Well if U2 gets all the hits off of FADC FK back dash, unlike what I’ve seen with the forward dash, then 2 more inputs isn’t exactly complicated or a bother.

video of backdash to ultra with input notations:
[media=youtube]rko8weUQWFU[/media]

It’s not that I’m trying to over complicate the motion. It’s the fact that, right now, FK Focus Attack Back Dash resets the match and puts Guile like a half screen away from his opponent, which is where he’s at his best. If FK Focus Attack Backdash Cancel Ultra 2 works, then it’ll be a much better option for us cause (assuming we can hit confirm during the dash animation) on block, we’ve reset the match and put Guile at (or close to) his ideal range and on hit, we can combo into Ultra.

If FK Focus Attack Forward Dash Cancel into Ultra 2 is the only way to combo into Ultra 2 off a FK FADC, then, if the FK is blocked, we’re forced to take our chances up close.

If back-dash to Ultra works then that’d be a lot less complicated LMAO.

Well, isn’t that why it would be confirmed with a c.mp either as a punish or a combo? Naked FK FADC SH (per the earlier discussion) would be akin to a random Ultra.

Not trying to be argumentative, just trying to follow the last page and a half.

I think I’m gonna just main Cody or Bison till this whole figuring out how to FADC Ultra deal dies out…

It seems getting something like j.hk > cr. lp > cr. mp > FK > FADC > SH is going to take a lot of practice to get down during tournaments consistently so thank god I have off for the summer. I’ll be heading up to CF up in NYC whenever they got something going on since I’ll be back in NJ.

I see where you’re going with that, but “random” is the wrong word, especially cause it carries negative connotations. Bottom line is, we ALL burn 2 meters for a free get out of jail FK to reset the match (assuming your opponent doesn’t smell it coming and back dashes you can’t cancel it, but that’s a whole other mind game). It’d be nice if we had an Ultra follow up to that get out of jail card.

You know many of the SRK FADC Ultras, even at top level play, were just thrown out there because the player knew he/she had the meter to cancel it and make it safe. The Ultra follow ups were just done after cause they hit confirmed the SRK FADC.

I remember reading / hearing on a podcast (probably gootecks’) somewhere that Japanese Ryu’s do the commands for FADC Ultra after every SRK, even when they don’t have the meter, just to get the motion down. We should adopt the same habit, so that we can focus less on the execution (which is admittedly harder than most Ultra set ups) and more on just reacting to whether or not the FK hit.

Also, I’m not saying that hit confirming with cr.mp isn’t important. It’s just that what I’m talking about is ANOTHER tool to add to our sparse arsenal.

Gotcha, that is actually very clarifying, and I probably should have stated risky instead of random. I think I was actually still just plain psyched about a combo or punish into Ultra and didn’t think about the deeper application. Add into the meta-mix a probably very risky wakeup FADC forward to either throw (on block) or SH (on hit).

LOL Guile’s flash kick to Ultra requires Viper like execution.

I will take it :tup: Can’t be harder than FFF EXseismo SJC BK to Ultra, which I have landed, like, once in a casual match.

Side note, I played Sanford Kelly’s Viper last Friday and he is a robot alien from a terrifying future. Made everyone else look like they were using SF2 characters. It was awe inspiring.:sweat:

I’ll take what I can get, but I play Guile specifically BECAUSE I believe that execution isn’t my strong point.

Still, I can dash Ultra in Vanilla SF4 (as long as I dash out of a focus attack) pretty much 100% of the time and I hit the st.lp to st.hp link a lot (though, for the life of me, I can’t consistently hit cr.lp to cr.mp) so I know my execution isn’t total ass

Yeah it’s funny how Guile works. At a beginner to intermediate level of play picking Guile because your execution isn’t great isn’t a bad idea. Though once you get to high level play Guile pretty much REQUIRES high execution. Especially against all of these characters that can FADC Ultra on a dime. Guile is pretty much as execution intensive as Gen or Viper at high level (he can’t even do big punishment unless he goes for 1 framers a lot of the time) and being able to do things like dash in Ultra/super reliably is almost a must. Watching Yoshiwo play Guile is just a testament to how it’s impossible to win with Guile at high level without strong execution. He is just able to get away with things because of his strong execution that is pretty much impossible for like 95 percent of the other Guile players tournament going or not in the world.

Oh and yeah Sanford’s execution is sick. When you are the best Marvel player in the world (with Justin Wong as his only real rival) Viper execution is easy cakes. Though I’ve got stuff like FFF EX seismo to ultra down pretty consistent. Since EX seismo burn kick to Ultra is difficult to connect all the time on every character I tend to go more for super jump cancelled focus dash into Ultra since it’s more consistent on people’s hit boxes. Basically allows her to just dash forward with no meter and go straight into ultra instead of burn kicking. Though that method requires even more execution than burn kick to Ultra. :lol:

Despite Viper’s stick execution being a lot of flinging around the stick a different ways luckily almost none of her combos require really strict 1 frame timing like Guile. So your pay off for swinging the stick around in acrobatic directions is not having to deal with 1 frames.

That is the meterless FADC after EXSeismo sjc? I have got to try that one out :pray: His seismo game was mind blowing, but his main usage for Ultra was by confirming with lk and then sjc’ing lp (I didn’t really register if it was s.lp or c.lp). It was slick as shit. I am pretty proud to say that I took a round off him with my Gief. Then he paid attention and I hit him exactly once in the final round.

so lemme get this straight (because i’ve seen the video, yet i’m still confused)…is this the motion for flash kick, fadc, sonic hurricane?:

charge down back
hit up back and kick
press focus attack
double tap forward
then tap back
then tap forward and hit all 3 punches?

if i’m right, i don’t think it will be too hard after a while. but for the initial learning period, it might get slightly frustrating. lol.

db, du+K, b+MP+MK, f, f, b, f+PPP

You need to press back with MP+MK so you don’t lose your charge.
If it’s blocked you obviously don’t do the PPP.

Pretty much. Just make sure you do the last 2 motions during the dash and hold back while doing the focus attack.

Wouldn’t the timing be about the same as just doing a dash-canceled FA into Ultra? I mean, this is just theory, but this is only the second case where a charge character actually has a charge D,U DP-like launcher special and a charge B,F,B,F ultra. Balrog was the first, but he didn’t need to FADC to get Ultra to connect.

Yeah, a lot of people don’t realize just how tight a lot of Guile’s links are. Some players will say stuff like “Guile’s not that bad, he has a knockdown combo off a low attack,” but when that combo has no range (You really have to start that combo right in their face for it to work) AND it has a 1 frame link, it’s really not that practical.

What combo is that? I just checked the framedata, and crouching HK has 6 startup frames, and no other crouching attack gives +6 frame advantage on hit. Just curious :smiley:

I believe he is talking about c.lp > c.mp xx fk.