Yeah, um…wow.
this sums it up.
http://scienceblogs.com/insolence/facepalm.jpg
actually come to think of it
http://www.cultofmac.com/wordpress/wp-content/uploads/2009/11/DoubleFacePalm.jpg
Yeah, um…wow.
this sums it up.
http://scienceblogs.com/insolence/facepalm.jpg
actually come to think of it
http://www.cultofmac.com/wordpress/wp-content/uploads/2009/11/DoubleFacePalm.jpg
Hahaha this, as if we didn’t know this plus not having charge partitioning
He didn’t say double the Booms(which would make them 100 per Boom)…he just meant raise it from 50 to 60. That’s so insignificantly small that’s alright by me.
Charge for 1.6 would make it…juuuussssttt enough to keep up a fireball war.
I do think, after reading most of the comments in the last 10 pages or so, it looks like some are going back on tweaking little details, and people think he would be great just on Damage increase to Sagat level(pre-SSFIV). I’m all for that. He’s not about combos, he’s got only 2 special moves(1.5 for most people who see it as that), he’s a “Punish” character, and he’s supposed to dominate zoneing and spacing(Turtling)…when you think of it like that…he should do HUGE damage off of those little tibits alone.
I don’t know if you are trolling or not but I will refer you to this link.
http://www.redstate.com/neil_stevens/files/2009/09/doublefacepalm.jpg
No, not trolling…can’t explain why til your link works. Page Not Found
EDIT Ah…found it. Tried your first link, and it worked. My link didn’t(?)…ha, Patrick Stewart…
Any who…I don’t care for 1.6 charge…just sounding interesting. Do just fine on 2 seconds.
Charge time is already less than one second…
nub
FOUND on my computer.
You do know that charge time is less than a second? 55 frames is less than 60 frames, and the game runs at 60fps.
Hence
http://www.redstate.com/neil_stevens/files/2009/09/doublefacepalm.jpg
I apogize…just woke up, having breakfast, bout’ to go to work.
I want Guile to have a LEGIT CROSS-UP! The J.LK is his only cross-up and you have to hit it really deep to combo into something else like C.LK>C.LP>C.MP>FK/Boom.The fact that you have to hit it so deep makes it almost impossible to use against shotos because their DP’s have invulnerability frames. This would give him some more offensive options and wouldn’t make him overpowered. Every time I get cocky and try to use J.LK cross up on Sagat’s tall ass I’m reminded of this. I know, I know, I shouldn’t being dong that shit against Sagat but I’m just saying…
You can do it, use it more for a bait if anything. Cross up lk, cr. lp pause to see if they shoryu mash. Bam! cr.mp xx fk punish, I do it all the time against those dumb people.
Usually I get TU/SRKed fafter the cross up lk. Just bait the DP using cu.lk. Then wait. Then punish.
Damn those DP happy people…
guile really needs hs flash kick not to get beat out by damn rufus dive kick and EX missiah kicks…
cr. Hp head smack
Or st. MP…if your walking into Rufus, of course. Cr. HP better…but optional.
A shoryuken punishes someone for jumping in, depending on the shoto their best anti-airs range from 160-190 damage.
Crouching Fierce Punch shouldn’t be Guile’s go-to anti-air when he has a down charge. They should eat 160 damage and get knocked down, not 70. You don’t see shoto’s run to their c.fp (many of which do more damage than Guile’s) when people jump at them unless it’s necessary–if someone jumps at me, and I have a down-charge, the likelihood of them beating me should be incredibly low, not something they bank on happening.
The person I primarily spar with just about nullifies the use of Flash Kick as an anti-air and has even gotten to the point to which he knows at what range he can stuff my c.fp with a j.fp / j.rh. It’s incredibly frustrating playing Guile against him (despite that I tend to win due to a better ground game) when all I can do is basically back dash / block and wait out the block string, maybe try and FK between unsafe hits?
In regards to charge time, it is true that lowering his charge req to say, that of Vega (who needs something like 36 or 42, something pretty low iirc, don’t know the exact number offhand), he’d be able to keep up a lot better in fireball wars with charge buffering and it would make his combo’s potentially more damaging by a bit.
I’d rather them buff his Knee Bazooka & Rolling Sobat (longer distance and quicker recovery) and make his Overhead Kick an actual Overhead again. Him getting his Sonic Hurricane already moves him up in the tier list, IMO. Some other suggestions would be to give his Flash Kick a better hit box and let him combo off both crouching short (cr. lk) and forward (cr. mk.) The last thing I’d change is his j. Fierce and j. Roundhouse. They don’t hit as soon as they should.
For vega the Scarlet Terror and wall specials has a shorter charge time (42 is right I think) but his Barcelona Roll has a longer charge time (60).
flashkick is okay as it is. Yes I said it. You just need to timed them better. You can’t go nuts with it like in ST. Guile still has one of the strongest AA games of any chracter despite a nerfed flashkick. I also find flashkick really useful against Rufus divekicks. You just have to train yourself to watch is decending angles. But overall flaskick can punish divekicks. I kind of like not having to rely on flashkicks for anti airs. I think coming from ST before playing SFIV I found myself relying on them too much. I think it’s a bad habbit for most Guile players. SFIV Guile does break a lot of bad habbits I’ve developed over the years. I still use flashkick to punish ground pokes for people who love to stick out attacks a lot.
No…fk does not work properly it is not okay. These comments must stop.