I’ve never believed in any “pre-charge” method for sonic booms or flash kicks. Its pretty much based on your reactions on how fast you can do the motion after 2 seconds, and how quick you can bring back the controller to the start location.
I’m having a lot of trouble timing Guile’s anti-air normals like close standing forward and roundhouse. Either I press the button too early and get a far standing attack, or I press the button too late and get hit anyway.
I play exclusively online and I’m wondering is it just more difficult to time anti-air normals online vs offline. Or I’m doing something wrong?
Any help would be greatly appreciated.
I think it’s just as difficult online or offline, though if there’s lag or input delay online then that would obviously be tougher to time. But I’m wondering why you are using Guile’s close st Forward/RH. Are you tring to beat Wall Dives or just normal jumpins? For normal jumpins a better anti air would be st Strong or cr Fierce IMO. For Wall Dives, I can see close st Forward having some use, but RH is not that good for anything in my experience.
I mostly use close st Strong and Sobat Kick for jump ins.
But, I imagine a close st Forward or Roundhouse would be useful for those times when you need to anti-air an opponent who jumped in from less than half screen away, so when they start their attack they are right over your head. A cr Fierce would be perfect, but sometimes it’s too slow (especially when recovering from a sonic boom), or is out-prioritized.
This is somewhat related to the fact that I have no idea how to stop Chun Li’s jump ins. Her jumping Forward (or Short, not sure which one) seems to beat all of Guile’s anti-air normals. But I’m pretty sure if I can learn to time close st Forward and Roundhouse I’ll be able to knock her out of the air.
If you can figure that one out your my hero, seriously.
A VERY late st.mp can stuff her outta the air, but its not easy, not easy at all. Seriously, I just stay back as far away from that bitch as I can if shes jumping all over the place, no mid screen booms if I think shes a jumper, your flash kick is about the only dead certain anti air against her, if you can keep her on the ground the match goes 1 of 2 ways, she will turtle up hard (this is tough to break through, but you can boring her to timer death), or she will try and abuse the throw/legs, booms and sobat can mess this up real quick, just dont let her bait you into losing charge, allowing her to get her jump in game going.
A good Chun WILL test your patience, dont crack.
Ah ok, I thought you were talking about the neutral close st Forward, the one where Guile does a high kick, not the Sobat (b Forward). Yeah, I gotta agree with AudioCG, far st Strong is a very good anti air vs Chun Li and others. It’s hard to time, but this video of [media=youtube]lcsopBergT8&#t=0m13s"[/media] shows 2 good examples of this at 0:15 and 0:25.
No I was in fact talking about neutral close st Forward. I guess what I meant was, I normally use close st Strong and Sobat Kick, but I want to figure out how to incorporate the neutral standing Forward and the Roundhouse as well.
I will try to find some YouTube vid’s of examples where neutral close st Forward and Roundhouse are used as anti-airs. Then I will try to figure out how blitzfu links the vid’s to exactly the right spot, and do it too!
Regarding Chun Li, I find that even from full screen away she can jump in for free after a sonic boom. I mean, she’s not supposed to be able to jump in for free (I think), but I don’t know how to stop her. The free jump in is usually followed by a pleasant tick throw, or some footsies followed by lightning legs, then run away and repeat.
Full screen for free? Hell no, dont forget the range of your super fun new FK (after she hits the top of her arc, RHFK hits her on the way down, you should have charge), also, she shouldent be in range from a jump in from FS to set up a tick. You just gotta be real, REAL careful of mid screen booms, I know, shes a bitch, I fall into it alot too, keep in mind that your FK pulls double duty with her at mid, shes gets AA’d super hard with FK, AND the new FK will stuff her walk ups on reaction, and if your super sharp and have the right spacing, your FK will go OVER her FB and hit her in the face, its not easy to do, but it works.
Again, if you can figure out a solid way to use n.rh or n.fwd as a reliable AA against her, you will be my hero, lol. I just have NEVER had any kind of success with that, and have opted to zone the bitch to death.
Here’s another vid of [media=youtube]I4XvsLgVyMk&#t=1m20s"]Otochun (Chun Li) vs. Muteki (Guile), where Muteki uses cr Fierce to trade with j Short and then right after, clearly stuffs a j Short with st Strong. Those might have been j Forwards instead of j Shorts, but I have seen other vids of j Forward also being stuffed by st Strong, and the j Forward has a better hitbox than the j Short. If you check the [URL=“http://www.pedantic.org/~nate/HDR/guile/fastrong.html”[/media], it extends pretty high up and has a big gap between the top of the blue hitbox and the top of the red hitbox, which gives it a high priority, something that close n st Forward/RH do not have. Also, you have to be *close *for them to activate, meaning the opponent has to jump from very close range.
The close RH has a pretty good hitbox, but it’s extension is more horizontal than vertical, meaning it’s better for farther jumpins. But then obviously, it won’t activate from too far away, and for far jumpins, the Backhand is a better anti air anyway IMO. The close n Forward also has a decent hitbox extension, and I think it might have some good uses, esp vs Wall Dives.
But I feel that cr Fierce and st Strong are all anybody really needs. I mean if it can be spaced and timed correctly, I think Guile’s st Strong can stuff *all *of Chun Li’s jumpins (except for Head Stomp).
Edit: just add &#t=0m00s to a video’s URL to link to the exact spot.
My splashes with hawk were getting beaten by guile’s st. strong. I think I was able to use hawks knees to beat it though.
Hawk’s splash actually has a pretty terrible hitbox unless you’re crossing up you should probably use a different jump-in like Strong or Fierce punch.
Hawk’s splash actually has a pretty terrible hitbox-unless you’re crossing up you should probably use a different jump-in like Strong or Fierce punch.
Jumping in with Hawk, use Jab or Fierce.
That’s right Guile players, Im hijacking your thread! :devil:
Well I’m learning hawk little by little, i was trying to get close, and for some reason I kept holding df while i was jumping.
I’ve been practising using the standing MP against chun-li players but havnt quite perfected it yet, the timing seems quite difficult but daigo pulls it off effortlessly, any1 here use effectivly against a jumping chun-li??
It is tricky timing, but yes it is effective, BUT, I would highly recommend not making it your “goto” for her, your FK is much more effective. “But I dont have charge when she jumps in” Address THAT issue, trust me… (The video you are referencing is not a good example, that Chun was jumping in WAY too much)
Thanks for the feedback blitzfu and AudioCG. Also thought this might be useful?
Brian’s post regarding the Chun Li matchup, taken from the ST Guile thread:
Thanks for linking that Tecmo. brian’s one of the best US Guiles out there, and I respect his opinion. It’s good to know that close n Forward and Sobat are actually viable anti airs vs Chun Li. I just wish I could see them being used in a video so I can get some idea of the range and timing. Whenever I’ve tried them, it seems tougher than timing the far st Strong. Then again, my execution is prolly crappy. = L
I’ve been trying to find video examples too but so far I didn’t come across any, though I remember seeing it a while back. And I’m still searching so I might come up with something still.
From my personal experience, I was able to trade with the sobat kick fairly consistently. And I was able to use the far st Strong to clean hit her. So that’s relatively easy to learn. But I haven’t been able to trade with cr Fierce, and I definitely have not been able to neutral st Forward her jump ins. Those are too difficult for me to time at the moment.
1000! :woot: