Hmm, sounds good, but can you get a close fierce after Reverse Spin Kick? The far standing fierce isn’t special cancelable.
Can’t check now but will give it a look later.
Hmm, sounds good, but can you get a close fierce after Reverse Spin Kick? The far standing fierce isn’t special cancelable.
Can’t check now but will give it a look later.
Yeah you can, it depends on the angle of the jump in, if you jump in from a long distance you’ll be out of range.
You can combo off a slow boom confirm w/ jump roundhouse into a full combo as well but it has bad scaling.
The backfist link is tight as well, you can’t just mash it out, you need to take like half a step forward before you hit fierce, they’re in hitstun from boom for a deceptively long time.
Yep, just tested it out and it’s exactly as you said. I almost always just go j. HK, Reverse Spin Kick, st. HP, Launcher and go for the tag, but that’s because I have Julia or Bryan in the back and they deal hella damage off a tag in.
It’s a good option for a full punish if you want to keep Guile in though.
It’s surprisingly big damage from a solo jump in, it’s better damage than I get with a solo jump in using Gief metreless but he’s more about command throw pressure.
I run full fortitude gems on Gief and Guile as well, so I tend to play fairly lame and like Gief just to take hits and waste the clock a lot of the time.
Yo. Got another combo for you guys, this one is beast.
I start from Zangief, gives you a nice high juggle off his stand roundhouse but you basically you just need a Cross Rush,
After you tag in Guile,
Knee Bazooka, close st. Fierce xx Ultra
You can cancel the stand fierce into Ultra, I use the knee bazooka to juggle as it keeps you close and I’ve tried doing it without it but I can’t get up the charge time. May not be optimal, but it’s something to start with.
Fair enough, but does this do more damage than just using Rolling Sobat, cr. MP, cr. MP xx Super on tag in?
That’s the standard tag in combo as far as I know, and I think it’s fairly optimised. I like the idea of Knee Bazooka into cl. HP, though. I’ll investigate more at home.
Hmm… uncertain, I’m trying to hit extra - links and see how to possibly extend it.
I managed to find one thing (by accident) which is stand strong, stand strong, close fierce xx super.
It works off a cross rush if they’re in the corner, it wont work midscreen.
Interesting…
That might mean that you can also do cr. MP, cr. MP, cl. HP xx Flash Kick as a meterless corner combo on tag in. Your execution would have to be on point to get the Flash Kick after the cl. HP, but it is possible.
If you’re in the lab, try this?
I gave it a shot, it looks like it should work but I’m too tired to land it, it’s relatively difficult for two reasons, you need to deal with the standing fierce + flash kick almost simultaneously due to down charge and you need to get the flash kick to come out instead of the launch from going m, h, h
It’s definitely possible to do 3x cr. MP in the corner.
Yeah, but that doesn’t excite me very much, since you can get Sobat, cr. MP, cr. MP midscreen for the same damage. I’ve been looking for ways to optimise damage in the corner off a tag in with Guile for a while, but haven’t found anything amazing. Might try Guile High Kick when I get home, maybe you can work that into it.
I did think that and tried it without any real luck, a combo I often use online though is j. roundhouse, Guile High Kick, Team Super, it’s an easy 550 odd damage.
I am wondering about that stand strong x 2, close fierce xx boom if there might be a potential follow up, I’ll check that now.
Edit: NVM, one for the morning, I’m dead tired, I’m dropping really basic combos, I’ll check tomorrow.
Why use this instead of just j. HK, Reverse Spin Kick, cr. MP xx Cross Art?
Actually, Guile High Kick only does 80 damage, so you’re even better off just doing cl. HP xx Cross Art.
Nevermind, I figured out what I was doing wrong.
I had a link into c. strong after Guile high kick, but it’s fairly spacing dependent, it’s easier to do reverse spin kick, close fierce xx team super like you said, does 596 damage with my team off a j. roundhouse.
Just remembered this combo, which looks fucking sick:
j. :hk:, Reverse Spin Kick, cl. :hp: xx :lp: Sonic Boom, cr. :mk: x st. :hk: x Launcher, tag-in combo
Actually does less damage overall than just going into launcher straight after the fierce, but only by a little and it looks so good. This is the combo I want to use to style on people.
Would that be optimal if you wanted to stay in?
cr. :MK: x c. :HK: does less damage than just backfist, so I think backfist is more optimal if you want to keep Guile in. I would only use it to tag out with, honestly.
Now that I think of it, though, this combo almost definitely builds more meter than just going straight into fierce after Reverse Spin Kick, and it only deals 3 or 4 less damage, so it might actually be worth it.
It still only works off a deep forward jump in, though, since you need the cl. :hp: in order to cancel into Boom.
True, I find I don’t jump in a lot with Guile anyway, optimizing boring old ground based links is more important to me.
I generally tag from a low forward into stand roundhouse as it has the best range, ideally I don’t start with short, unless I have to, because it works out better damage wise not to.
The best damage minus tag seems to be something like strong, strong xx flash kick, you can put a short for a fast punish or a low before that obviously.
I’d like to try find some more ground based combos that lead into situations like close fierce xx boom > backfist, but I find the link is quite tight between reverse spin kick and fierce when you don’t have the hit - stun of the jump in roundhouse but that might just be me.
I think it might be you - that link is really easy for me. Then again, everyone has that combo they have trouble with. I have real difficulty landing the Backfist after the LP Sonic Boom
I actually jump in a decent amount with Guile, usually to punish stupid mistakes or whiffs. Guile’s jump is quite nippy so you can catch a lot of people with it. In any case you’re at huge frame advantage on block after RSK so it’s worth doing even if they’re going to block. A frame trap I commonly use is j. :hk:, RSK, cr. :mp: xx :LP: Sonic Boom.
If you think they’re going to block your frame trap, then after RSK and cr. :mp: get blocked you’re at the perfect distance to do a Knee Bazooka ( :lk:), which will whiff and leave you at exact throw range.
From that position you can also take a step forward and do an ambiguous jump-in crossup, or go for a quick overhead.
Who says Guile hasn’t got up-close game!
It’s worse in SFIV when they can focus your jump - roundhouse but it’s not just being anti - aired, it’s getting frame trapped on block where you can eat a Shoryuken if you push a button.
I’ll try the rolling sobat back hop on block into c. strong, as I said, a lot of my mindset is still in SFIV mode. Reversals at least don’t seem as bad in SFxT, in SFIV most jump ins get obliterated on block by dps.
Well, even in SFIV if you jump in and they block, you’re almost always at frame advantage…
The basic mixup situation after a blocked jump in is this: You’re right in front of them at between +3 and +8 frame advantage (roughly). They have to decide to either block, attack, use a reversal, tech, or run away (backdash or jump back).
If you attack and they use a reversal, they win that situation.
If you attack and they attack, you win.
If you attack and they tech, you probably still win.
If you attack and they backdash, you might still win, but you definitely don’t lose.
If you attack and they jump, you win (you hit them in pre-jump frames, usually).
If you attack and they just block, no one wins, but depending on your attack you may retain frame advantage, in which case the situation after the attack is identical to this one.
The odds are heavily in your favour, and because of this, the opponent is heavily inclined to DP. If you think they will, you can just block, and they eat a big punish. The important thing to remember is that if they’ve blocked a jump-in, they have handed you the advantage in that round!