Autocorrect Flash Kick and escaping 1F unblockables

guile

#1

I can discuss this later. ENJOY!


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SSF4 Guile General Discussion Thread
#2

Thanks alot!


#3

Good job…


#4

Let’s not get carried away here… I have a completely different take on what’s going on with the flashkick.
I’ll write my critique on the things mentioned in the 1st video when I get the time.


#5

Good stuff as always!


#6

So… you tap up and kick again after the “jump state” up motion?


#7

Ooo… new tech! Thanks Gilley for this!


#8

You just press up to flash kick as usual but time it so that you start to jump before hitting kick. So basically you have to purposefully non-reversal and press kick slightly after the up input.


#9

I see…

@ Ahgama essentially your doing the normal inputs for a regular FK, but your slightly delaying the kick button to achieve the auto correct FK?

I also noticed that all the inputs Gilley showed when performing the auto-correct situations involved two up inputs? The inputs were pretty consistent throughout both vids.

Of course I’ll test this out on my end.

Thanks Gilley!


#10

It sounds sort of like the timing involved when doing sonic booms that result in Guile moving slightly forward across the screen after each boom… but yeah, every input sequence I saw ended in “up>up+kick” in the vid.
Personally, this is THE Guile tech that all of us should have been waiting for (at least until an official Capcom fix). Can’t wait to get this dialed…


#11

It’s harder to do than than. Autocorrect FK is about as hard as landing a 1 frame link, maybe a little more.


#12

Gilley is right…

It’s harder than it sounds. I was just in the lab testing cross-up situations with Abel / Gief and the timing is VERY strict.

However, this tech is still very useful. I just think you have to practice the timing down.


#13

Just out of curiosity, is it possible to jump cancel focus?


#14

It’s possible to jump cancel anything I believe.


#15

You can cancel pre jump frames into a Focus Attack too. I haven’t really tested the properties of it though, if it has any.


#16

No.

No.

No.

:smiley:


#17

What are the exact inputs to perform a jump cancel? Does it really come down to strict timing like the auto-correct FK?


#18

Correct because you need to leave a (super tiny) gap for Guile to begin to jump before the entering the kick input.

Everyone seems to be confused by the “two up inputs” but I think it’s pretty clear that there is only 1 actual up input. If you are talking about how the inputs show something like:

:u: :lk:
:u:

That is just a result of delaying the kick input, the same as if you simply held forward for a second and then pressed a button while still holding forward. Am I just missing something here? There isn’t even enough time to do two seperate ups because you would already have left the ground completely.


#19

Makes sense, performing two up inputs would be tedious.


#20

same idea as plinking