Last update: 30May2010:
-Added UDK > GHK corner crumple damages in post 3
-Added damage for crumple > udk > c.mp xx boom > ghk > hk fk > FADC U2
Alright, I feel like I've got enough new information down to officially change the title and christen this the SUPER SF4 Guile combo thread! Currently it's about 95% done. Feedback is always appreciated.
Aside from covering guile specific combos, the first part of this thread will contain some really basic things to help any fresh blood who just picked up guile, like him, but really don't know the ins and outs yet of the game yet. Otherwise, I'll be making sure to update this thread when necessary and I appreciate any feedback to make this better.
Table of Contents
- Post 1, Basics
o Terminology and Abbreviations
o The Ways to Combo
o Frame Data & Damage Scaling
- Post 2, Guile's Combos
o Punish Combos
o Jump-in Combos
o Lvl. 2 FA / Crumple Combos
o Situational / Corner Combos
o Mythical (Fake) Combos
o Other Combos
o How to Super Cancel and the Ultra Juggle
- Post 3, Guile's Advanced Combotorium
Please post your questions in the right thread! The "Guile Strategies and Matchup Thread" can help you find any character specific information for your fights as well as help you figure out just how to space yourself well. The "Guile Moveset and Attributes" thread can help you figure out specific things about individual moves or learn how to dash into ultra. This thread is for the discussion of combos and the execution of them. Please stick to the subject matter.
Terminology and Abbreviations
LK = Light Kick (Short)
MK = Medium Kick (Forward)
HK = Heavy Kick (Roundhouse)
LP = Light Punch (Jab)
MP = Medium Punch (Strong)
HP = Heavy Punch (Fierce)
c. = A crouching attack. (c.lp)
s. = A standing attack. (s.hp)
cl. = An attack performed while close to the opponent (cl.hp)
f. / b. = Forward and back, respectively. (b.lk)
db, uf, df, ub : Holding down-back, up-forward, etc.
> = Indication of a chain or link. (c.lp > c.lp > c.mp)
xx = Indication of a cancel. (c.mp xx Flashkick)
AA = Anti-air
FK = Flashkick
SB = Sonic Boom
Backfist = f.hp
UDK = Upside-down kick, or close b.hk
GHK = Guile high kick, or df.hk
Bazooka Knee = b.lk or f.lk
U1 = Flash Explosion
U2 = Sonic Hurricane
Bnb = Bread n' butter combo. Easy to do, good damage combo.
Check out http://www.sonichurricane.com/articles/sfterms.html
for some more info on terms the SF community uses.
The Ways to Combo
All combos in SF4 are essentially performed in 3 ways: Chains, Links, and Cancels; and to a lesser extent, Juggles. This information is not necessary to know in order to do the combos, but it may help you understand just how they work. One combo may contain multiple links, chains, and cancels.
Chains: A chain is a series of normal attacks that quickly cancel into each other. Tapping c.lp 4 times quickly is a chain combo. Guile?s target combo c.mk > f.mp is also considered a chain combo.
Links: A link is when you wait for the animation of one attack to completely finish before beginning another attack. This can range from being easy to extremely difficult. An example is doing the combo c.lp > c.mp. If you press these quickly, they will not combo. You must wait until the animation for the c.lp is finished.
Cancels: A cancel is the literal ?canceling? of a normal move into a special or super move. Many special moves can also be canceled into supers. This is done by inputting the command for the special within a few split seconds after your first attack connects with the opponent. An example is cl.hp xx Sonic Boom.
In SF4 a normal can only be canceled into a special if it was NOT chained from any previous normal. Doing c.lp xx flashkick is very easy to do. However, doing c.lp > c.lp xx flashkick tends to be much more difficult. This is because the second c.lp must be linked instead of chained.
Juggle: This can fit into the link category as well. A juggle is any attack that hits an airborne opponent who has been placed airborne by an attack. An example is df.hk > Flashkick.
Frame Data and Damage Scaling
A frame is 1/60 of a second. Frame data is a compiled list of information showing all the data for a character?s moves. This thread will not go into "why combo 'x' works because b.hk is 'y' frames and c.mp is 'z' frames etc." However, know that there are many sources to find out this information on guile. Eventhubs has an accurate guide. ( http://www.eventhubs.com/guides/2008/jul/08/street-fighter-4-strategy-guide-hints-and-tips/
) As well as SRK wiki. ( http://shoryuken.com/wiki/index.php/Guile_(SFIV
You may be curious after seeing some advanced guile 17 hit combo on why it seems like it does so little damage. This is mainly due to a system called damage scaling. The more hits you do in a combo, the less damage each consecutive hit will do. For example c.mp does 70 damage by itself. If you do c.lp > c.lp > c.mp, the c.mp may only do 55 damage. Note, that 55 is an estimated value, but it explains why doing massive strings of moves together can sometimes take a backseat to something as simple as 3 hits.
It should be noted that damage scaling applies only to an individual move. While Ryu's f.hp hits twice, it only counts as one hit towards scaling. The same goes for guile's super. However, a focus crumple attack (mp+mk) or an ultra will count as 2-hits towards damage scaling, causing your next moves to do even less damage. Another factor that goes into how much an individual hit may scale is how low your opponents' health is. The lower their health, the less damage you will do.
One more thing that might need to be noted about damage scaling... Ultras are also considered 2 hits, just like FA's. It should also be noted that the scaling for these two moves is calculated AFTER the hit, not before the hit. I'll explain...
If you do c.jab > c.jab > c.strong > SB > lvl2 FA > c.strong > FK the numbers look like this...
c.jab 30 100% 30
c.jab 30 100% 30
c.strong 70 80% 56
SB 50 70% 35
lvl2 FA 80 50% 40
c.strong 70 40% 28
rh FK 160 30% 48
total 490 287
2nd column is before damage scaling, 3rd column is the % the move is scaled, 4th is the damage after scaling. Note the lvl2 FA is scaled to 50% and not 60%
. This is what I mean when I say scaling is calculated AFTER the hit.
Combo scaling in SF4 goes like this...
1st hit 100%
2nd hit 100%
3rd hit 80%
4th hit 70%
5th hit 60%
6th hit 50%
7th hit 40%
8th hit 30%
9th hit 20%
10th hit 10%
11th hit 10%