Family man patriarchy remix (Guile strategy thread)

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  • CauldrathCauldrath Joined: Posts: 617
    I hate to rain on your parade, since you're trying to help people out, but I think you're overcomplicating the throws. You aren't karaing those throws and, unless there is some crazy outlier I'm unaware of, you can't kara cancel into a normal throw in SF2. All you have to do is hit them and then time a throw at the same time they come out of block/hit stun. Hold left if you want them to be thrown left and right if you want them to be thrown right. It can almost seem like you are comboing into the throw because jabs and shorts tend to give very little frame advantage and, for most characters, don't do enough pushback to get you out of throw range if done point blank. I suggest putting Dictator on jump in training mode and practice timing your throws off of different attacks.
    My blog where I try to break games: http://cauldrath.blogspot.com/
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  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    Does c. short x2 into super or even c. short x2 into FK not work against Chun?

    It works, just gotta be real close to that stupid bitch.
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    anybody got any RELIABLE anti chun-li strate or tips for fighting against chun-li players?

    thanks

    Backfist the fireball. Don't be afraid of her ridiculously stupid hitboxed jump kicks, you can walk under her and cr. fierce to trade if you do it late, takes a lot of practice. Crossup block string i like to do on chun is J. short -> cr strong -> st strong xx boom, because if she reversal upkicks it'll miss, it's a 1 or 2 frame link to combo the st strong however.. Play lame as fuck versus chun get the life lead and just turtle, cr jab to bait her dumbass to jump and flash her. If you're in a fireball war and you see that one legged hitbox cunt coming at you don't boom, shes baiting to super through. Beware the super bar walk forward chun into empty jumping chun....she is gonna super when she lands behind you.

    Yes, I hate chun, stupid hitbox.
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • scum gale 88scum gale 88 yo! It's SYBOK! Joined: Posts: 1,739
    I think my worst matchups at the moment are Claw and on occasion T.Hawk or Ken. For some reason my dumb ass is extremely vulnerable to walls of shoryukens or dive bombs. My defense is solid enough but countering Claw or at least keeping him on the ground is really hard for me.
    Yeah there need to be more gangbang creampie porno. VAMPIRE GANGBANG CREAMPIES.
  • kevgeezkevgeez Joined: Posts: 351
    Backfist the fireball. Don't be afraid of her ridiculously stupid hitboxed jump kicks, you can walk under her and cr. fierce to trade if you do it late, takes a lot of practice. Crossup block string i like to do on chun is J. short -> cr strong -> st strong xx boom, because if she reversal upkicks it'll miss, it's a 1 or 2 frame link to combo the st strong however.. Play lame as fuck versus chun get the life lead and just turtle, cr jab to bait her dumbass to jump and flash her. If you're in a fireball war and you see that one legged hitbox cunt coming at you don't boom, shes baiting to super through. Beware the super bar walk forward chun into empty jumping chun....she is gonna super when she lands behind you.

    Yes, I hate chun, stupid hitbox.
    stfu
    Chun OWNs

    cr. jab will never bait a competent Chunner.
    :wgrin:
    Seeing you in Action is a Joke.
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    I think my worst matchups at the moment are Claw and on occasion T.Hawk or Ken. For some reason my dumb ass is extremely vulnerable to walls of shoryukens or dive bombs. My defense is solid enough but countering Claw or at least keeping him on the ground is really hard for me.

    Both Ken and T.Hawk should be no problem for Guile. Ken is ass cheeks, he can't knock down with hurricane and half the time when it hits you can still punish it. He has a slower fireball than ryu so he isn't as hard to deal with and if he has a super he doesn't really change the pace of the Match. If you're playing a tick throw happy Ken, chances are, he can't play by reaction, so if you smell a cross up into tick into knee bash, just stay crouched and take the fucken crossup hit so you can reversal the tick. A lot of people never understand sometimes you gotta take the hit so you can reversal...Don't try this versus someone who is playing reaction based though, you'll eat a dp.

    T.Hawk? Just turtle like crazy, he really can't do shit except hawk dive and you can standing jab that shit or just flash it. All he's gonna do is stand just outside of your poke range and make you try to make a mistake. Just turtle his ass, he can't even jump out of footsie range anymore with that ridiculously HK flashkick in HDR.

    Claw? Turtle turtle turtle. Ain't shit claw can do if you turtle the match. It's the only way to beat a good claw, just stay fucken turtling.

    Also, Kevgeez....on your knees, to pleez deez nuts.
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • JigglyNorrisJigglyNorris The Low Tier Hero Joined: Posts: 1,279
    snip

    lol, play a Hawk that actually knows what they're doing.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Ain't shit claw can do if you turtle the match.

    WTH are you smoking? Vega can Dive throw, chip with Dive Claw, walk up throw, etc. You can't just friggin turtle, you have to throw Sonic Booms, and if you trade with slides, that's fine. Guile has to make Vega scared of the Boom chip, so that he will Dive or jump and then Guile has to beat the Dive or the jumpin with j Fierce, j RH or walk up throw or jumpin himself.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Ken has always been a Guile victim. But that strategy of taking the hit while crouching will not work on good players: they will combo cr.strong or cr.short x2 and cancel into jab shoryuken if it hits, mix Ken's stupid shit up if it doesn't. He just can't use his projectile in footsies, can be hit out of it easier then Ryu and can't spam jab SRK as much as usual cos Guile's cr.forward and standing fierce have more range than the attacks from most characters. He can win the projectile war but odds are he will be backfisted before it happens. When he does force Guile to block or jump straight up, his tatsu speed and hadouken start-up make it more troublesome to advance and throw projectiles again without getting backfisted either out of it, of after it. Ken will need some lucky SRKs or other shennanigans against good Guiles.
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    WTH are you smoking? Vega can Dive throw, chip with Dive Claw, walk up throw, etc. You can't just friggin turtle, you have to throw Sonic Booms, and if you trade with slides, that's fine. Guile has to make Vega scared of the Boom chip, so that he will Dive or jump and then Guile has to beat the Dive or the jumpin with j Fierce, j RH or walk up throw or jumpin himself.

    So? Just turtle, He can dive, but if you're in the corner he can't cross you up. He can jump, but if you're ready he can flash. Walk up throw? Be ready for it, Cr. jab works great against his far cr. mp, it'll trade and sometimes beat it clean. I think you misunderstand what I meant by turtle, just block all normals and throw booms when you can, if you see a fake dive boom that shit, because no one wins a match just sitting there and blocking like you seem to assume it is. Also, why the fuck would you want to trade booms with vega's slide? That trades in claw's favor and not only that he gets up faster and can gain ground, bad advice.

    I didn't say it was an easy match, it's guile most annoying match, but claw can't do anything except try shenanigans to get to you if you turtle this match out, he can't really chip you because you can flash crystal flash, all he can do is bait sonic booms and flash kicks. Throwing sonic booms out to chip claw is hard and actually make him afraid of chip is even harder, because he has so many ways to get around them and his hitbox is so damn tiny when he jumps and if he trades with guile its always his favor. Like I said....turtle this match.
    Ken has always been a Guile victim. But that strategy of taking the hit while crouching will not work on good players: they will combo cr.strong or cr.short x2 and cancel into jab shoryuken if it hits, mix Ken's stupid shit up if it doesn't. He just can't use his projectile in footsies, can be hit out of it easier then Ryu and can't spam jab SRK as much as usual cos Guile's cr.forward and standing fierce have more range than the attacks from most characters. He can win the projectile war but odds are he will be backfisted before it happens. When he does force Guile to block or jump straight up, his tatsu speed and hadouken start-up make it more troublesome to advance and throw projectiles again without getting backfisted either out of it, of after it. Ken will need some lucky SRKs or other shennanigans against good Guiles.


    Apparently people don't read, because I mentioned it wouldn't work on a good player.
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    I didn't know all reaction-based players were good and skilled in hit-confirming Ken's cross-up combos.
  • scum gale 88scum gale 88 yo! It's SYBOK! Joined: Posts: 1,739
    What about boxer? I am really inexperienced with this matchup. I think I have only fought one or two on PSN who actually know how to use the character. I get locked in the corner, try to turtle and I get grabbed, try to sonic boom and I eat a headbutt, try to flash kick and I get a headbutt. That headbutt really is the biggest hurdle to get across.
    Yeah there need to be more gangbang creampie porno. VAMPIRE GANGBANG CREAMPIES.
  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
    sounds like you need to make your move after the head butt comes out. its a charge move so he can't do it back to back.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    Ah shit..    
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  • Guile75Guile75 Joined: Posts: 106
    anybody got any RELIABLE anti chun-li strate or tips for fighting against chun-li players?

    thanks

    I main Chun.

    Nowadays i mostly destroy guile players, main reason is guile players tend to want to turtle and react to chuns attacks, maybe its an online thing but that NEVER works. The only strat that works is pre charging booms (caesar) and corner trapping chun, anything else comes across as lazy play and allows me to bully guile VERY easily.
    Corner Trap.
  • scum gale 88scum gale 88 yo! It's SYBOK! Joined: Posts: 1,739
    getting annoyed.
    ken players + non stop uppercuts + lag = RAGE.

    not so much with guile though, but when I am using anyone without a projectile.
    Yeah there need to be more gangbang creampie porno. VAMPIRE GANGBANG CREAMPIES.
  • IrrepressibleGuileIrrepressibleGuile The Power Cosmic Joined: Posts: 726
    Turtling is very effective against vega, I can vouch for that. I often find the vega players are over aggressive against guile and that leads to their demise
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  • scum gale 88scum gale 88 yo! It's SYBOK! Joined: Posts: 1,739
    Anyone want to play some matches with me? I played a few mirror matches with a very aggressive guile and it made me realize just how weak my offensive game is vs my defense. I guess I could use a few pointers from fellow guile players.
    Yeah there need to be more gangbang creampie porno. VAMPIRE GANGBANG CREAMPIES.
  • geogeo Official Contrarian Joined: Posts: 1,291
    pre charging booms

    Uhm, I thought it was proven (by Thelo I think?) that pre charging doesn't exist.
    Just one example of ST fundamentalism on dontblowthis.com: "HDR is just another game with no relation to the Street Fighter II series" - riz0ne
  • rcaidorcaido Dynamic Bayside Duo Joined: Posts: 8,369
    Anyone want to play some matches with me? I played a few mirror matches with a very aggressive guile and it made me realize just how weak my offensive game is vs my defense. I guess I could use a few pointers from fellow guile players.

    I eat green berets for breakfast w/ gief! Hit me up if you want to get eaten, this is an open challenge to all Guile players!
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Uhm, I thought it was proven (by Thelo I think?) that pre charging doesn't exist.

    Thelo tried to show with frame data and charts the difference between pre charging (b,f,b P) and normal charging (b,f P b), he wasn't trying to prove one was better or doesn't exist or anything. I also tried to analyze the difference with frame data, but couldn't find any differences between the two charging methods either, on paper at least.

    In practice tho, I still say pre charging is better than normal charging (b,f P b).
  • geogeo Official Contrarian Joined: Posts: 1,291
    That's right; when I said "didn't exist" I meant that the supposed benefit doesn't exist (probably a poor choice of phrase on my part). I'm curious though, why do you think pre charging is better?
    Just one example of ST fundamentalism on dontblowthis.com: "HDR is just another game with no relation to the Street Fighter II series" - riz0ne
  • TheloThelo Holdin' down-back Joined: Posts: 1,144 mod
    My conclusion at the time was that "pre-charging"* is only useful when you can do the :f::b: part in a situation where you wouldn't be able to throw a boom anyway, i.e. during recovery of other moves, during blockstun, during a jump, etc. That way, you could front-load the time cost of moving the stick back and forth during a period of time where the stick movement isn't costing you anything, and start charging for the next boom at the earliest possible moment after the :p: part, which could itself happen as soon as you came out of the state that prevented you from throwing a boom.

    Meanwhile, "pre-charging" was actually a net disadvantage when just throwing a boom from a neutral state, since it takes you the same amount of frames to make the stick go :f: and back to :db: in both methods, but you end up throwing the boom later when "pre-charging" so you're slightly disadvantaged.

    Conclusion: for optimal play,
    - When throwing a boom from neutral state, use the straightforward method: [:db:]:f::p::db:
    - When throwing a boom right after the recovery of something else, use the "pre-charging" method: [:db:]:f::db::p:

    *The term "pre-charging" is actually pretty misleading here, since you're not charging before you're supposed to or anything, but apparently that's how people call the [:db:]:f::db::p: method, so I bow down to peer pressure.
    Keeping your cool is always the winning move.
  • scum gale 88scum gale 88 yo! It's SYBOK! Joined: Posts: 1,739
    Getting eaten alive by Fei-long players lately! Lots of trouble beating out the chicken wing on reaction.
    Yeah there need to be more gangbang creampie porno. VAMPIRE GANGBANG CREAMPIES.
  • SLEZZYSLEZZY NOT Sleazy Joined: Posts: 326
    Getting eaten alive by Fei-long players lately! Lots of trouble beating out the chicken wing on reaction.

    Yah, for some reason, even though I'm holding down back and waiting for the chicken wing, whenever i try to do a flash kick on reaction, i just end up standing up and blocking...weird huh?
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  • Big OBig O Joined: Posts: 381
    Yah, for some reason, even though I'm holding down back and waiting for the chicken wing, whenever i try to do a flash kick on reaction, i just end up standing up and blocking...weird huh?

    Yeah I had that same problem when I used DJ. I guess I got faster or something playing after playing as guile a lot since that happens way less often to me now. The problem could just be lag though, like as soon as you see him in the air he is on top of you already.
  • keith-okeith-o Joined: Posts: 3
    Yeah I had that same problem when I used DJ. I guess I got faster or something playing after playing as guile a lot since that happens way less often to me now. The problem could just be lag though, like as soon as you see him in the air he is on top of you already.

    I have the same issue when fighting fei and claw(corner mk jump in)! I'm not sure why but I found that holding up for a split second longer on the fk before going back to d/b charge helped the timing issue a bit. But still frustrating to get clobbered by the cw even though seeing it coming miles away.

    And yes seems to be lag related.
  • guile_playerguile_player Joined: Posts: 14
    is it just me or maybe the honda players i play but its almost impossible to escape his tick throws, his meaty then grab literally will put me into hit stun for a second or more, i mean honda has time to just casually walk up and grab me again while i can do nothing, i cant get any of guile's rapid attacks out, forget about trying to reversal throw him, maybe lag has something to do with it or that I'm on PSN, i dont think its an execution mistake on me, i've been playing street fighter for 10+ years, i'm frustrated with losing 90% of matches to good honda's because they grab me to death
  • CWheezyCWheezy Joined: Posts: 889
    That is actually the idea. Just be happy it isn't st because honda does basically 100% damage to you if he grabs you.

    It is your mistake, honda wants to throw you, you have all the tools to stop that from happening
  • mad possummad possum Joined: Posts: 1,091
    It depends on the situation if you can reversal the throw or not. If it's after a meaty attack than you can use a reversal Flash Kick against the meaty itself or the throw attempt after. After a meaty Honda is also close enough to be reversal thrown. So you can always stop him in that situation.

    The only time you can't stop Honda from throwing you is if he does a safe jump HK after an HP or HK throw and you block it. He can then throw you from his max throw range just as you recover from block stun and you can't stop him (no time to stick out even a fast jab, out of your throw range so can't reversal throw, lost down charge blocking the jump attack so can't reversal Flash Kick). He can then keep repeating the loop until you reach the corner (though the jumping HK will sometimes cross-up after an HP throw on Guile). The only thing you can do to get out is take the hit on the jumping HK, though he can then follow it with a combo. Even if you get a reversal Flash Kick off after the HP or HK grab the HK is a safe jump if timed right so Honda can block and punish. I use that all the time on Guile (and DeeJay, and Chun-Li, and Dhalsim, and everyone else it works on) on XBL and PSN.
    GGPO name : madpossum
  • eltroubleeltrouble Joined: Posts: 5,714
    is it just me or maybe the honda players i play but its almost impossible to escape his tick throws, his meaty then grab literally will put me into hit stun for a second or more, i mean honda has time to just casually walk up and grab me again while i can do nothing, i cant get any of guile's rapid attacks out, forget about trying to reversal throw him, maybe lag has something to do with it or that I'm on PSN, i dont think its an execution mistake on me, i've been playing street fighter for 10+ years, i'm frustrated with losing 90% of matches to good honda's because they grab me to death

    Good Honda players can utilize safe jumps, into another a st.jab or a tick throw. Since Honda's throw range is greater than Guile's, you basically cannot get out of this unless the Honda player messes up their timing on any of these setups.

    As far as Ochio loops, your only way out is to either reveral throw or flash kick the meaty cr.jab. Other than that, a Honda that can negative edge the ochio will win out everytime. As frustrating as it is, this is one of Honda's best ways to win what is largely considered to be a 7-3 matchup in Guile's favor.

    Since these situations are so lopsided in Honda's favor, your best counter is to avoid being put in these situations in the first place, by relying on Guile's dominant zoning game to keep the fat Sumo at bay.
  • guile_playerguile_player Joined: Posts: 14
    me again, will someone please answer the following questions

    1. i've seen muteki put together combo strings where he will do cr. short then sonic boom, it almost looks like he canceling a cr. short into sonic boom, almost as you would do with cr. MP or cr. jap into sonic boom. is it possible to cancel cr. short into sonic boom or are my eyes deceiving me? if so how is it done?

    2. whats the command for Cr. Mp into super or for that matter standing whatever into super? lets say i want to do this combo jumping roundhouse into cr. Mp into super, whats the motion how about jumping round house into standing fierce into super?

    3. in the muteki vs kurahashi mirror match it looks like muteki does hop kick into flash kick, is this possible, I've also herd you can do sabot into flashkick, how is this performed and what are the advantages, can you also do bazooka knee into flash kick.

    4. how do you cancel a cr. short into flashkick, i can cancel cr. short into super is it done the same way? what if you have supermeter but dont want the super, is it possible to cancel cr. short into flash kick at that point

    any answers would be greatly appreciated
  • eltroubleeltrouble Joined: Posts: 5,714
    me again, will someone please answer the following questions

    1. i've seen muteki put together combo strings where he will do cr. short then sonic boom, it almost looks like he canceling a cr. short into sonic boom, almost as you would do with cr. MP or cr. jap into sonic boom. is it possible to cancel cr. short into sonic boom or are my eyes deceiving me? if so how is it done?

    2. whats the command for Cr. Mp into super or for that matter standing whatever into super? lets say i want to do this combo jumping roundhouse into cr. Mp into super, whats the motion how about jumping round house into standing fierce into super?

    3. in the muteki vs kurahashi mirror match it looks like muteki does hop kick into flash kick, is this possible, I've also herd you can do sabot into flashkick, how is this performed and what are the advantages, can you also do bazooka knee into flash kick.

    4. how do you cancel a cr. short into flashkick, i can cancel cr. short into super is it done the same way? what if you have supermeter but dont want the super, is it possible to cancel cr. short into flash kick at that point

    any answers would be greatly appreciated

    1. You cannot special cancel off a cr.short. He just does a sonic boom immediately after a cr.short recovers, similar to how you throw out a sonic boom after a cr.forward. It just happens quickly. It's a great attack string, since if you're close when you do the cr.short, you can throw out a jab sonic boom, and then cr.forward x sonic boom. It's nice to build meter, do chip damage, and catch your opponent twitching in-between booms.

    2. After holding a down-back charge, move down, down-forward, press cr.mp, and quickly go to neutral and up-back, kick. It's a very difficult combo to pull off. I'm not sure j.rh, st.fierce xx super is even possible, and I don't remember seeing someone do it. It would require someone with extremely fast hands to be able to charge the super in time before you land. All you do is press st.fierce during the buffer for the super motion when you reach neutral, and then go to up-back with kicks.

    3. It's very possible. He's kara-cancelling the hop kick to go into the flash kick. It extends the range of his flash kick by a few pixels, and Muteki uses this in the dhalsim matchup as well to punish fireballs at mid-range. I've only seen him do the sobat kick into flashkick, and not with the bazooka knee.

    4. You kara-cancel the st.short into a flashkick or super. It's similar to how Ken is able to renda-cancel his cr.shorts into his super. Guile is actually kara-cancelling a st.short into a super or flash kick, after he performs cr.short. You don't need the st.short because you're kara-cancelling it extremely fast in order for the flashkick or super to connect. If you do the cr.short hit confirm into super, if you don't have a super, a flashkick will come out instead. Usually if you're able to land the cr.shorts, you always want to go into the super for a very damaging hit confirm combo off of an ambiguous cross-up.
  • moocusmoocus internets? Joined: Posts: 869
    1. i've seen muteki put together combo strings where he will do cr. short then sonic boom, it almost looks like he canceling a cr. short into sonic boom, almost as you would do with cr. MP or cr. jap into sonic boom. is it possible to cancel cr. short into sonic boom or are my eyes deceiving me? if so how is it done?

    he's renda cancelling off stand short, that's why it looks so fast.
  • F-A-M-I-L-Y ManF-A-M-I-L-Y Man feedin you and feedin you Joined: Posts: 229
    For cr mp xx super, you might want to hold down mp so that you don't accidentally negative edge a sonic boom as you are going from :df: to :ub:. For st. hp xx super, charge :db:, then :df:, :b:+:hp:, :ub: + kick, sort of like a reverse tiger knee motion.



    See 1:12.
    GGPO: Pillowhashi
  • guile_playerguile_player Joined: Posts: 14
    he's renda cancelling off stand short, that's why it looks so fast.
    so what would the comands be to renda cancel this, also if it hits will it combo (don't think i've ever seen anyone combo it)
  • eltroubleeltrouble Joined: Posts: 5,714
    so what would the comands be to renda cancel this, also if it hits will it combo (don't think i've ever seen anyone combo it)

    Plenty of top-level Guiles combo into it. cr.short x2 xx super is one of his best, high-damaging combos off of an ambiguous j.lk.

    You just do a st.short before you go into the sonic boom or flash kick. For example...

    1) Charge down, or down-back next to your opponent
    2) cr.short x2
    3) Move to neutral and press st.short
    4) Very quickly move the stick up and press MK (kick forward)

    Step 3 and 4 should be seamless, almost as if you're going directly into the flash kick.
  • guile_playerguile_player Joined: Posts: 14
    Plenty of top-level Guiles combo into it. cr.short x2 xx super is one of his best, high-damaging combos off of an ambiguous j.lk.

    You just do a st.short before you go into the sonic boom or flash kick. For example...

    1) Charge down, or down-back next to your opponent
    2) cr.short x2
    3) Move to neutral and press st.short
    4) Very quickly move the stick up and press MK (kick forward)

    Step 3 and 4 should be seamless, almost as if you're going directly into the flash kick.
    so this also works for cr.short into sonic boom

    take a look at this muteki combo string (starting at 3:30),

    1. how does he do cr. short into sonic boom

    2. did he do cr. foward into sonic boom at the end (can it even combo with a fast sonic boom)

    3. had dictator not been blocking which hits would combo?
  • eltroubleeltrouble Joined: Posts: 5,714
    so this also works for cr.short into sonic boom

    take a look at this muteki combo string (starting at 3:30),

    1. how does he do cr. short into sonic boom

    2. did he do cr. foward into sonic boom at the end (can it even combo with a fast sonic boom)

    3. had dictator not been blocking which hits would combo?

    1. That's not a combo. It's just an attack string. You just do a cr.short and then follow it up with a sonic boom. Do you mean how does he maintain charge while doing a cross-up? He simply switches to the other down-back position as he's doing a cross-up. This way you maintain the back and down charge necessary to do his special moves. If you know numbered annotations for an arcade stick, he moves the stick from 3 to 1, as he crosses up Dic, so the game thinks that it's as if he never left the down-back position.

    2. You cannot combo cr.forward into sonic boom. It works the same as cr.short xx sonic boom. It won't actually combo on hit, but it's a nice attack string to push your opponent away, do a bit of chip damage, and builds meter.

    3. Not that I've seen. I'm going to go home and test a point-blank cr.short kara'd into sonic boom, but I'm pretty sure it's too slow.
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    2. You cannot combo cr.forward into sonic boom. It works the same as cr.short xx sonic boom. It won't actually combo on hit, but it's a nice attack string to push your opponent away, do a bit of chip damage, and builds meter.
    Can't be done unless it's meaty.
    3. Not that I've seen. I'm going to go home and test a point-blank cr.short kara'd into sonic boom, but I'm pretty sure it's too slow.

    Renda into flash kick should definitely be possible. To kara into the sonic boom would be super tight - like a 1 frame link.
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  • eltroubleeltrouble Joined: Posts: 5,714
    Can't be done unless it's meaty.

    Renda into flash kick should definitely be possible. To kara into the sonic boom would be super tight - like a 1 frame link.

    I've never actually tried just doing a cr.forward ~ sonic boom on meaty. I prefer to link it to either a cr.strong x flash kick, or just do a meaty cr.strong ~ cr.strong x flash kick.

    Renda into flash kick is extremely possible, but I've never seen the renda into sonic boom being done. If it somehow does work, and is reliable and consistent to do so, it opens up some combo opportunities for Guile that are safer than going for a renda flash kick, which is risky if it doesn't connect, and you'll eat a full punish.
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