Guile Combo/Tech Thread: Do Your Best

Thanks for doing the math on that.

On a related note, I have seen ChrisG doing the mid-screen combo: (some normal), cr.MP, sonic boom, v-trigger, dash, HP, cr.MP, HP boom, 4xMP break, dash, dash, sweep (or df+HK), but testing it in training mode I found that it only does 8 more damage (at the cost of most of your v-timer) compared to going straight into flash kick instead of the 5 booms.
That doesn’t seem worth it to me, you can recoup that 8 damage just by forcing the opponent to block the extra sonic breaks that you saved… and get a much better mixup.

He’s not sweeping on purpose. Execution error I think. He’s trying to get a df.hk and then keep his back charge just incase he wants to go into Sonic Hurricane like this -

It’s extremely easy to mess up and get a sweep instead. I don’t really get the purpose of this combo other than for style points because its so easy to drop and does only a little bit more damage. I will not be going for this in a match.

Also, Guile can do this off of a jump in and one reset -

https://www.youtube.com/watch?v=Y7k8JY8kcfs

Thats a sick reset man! Nice combo

Pretty sure Chris G goes for df hk because the huge knockdown advantage gives him basically a free boom + breaks setup

I would think he does that combo for the crazy corner carry it has. You can also add a flash kick at the end if you actually make it to the wall also.

Pretty sure no one has this data yet:

Does holding forward with bazooka knee have different properties to holding back? I noticed my Guile is slightly ahead when I used forward + lk rather than back + lk but I can’t figure out if that’s purely from holding forward or if it actually has a different length.

I think a PC player with frametrapped could tell you for certain, but Dantarion’s hitbox tool (which uses files from the game) only has 6LK listed - which suggests that they’re the same animation, but with an optional input (4LP).

That seems like a pretty poor setup, the stand HP is timed to beat a 3 frame jab but it’s not meaty, so if the opponent blocks it or if he back-rises he will be able to punish it.

Correct. I don’t use any of TOOLASSISTED’s Oki setups. The key is that he added b.hp to the Oki calculator and we know the numbers on it now.

Edit: which is to say, there are watertight KDR and KDBR setups available, like: b.hp(cc) [kdr] f.dash c.lk(whiff) s.mp. That s.mp will hit on the last active frame. See here: http://toolassisted.github.io/OKI/#GUL/97/43/38/1,1,18,0,dash+forward/19,4,2,9,crouch+LK/33,5,3,13,stand+MP/1,0,0,0,/1,0,0,0,/1,0,0,0,/1,0,0,0,/

You could pad the remainder out quite easily with frame kills to catch raw KD too.

https://youtu.be/PRhAfTPJqek

don’t know how to embed videos but here’s a combo bafael posted.

If you do bazooka knee after the df hk then you get a reset into a meaty st mp. It can combo into cr mp on a normal hit and the spacing is just right to land the full combo into df hk again.

first combo does 590 stun or 530 stun to end with a reset.

reset combo does 485 stun or 445 stun to go into a second reset.

so if you go for the reset and then go for the flash kick that’s 1015 stun.

Not bad, but it’s hard to get a jump in outside of stun, and if they’re stunned then they don’t take stun damage. Still, resetting a df hk combo into the meaty st mp has a lot of stun potential.

I think at this point we should all be abusing s.mp to the point that we all know how to make it work on block, hit, and counter-hit. If not, check it out. s.mp is totally ridiculous.

Edit: but yes, this is a nice piece of tech. I wish we could get frame data on the air-reset, but I think it varies based on height.

Oh, and if anyone isn’t using the TOOLASSISTED OKI tool, would like to, but doesn’t know how to drive it, let me know. I can write up a guide (if one doesn’t already exist).

This thing: http://toolassisted.github.io/OKI/#GUL/

Edit: no joke, it’s ridiculous. You can work on getting frame-perfect meaty oki in between matches.

So there is a combo, off a crush counter st hp with a jumping opponent (you have to hit them while they are pretty high), and afterwards you can hit 3 FKs. I imagine some videos will be surfacing pretty soon

https://youtu.be/aq0kfDXrVIQ?t=1m20s

Edit: timestamp 1:20

Turns out the frame disadvantage that Guile experiences after his CA in the corner was a bug and has been patched out.

Bug: When Guile’s Sonic Hurricane hits an airborne opponent right after the move becomes active, if the opponent performs a recovery, Guile would be put at about a 16 frame disadvantage.
Fix: Because this was an unintended circumstance, Sonic Hurricane has been adjusted so that in cases when it hits and only on hit, Guile will be able to move before his opponent.

Source: http://www.capcom-unity.com/harrisony/blog/2016/07/13/street-fighter-v-july-bug-fixes

I can’t see any good oki options for KDR off swing out (s.mp > f.hp).
f.dash s.hk is -2adv and point blank :confused:

What are you guys using?

Edit: I forgot about bazooka knee. b.lk c.mp xx boom is serviceable.

I don’t know if anyone’s this but there is this I did https://youtu.be/QSpBIDpYBzk

Also this https://youtu.be/dDF0dDRsUAs

You’re missing a lot of gear in the middle: j.hk s.hp c.mp xx boom xx vt f.dash s.hp c.mp xx fk xx ca

If the s.hk connects as a counter-hit, you can link into c.lp xx boom off it.
s.hk(ch) c.lp xx boom xx vt xx f.dash s.hp c.mp xx fk xx ca