reflexive flash kick spam (can be baited just like Ken fierce DP)
bad crossup defense
excessive turtling (I don’t do this actually)
This is a very good point, except due to Guile’s reputation as bottom tier, many players (at least at moderate BP online) never really learn how to fight Guile and thus don’t capitalize on weaknesses like this. In reality, if most shotos realized how good the hurricane kick is against sonic booms, they could wipe the floor with me the way I currently play. But they don’t, therefore I can get away with SB at the start of every match.
Basically, I’ll risk a sonic boom at the begining of round 1. If they HK then you know not to do it next time. If not, then you know it’s probably safe to do it at the start of every round. Against a good player this can get you into trouble and you will have to change up your game, but against your average auto-pilot shoto, you’re hurting yourself not to spam SBs even in situations where you know a smart player could punish you.
That being said, match start SB, or any predictable SB against Blanka is pretty suicidal.
Strongly agree. I think this is heavily tied in with turtle Guiles. Some Guiles I see try to play like they play Boxer or Sagat - they just squat in the corner throwing sonic booms and flash kick if you get close. It can be tough to get in close to them sometimes, but once you do, they don’t know what to do and can’t handle a mixup or close range scrimmage and usually crumble pretty fast. I use LP sonic boom to blow through people’s fireball game, and I make a point to always follow lp sb with a different attack. Even against a much better player that eventually wins, it keeps them guessing and makes them sweat!
Having off-by-one syndrome with your charge timing, kind of like when your left or right hand is off-by-one on the keyboard. You continue typing from muscle memory and only realize it isn’t working.
You screw up your charge timing, but the metronome in your head is now set to the wrong timing, so you continue to whiff your sonic booms for 2 more attempts before your brain catches up and tells you to wait.
After playing around with other charcters, I got myself outa the habbit of c.HK. Ill still throw it ocassionally, but nowhere near the ammount i used to.
Sadly i cant seem to get the timing for the air throws at the moment… i seem to be to early or late depending on latency =\
I also need to learn to attempt to do the ultra… Played over 500 online matches and still havent thrown the ultra… Damn you 360 Controller!
I’m also an offender of C.HK. What’s sad is that I phased out this bad habit in previous SF games, but for some dumbass reason, I started doing this again in IV.
not using sobats…
not using fa effectively…
can’t really get out being corner zoned…
not whiffing normals while charging…
slow reaction on teching throws…
not doing combos when SRK or TU whiffed…
losing confidence vs zangief even before the match starts…
You see the opponent at 2 ticks of life left as they’re getting up. You know a simple EX boom will finish them up. You proceed to charge it up and throw it, only to eat a wakeup Ultra and lose the match.
As a counterpoint, opponent is at a sliver of life left, you proceed to allow them to beat the living crap out of you because you just went prevent defense. I’ve caught myself a couple of times just doing a Flash Kick chip damage to nail them, but this is after going from like 40% to 5%.
cr. rh for sure is a bad habit of mine, i get punished by dp and tiger uppercuts
another bad habit of mine is probably the oh so predictable sonic boom in the beginning… now i’m trying to mix it up a bit, by not doing cr. rh , i just poke at them with jab or m.k.
also, if any1 is having troubles with crossups, try to practice cr. hp cuz that is probably the most useful anti-air when u r crouching, doing a flashkick will probably get out prioritized(if that is a word) or most likely whiff completely…
o yeah can someone help me out with this too,
whenever i play against someone else not using guile they punish my cr. rh by attacking after the second kick, but when i play against another guile, i can’t seem to get the timing down, i almost always get completely owned by decent guile players because of this please help with any advice thanks…
cr.HK does have one use. it moves guile forward while u maintain bd charge.
There’s a lot of “FAIL” in cr.HK, but maybe someone can put it to good use?
I suppose you can fake someone out by throwing out the 1st part of the C.HK, focus cancel, and counter their punishment move. Don’t know if it’s worth two EX bars, though.