Guile Combo/Tech Thread: Do Your Best

If you’re close enough to meaty the VS it’s actually better to just juggle with the bazooka knee instead for guaranteed damage. A popular corner combo is cr.MP, SB, cr.MP, exSB, f.LK is 253/355 and is one of the better uses of meter

Only tested (corner) c.lk xx s.mp xx f.hp, b.lk (whiff, 29f total), c.mp (3f trap on KDR)
It will get you punished if they back-recover and you don’t read it. Depending on the character, that could be difficult.

Remember to check KDBR scenarios too, kids. KD - eh, I just eyeball it.

Getting really good mileage out of ex.fk after I do VR and it’s blocked. A really high percentage of players want to press buttons after they block it. I’d only do it once, maybe after observing the response, but do it once and you can probably apply pressure for free if/when you get your next one blocked. Also, if you aren’t using VR, do it. So good.

Interesting tidbit - ex.boom and vt.ca have the same frame advantage on hit. In the corner, the same setups will mostly work for both (b.lk after ex.boom is an example of one that doesn’t).

Edit: here’s a practical setup after corner ex.boom or vt.ca: throw whiff then s.mp if they KDR or s.mk/s.hp if they KDBR.

Huh, another one, c.hp and b.lk have the same startup and active values - any setup which allows one of those to land really meaty will let the other one work too. Not sure how useful that is though…

Edit: I’ll just add this one here:
s.hp and s.mk work the same for meaty setups except that s.mk has better advantage on hit and block and is slightly quicker to whiff.

OK, I think this is useful:

If you clock your opponent (grounded) with an fk and it hits early, f.dash s.mp is your best meaty button vs. KDR. If it hits late (i.e., hits your opponents head), f.dash b.hp will work well as meaty vs. KDR.

All bets are off if it’s not KDR or the fk is AA.

Edit: try this in training:
[dummy set to KDR]
j.hk c.mp xx fk f.dash s.mp
j.hk c.mp xx ex.fk f.dash b.hp
j.hk c.lk c.lp xx fk f.dash b.hp

TL;DR: a late fk hit on the ground is pretty similar to an ex.fk (grounded, clean) in terms of setup against KDR.

Turns out we do. It’s active for 32f - start-up is 18, so there’s a lot of space for activities.

Hey guys, I hope this can help you out!

https://www.youtube.com/watch?v=JHh5BknBfXA

I remember syngin making a post about how he punished Nash’s V-reversal with a sonic boom (can’t find the post anymore). I can confirm that you can do the same thing to both Rashid and Cammy too.

I actually did that in a match against a Cammy. I was pretty hype already cuz immediately before that I had attempted a st.hp on her wakeup midscreen, and she did wakeup CA and my st.hp stuffed it on the way down! so many lulz

VesperArcade’s Guile combo tutorial damage/stun data. This should make it easier to find the max punishes for each situation

Low hit-confirm
C.LK, C.LP xx SB/FK 143/293
C.LK, C.LP xx SB/FK xx CA 367/293

**
Normal Hit-confirm**
C.LP, C.LP xx SB/FK XX CA 153/292
S.MP, S.LP xx SB 127/203
S.MP, S.LP xx SB xx CA 351/203
S.MP, S.LP xx L SB, F+HP (Pixel Perfect) 190/308
C.MP xx SB, B+HP / C.HK 169/265
C.MP xx EX SB, FK / F+LK 222/350
S.LK~MK, C.LP xx FK 162/338

Punish
DF+HK, FK / F+LK 161/330
DF+HK, CA / DF+HK, H FK xx CA (Frame Perfect) 368/150, 444/330
S.HP, C.MP xx SB/FK 230/400
S.HP, C.MP xx L SB, F+HP (Pixel Perfect) 237/385
**
Cross ups**
J.LK, C.LK, C.LP xx SB/FK 166/329
J.LK, S.MP, S.LP xx SB 153/251
J.LK, C.MP xx FK 190/320
J.LK, S.LK~MK, C.LP xx FK 182/366
J.LK, C.LK~MP~F+HP 169/318
J.LK, S.HP, C.MP xx SB/FK 244/425

Jumping
J.HP, C.MP xx SB/FK 240/400
J.HP, C.MP xx L SB, B+HP / F+HP 240/385
J.HP, C.MP xx EX SB, F+LK 259/390
J.HP, S.HP, C.MP xx SB/FK 294/505
J.HP, S.HP, C.MP xx L SB, F+HP (Pixel Perfect) 299/490
J.HP, DF+HK, FK / CA 234/445
J.HP, DF+HK, FK xx CA (Frame Perfect) 482/445

Anti-Air
DF+HK, FK xx CA 444/330
(CC)B+HP, CA 384/180
(CC)F+HP, CA 396/180
(CC)S.HP, FK xx CA 460/350
(CC)S.HP, DF+HK, CA 424/315
(CC)S.HP, DF+HK, FK xx CA 488/475

SB, CA 338/50
FK xx CA 408/200

Special Moves
SB, F+HP 131/165
SB, C.HK 131/165
EX SB, F+LK 145/190
L FK, EX FK 225/380

V-Skill
Sonic Cross, FK 121/230
Sonic Cross, SB, F+HP 161/235
Sonic Cross, SB, F+LK 125/190
Sonic Cross, SB, CA 368/100

Corner
C.LK, C.LP xx L SB, C.MP xx M FK 183/363
C.LK, C.LP xx EX SB, FK / F+LK 211/353
C.LK, C.LP xx L SB, C.MP xx EX SB, H FK / F+LK 234/403
S.MP, S.LP xx L SB, C.MP xx M SB, F+HP 244/378
S.MP, S.LP xx EX SB, FK / F+LK 230/383
S.MP, S.LP xx L SB, C.MP xx EX SB, H FK / F+LK 274/433
C.MP xx L SB, C.MP xx L SB, B+HP / C.HK 236/350
C.MP xx L SB, C.MP xx FK xx CA 429/355
C.MP xx L SB, C.MP xx EX SB, FK / F+LK 295/415
C.MP xx L SB, C.MP xx L SB, C.MP xx HP SB, F+HP 285/405
C.MP xx L SB, C.MP xx L SB, C.MP xx EX SB, FK / F+LK 310/450
C.MP xx SB, C.MP xx SB, C.MP xx SB, DF+HK, FK / F+LK 308/465
C.MP xx SB, C.MP xx SB, C.MP xx SB, DF+HK, CA 441/405
C.MP xx L SB, S.HP, C.MP xx L SB, F+HP / C.HK 286/440
C.MP xx L SB, S.HP, C.MP xx EX SB, FK / F+LK 316/495
S.HP, C.MP xx L SB, B+HP / C.HK 230/385
S.HP, C.MP xx L SB, C.MP xx H SB, F+HP 291/455
S.HP, C.MP xx EX SB, FK / F+LK 298/460
S.HP, C.MP xx L SB, C.MP xx EX SB, FK / F+LK 321/510
J.HP, SB, S.HP, C.MP xx SB, C.MP xx SB, F+HP 348/530
J.HP, SB, S.HP, C.MP xx SB, C.MP xx EX SB, FK / F+LK 368/565
J.HP, SB, C.MP xx SB, S.HP, C.MP xx SB, DF+HK, FK / F+LK 358/555
J.HP, SB, C.MP xx SB, S.HP, C.MP xx SB, DF+HK, CA 500/515

Counter-Hit
C.LP, C.MP xx SB/FK 118/334
S.MP, C.LK~MP~F+HP 201/368
S.MP, C.MP xx SB 166/250
C.MP, C.LP xx SB/FK 195/343
C.HP, C.LP xx SB/FK 231/403
(Meaty)F+LK, C.LP xx SB/FK 159/343
F+MK, C.LP, C.LP xx SB/FK 186/379
F+HK, C.LP xx FK 231/403
F+HK, S.MP~F+HP 234/390

Crush Counter
B+HP, CA 384/180
(Corner)B+HP, S.HP / FK 168/315
S.HP, DF+HK, FK 264/475
S.HP, DF+HK, CA 424/315
S.HP, DF+HK, FK xx CA 488/475
(Corner)S.HP, DF+HK, EX SB, EX FK 353/535
F+HP, F+HP 189/315
F+HP, CA 396/180
F+HP, Dash, S.HP, C.MP xx SB/FK 312/535
F+HP, Dash, S.HP, C.MP xx FK xx CA 504/535
(Corner)F+HP, Dash, S.HP, C.MP xx SB, C.MP xx SB, F+HP 360/575
(Corner)F+HP, Dash, S.HP, C.MP xx SB, C.MP xx EX SB, FK / F+LK 385/620

Hey all just a little bit of v trigger tech: if you cancel bhp into v trigger then you can confirm into ex boomx3 on normal hit or crush counter for ~250 damage, leaving you still with plenty of v trigger and potentially 2 bars. On block you can do heavy boom and 1 light sonic break. Giving you a bit of a setup while being entirely safe from jump ins.

You can also obviously use super instead of the ex booms but it uses all of the v trigger so I would save that for ending a round.

I saw many players do the full v-trigger sonic boom loop in the corner until they exhaust their v-gauge, then finish it with a CA. But CA done in v-trigger does more damage, so I was wondering how does the damage change if you skip the last iteration of the loop and go into CA while still in v-trigger. It seems like it should be roughly the same amount of damage but with a better setup afterwards since CA also recovers faster.

It’s only 40 more damage so the primary motivation should be the oki.

This is pretty good from Toolassisted too -

https://www.youtube.com/watch?v=Z5TZicjXEN8

I was watching Chris G training and I noticed him practising this - ST.HP CC, V Skill, Bazooka Knee, Meaty Cr.Hp, Cr.Lp, Flash Kick. I can get this to work in the corner but I swear he was getting it mid screen and I’m not entirely sure how?

The last loop will be at 10 percent scaling so st.hp cr.mpxxboom cr.mp.xxmp. boom lp break would do 9+6+5+6+5+4=35 damage. A CA would be at 50 percent scaling so in vtrigger it would do 20 damage more than not in trigger. Doing one less loop would only be 15 damage less. You would miss out on 18+10+8+10+8+4=48 stun.

I kinda agree with you seeing how that’s only half a jab’s damage and stun.