr. strong out in time. However, if you mix this in with tick throws and they go to stuff you, they'll get thrown. Because you have to get so close to do the cr. strong, it will be somewhat difficult for them to know when your going for a throw or the strong.

    2.) As the frame data and the testing confirmed, the block stun from the cr. strong does not make the cr. forward totally safe. Cr. shorts can trade with it, and it appears the sweep might be able to clean hit it. However, if you mix this in with the occasional sobat kick, you can clean hit them if they attempt stuff you (you will lose your charge though). In addition to this, trying to stuff your cr. forward can be difficult for them because of the unusually long block stun from the cr. strong.

    3.) As the frame data and the testing shows once again, the cr. strong and cr. forward do not give you enough time to fully charge your sonic boom. You must delay it for tiny tiny tiny bit of time before throwing the sonic boom.

    Overall, this appears to be a highly effective follow up to a slow sonic boom. Maybe throw in an overhead now or then or some other cr. normals just to mix things up more. It is critical that every Guile player undertands their options here. One might question whether it is ever wise to follow up a sonic boom, as many believe that Guile is better off turtling and charging his next boom/fk. This brings me to the next part of my rant.

    I would agree that Guile is better off charging his next boom/fk then going on the offensive, if it were not for one thing; the corner. When Guile's trapped in the corner, he loses some of his long distance no-fk anti-airs such as his back fist or cr. forward because he cannot move back just out of range. The corner also allows you to get stuck in a fireball trap, and it keeps you from moving away from your opponent after getting hit or blocking a projectile, making it easier to combo/preassure you. Therefore, I believe it is wise to try to reclaim some ground every now and then with a slow sonic boom and push them back with the above series, keeping you out of the corner.

    These observations/theories are part of my developing understanding of Guile. If anyone finds fault in any part of this post, please post.
  • faux123faux123 Tryin' Cammy Harder Joined: Posts: 1,069
    I tested the jab sonic boom, cr. strong, cr. forward, sonic boom vs Ken, my findings are as follows:

    1.) My first observation was that the block stun from the initial sonic boom is not enough to gaurantee that you'll get the cr. strong out in time. However, if you mix this in with tick throws and they go to stuff you, they'll get thrown. Because you have to get so close to do the cr. strong, it will be somewhat difficult for them to know when your going for a throw or the strong.

    2.) As the frame data and the testing confirmed, the block stun from the cr. strong does not make the cr. forward totally safe. Cr. shorts can trade with it, and it appears the sweep might be able to clean hit it. However, if you mix this in with the occasional sobat kick, you can clean hit them if they attempt stuff you (you will lose your charge though). In addition to this, trying to stuff your cr. forward can be difficult for them because of the unusually long block stun from the cr. strong.

    3.) As the frame data and the testing shows once again, the cr. strong and cr. forward do not give you enough time to fully charge your sonic boom. You must delay it for tiny tiny tiny bit of time before throwing the sonic boom.

    Overall, this appears to be a highly effective follow up to a slow sonic boom. Maybe throw in an overhead now or then or some other cr. normals just to mix things up more. It is critical that every Guile player undertands their options here. One might question whether it is ever wise to follow up a sonic boom, as many believe that Guile is better off turtling and charging his next boom/fk. This brings me to the next part of my rant.

    I would agree that Guile is better off charging his next boom/fk then going on the offensive, if it were not for one thing; the corner. When Guile's trapped in the corner, he loses some of his long distance no-fk anti-airs such as his back fist or cr. forward because he cannot move back just out of range. The corner also allows you to get stuck in a fireball trap, and it keeps you from moving away from your opponent after getting hit or blocking a projectile, making it easier to combo/preassure you. Therefore, I believe it is wise to try to reclaim some ground every now and then with a slow sonic boom and push them back with the above series, keeping you out of the corner.

    These observations/theories are part of my developing understanding of Guile. If anyone finds fault in any part of this post, please post.

    Yeah, you hit the nail regarding Guile and corner. As a constant pressuring Cammy player, if I trapped a Guile player in the corner I have 90% chance of winning. A good Guile will always try to avoid that corner trap by creeping forward with a slow/med sonic booms followed with s.mk/f.mk or f.hk to gain back some ground before re-charging another boom even if those moves don't connect.
    Trapped Guile cannot safely use c.mk to tick or even trade, corner c.hk followed by sonic boom is a bad combo due to well timed jump ins or higher priority low kicks/attacks.
    Visit WWW.CANONSPIKE.COM for complete joystick modding tutorials :sweat:
    :mp:+:mk::r::r::dp::hp::hk::mp:+:mk::r::r::dp::hk::mp:+:mk::l::l::qcf::qcf::3k: FTW!
    http://www.youtube.com/user/faux123
    Syxx573 - "Charge characters can never reach their full potential...because they're always holding back"
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,781
    Im not sure on the frame data, but if they are in the corner, back roundhouse (step kick) is another good option, if done right it seems to keep them in hit stun. I use this in conjuction with cr. forward, cr. mp, fwd. roundhouse, boom to keep a constant barrage, and keep my opponent guessing, and in a massive amount of hit stun.

    Step kick would be a fine option if you didn't run the risk of getting his shitty close roundhouse or the overhead from that close :rolleyes:.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    Step kick would be a fine option if you didn't run the risk of getting his shitty close roundhouse or the overhead from that close :rolleyes:.

    To be honest with you, I have yet to have either of those kicks come out by accident as of yet.

    Maybe im just lucky? I alternate jab and fierce booms, would that affect my spacing at all?

    If I can get someone to a corner im decent at keeping up a massive barrage of stuff coming at someone, and the back roundhouse is certainly not used as much as the other options, but it seems to have worked in many cases for me. People dont expect it much, maybe im just a lucky guy?
    AV provided by Savaii
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    Having a heck of a hard time with this option (got some decent results from Cr. Frc though).

    Do you have to go neutral then hit Fwd really, REALLY late?


    You have to throw it out right when she is on the top of your head and were her foot is in your face. But thats good that c. feirce punch works for you for now.
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah, the standing boot kick works well if you time it correctly.

    I have a couple of question though-

    1.) I used to always use my cr. fierce as my anti air vs most characters within half screen. Never used the crescent kick (sort of close rh) much. After toying with it in training, it seemed really effective. It clean hits most characters jumping in on reaction to a sonic boom within half screen. Is this the anti air I should have been using all this time? The only time it seems like the cr. fierce would be a better option is when they jump really early or their a quick jumper (Vega, chun) and you only have time to trade with the cr. fierce.

    2.) What should I use to punish people who jump sonic booms from a distance? Backfist or cr. forward? The forward is quicker to start up, but the backfist has more range, dizzy, and damage. It looks though that'd it'd be safest to make them land on a cr. forward
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    Yeah, the standing boot kick works well if you time it correctly.

    I have a couple of question though-

    1.) I used to always use my cr. fierce as my anti air vs most characters within half screen. Never used the crescent kick (sort of close rh) much. After toying with it in training, it seemed really effective. It clean hits most characters jumping in on reaction to a sonic boom within half screen. Is this the anti air I should have been using all this time? The only time it seems like the cr. fierce would be a better option is when they jump really early or their a quick jumper (Vega, chun) and you only have time to trade with the cr. fierce.

    2.) What should I use to punish people who jump sonic booms from a distance? Backfist or cr. forward? The forward is quicker to start up, but the backfist has more range, dizzy, and damage. It looks though that'd it'd be safest to make them land on a cr. forward

    Low forward kick is the best option. Yeah that close rh works well as a AA to, never tried it on HD though and I am wondering if you can just throw it out with anywhere on the screen without it turning into the step kick in HD.

    On the side note for guiles back fist, I think sirlin should have made it were you can charge again and use the back fist, since that back and fierce is absolutely useless and pointless. In Old ST(using old guile) I would smack Zangief players with the back fist and then I'll throw a fierce sonic boomas the they attempt to advance toward me.
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    You have to throw it out right when she is on the top of your head and were her foot is in your face. But thats good that c. feirce punch works for you for now.

    Ok, so pull it our REAL late, I shall try it out (I know some good Chun players so I should be able to get some good practice in) thx!
    AV provided by Savaii
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    Ok, so pull it our REAL late, I shall try it out (I know some good Chun players so I should be able to get some good practice in) thx!


    No problem bro, I enjoy helping people.
  • SystemSystem Joined: Posts: 508,676 admin
    Low forward kick is the best option. Yeah that close rh works well as a AA to, never tried it on HD though and I am wondering if you can just throw it out with anywhere on the screen without it turning into the step kick in HD.

    On the side note for guiles back fist, I think sirlin should have made it were you can charge again and use the back fist, since that back and fierce is absolutely useless and pointless. In Old ST(using old guile) I would smack Zangief players with the back fist and then I'll throw a fierce sonic boomas the they attempt to advance toward me.

    You do have to wait for them to be somewhat close or you'll get a step kick. But if their within half screen, their jump will take them close enough so that you can kick them out of the sky before you can get hit.
  • wolf_1wolf_1 Joined: Posts: 169
    back and fierce is absolutely useless and pointless.

    it's a life saver in the gief matchup and still works well as an AA against other characters.
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    it's a life saver in the gief matchup and still works well as an AA against other characters.

    Yeah your right I forgot about that. It works against giefs jump fierce thats all I know, so far.
  • SystemSystem Joined: Posts: 508,676 admin
    I think its also a good way to stop honda's jab headbutt through a sonic boom.

    On a side note, I was trying the close st. rh against my cousin, and I realized that he could hit me with a jumping short and somehow weasle his way around my attack box with Ryu. The same probably goes for other characters and other moves. This paired with the fact that the close st. rh only works in somewhat close distances and is character specific makes me think that it is easier and safer to do the early and late cr. fierce mixup I described earlier. This also allows you to keep your fk charge and just saves you alot of trouble in the long run for pretty similar results. Maybe I'll still throw one in now and then.
  • J.DJ.D EVO Staff Joined: Posts: 4,495 ✭✭✭✭✭ OG
    Is Guile's strong throw his better ground throw on this version as well???
    Fight For The Future!!
  • SystemSystem Joined: Posts: 508,676 admin
    Don't Guile's strong and fierce throws have the same range and damage?
  • SystemSystem Joined: Posts: 508,676 admin
    (1:00-1:06)

    I realize this is super turbo, but its still relevant. Guile's backbreaker does alot of damage. Props for Kurahashi pulling off two in a round. Some questions regarding it though:

    1.) Can air throws be teched?

    2.) Can this be done on most other character's dp whiffs, given that they're close enough? Is it realistic to do in a real match?

    3.) Any tips how to pull this off?

    4.) Guile's punch air throw has always seemed easier to grap opponents above me with. Is there anything to this or is it just me? I know the backbreaker has more range...
  • BattosaiBattosai Joined: Posts: 766 ✭✭✭✭✭ OG
    When honda asorbs your sonic boom with a jab head butt, you can do a free jump in roundhouse + low strong+ Flash kick combo on him. I learned this while playing at the azuki boutiqe tournament.
  • lseelbalseelba You must defeat ShengLong Joined: Posts: 870
    (1:00-1:06)

    I realize this is super turbo, but its still relevant. Guile's backbreaker does alot of damage. Props for Kurahashi pulling off two in a round. Some questions regarding it though:

    1.) Can air throws be teched?

    2.) Can this be done on most other character's dp whiffs, given that they're close enough? Is it realistic to do in a real match?

    3.) Any tips how to pull this off?

    4.) Guile's punch air throw has always seemed easier to grap opponents above me with. Is there anything to this or is it just me? I know the backbreaker has more range...

    Any character can tech the air throw, even if they don't themselves have an air throw. And yes you can air throw other character's dp whiffs, including Ken/Akuma's.

    Tips for pulling it off...I have none. It is too pro for me :xeye:
    [=[_]=]
    [+[_]::]

    SRK will be down will we preform maintanance on the site.
    Your signature has been modifed, please read the rules.
  • shortpitched713shortpitched713 Waiting for SSIVTHDR Joined: Posts: 177
    So time for a ridiculously noob question now just to mix things up.

    Whenever I go for flashkick combos I always use the short version because it has less recovery so I can set up for my next thing quicker, and I haven't noticed any difference in damage between strengths of flash kicks. However, looking at T. Akiba's frame data translations, it seems that higher strength flash kicks do indeed do more damage.

    So I guess my question is, have I been doing it wrong all along? Or is there no significant advantage in doing it with different strength flash kicks at all?
  • lseelbalseelba You must defeat ShengLong Joined: Posts: 870
    So time for a ridiculously noob question now just to mix things up.

    Whenever I go for flashkick combos I always use the short version because it has less recovery so I can set up for my next thing quicker, and I haven't noticed any difference in damage between strengths of flash kicks. However, looking at T. Akiba's frame data translations, it seems that higher strength flash kicks do indeed do more damage.

    So I guess my question is, have I been doing it wrong all along? Or is there no significant advantage in doing it with different strength flash kicks at all?

    I usually use the forward version not because it has less recovery, but because I always start charging during the flash kick. If you use the hk in flash kick combos you land on the wrong side of your opponent sometimes, which is really frustrating because most times I lose my charge.
    [=[_]=]
    [+[_]::]

    SRK will be down will we preform maintanance on the site.
    Your signature has been modifed, please read the rules.
  • J.DJ.D EVO Staff Joined: Posts: 4,495 ✭✭✭✭✭ OG
    Any character can tech the air throw, even if they don't themselves have an air throw. And yes you can air throw other character's dp whiffs, including Ken/Akuma's.

    Tips for pulling it off...I have none. It is too pro for me :xeye:

    Ive been practicing this.
    Ive been doin it consistently but I dont know how, everytime I see a whiff, I just jump in forward (dont let go the stick on it or anything), press RH and it works, I not doing anything special, it just works.
    Fight For The Future!!
  • lseelbalseelba You must defeat ShengLong Joined: Posts: 870
    Deejay's super can be punished on block with Guile's super. After the second blocked hit throw out your super. Full damage.

    I pulled it off in a match today and I almost crapped my pants.
    [=[_]=]
    [+[_]::]

    SRK will be down will we preform maintanance on the site.
    Your signature has been modifed, please read the rules.
  • PeterTheBohemianPeterTheBohemian @ggPeteQ Joined: Posts: 625
    Anyone know any tick throws with Guile? Before I even knew what tick throws were, I started throwing a sonic boom and throwing them after they block it, and later I found out I was tick throwing.

    Also, I think I'm falling into a bad habit of throwing psychic supers with Guile. I try to put my opponents in situations where they have to jump in/do vulnerable moves (psycho crusher, blanka roll) to get out of a bad situation, and I throw out the super before their jumping/psycho crusher/whatever animation comes out but they already put the input in so it's over. I'm right about 70% of the time, but I know if I'm playing a good opponent, gambles like that won't fly.
Sign In or Register to comment.