I found that last one can be used as a meaty combo
Best Guile frame traps and block strings? I saw a match of Chris G playing and noticed he begins with standing MP a lot.
s.mp is Guile’s only true OP button: +3 on block, +4 on hit, easy to meaty. You should probably take a look at the PAN video for traps:
It would be nice if you could cancel a FK into a VT
In case you aren’t following the oki thread, I’ve designed my first oki “kata”:
Dummy is set for guard after first and 3f normal on wake-up/guard recovery.
James Chen posted some cool stuff. I was experimenting with this a couple of months ago but I forgot about it and moved on to something else to be honest lol.
Turns out the advantage on CA is incorrect in the Gilley spreadsheet (maybe it was changed as part of the fix for his corner fk xx CA “bug”). It’s now (according to TOOLASSISTED):
KDR: +22
KDBR: +27
KD: +81
This means in the corner, Guile actually has pressure options. I think there might actually be stable oki options after an FK xx CA in the corner too.
I’ll just leave this here: https://github.com/weirdtales/sfv-tools/blob/master/gul_punish_chk_maxrange.md
It’s a list of punishes one can use against blocked c.hk.
At some point in the near future I’ll update the oki thread and add a thread with specific punish data like the above.
I don’t know if anybody said this already, but I just realized in v-trigger you can throw out a sonic cross and then while that is on the screen you can still throw out the sonic break versions of the sonic boom. I’ve been using it and it can catch opponents off guard who trying to jump over your sonic crosses.
You can also do sonic cross - pause (they do something) - super, even outside of V-trigger. Don’t see many people doing it but it’s really good.
Any tips for a basic BnB after a shimmy?
I did some sets tonight against a guy who was using delayed tech and I couldn’t open him up. Started using a shimmy and it was making him whiff but I didn’t have a good punish for it with Guile
i go for cr.mp, boom, sweep…but you can also go for st.hp, cr.mp into whatever if you space it right but that st.hp is negative on block
I found a nice setup after the v-trigger corner loop in case you don’t have critical art.
After depleting your v-timer to do the last medium boom - > slow break, dash forward (immediately hold back during the dash), MP, LP (or cr.LP if you prefer)-> medium boom, cr.MP -> medium boom, DF+HK, bazooka knee. You are replacing the usual HP, cr.MP with an alternative that has less pushback, which allows the Guile high kick to combo; after the knee recovers I believe that you are at +7 right in front of the opponent.
^ That’s a nice tip. Going to try that out now.
I still feel like there’s quite a lot that hasn’t been figured out with Guile’s V-Trigger even 6 months in. Ultra David mentioned this on stream recently and I completely agree. It’s just down to how many layers it has - corner loops, different speeds of normal booms and then the actual booms you get by pressing hp/hk and a direction. You can even do a sonic cross boom and then do a V-Trigger boom that goes in front or behind it.
We must all try to figure out some more setups using it. Maybe even character specific ones.
can some one please give me the annotations of the sonic boom loop? i searched youtube and the tuts aren’t that helpful.
Thanks
st.HP, cr.MP -> any sonic boom, cr.MP -> MP sonic boom -> LP break, dash, st.HP
where the first MP is canceled pretty early (since you want to immediately start charging again) and the second one is canceled late (but not too late, otherwise the medium boom doesn’t combo).
Has anyone made a composite image of all of Guile’s AA options (having a lot of trouble doing AAs after SB). Someone once did a Sagat one for SF4 and I was thinking of doing one using this link - but wanted to make sure I’m not reinventing the wheel: https://www.youtube.com/watch?v=9HKJCSNYY4A&list=PLkqhU4f5Ydoxlp1gRny6NIAQ_g7NJdCXr&index=9
I could be wrong about this - If you do cr.lp and then plink another cr.lp into cr.hp, you get an option select anti air cr.hp (which doesn’t come out if they don’t jump). I learned this by accident mid match today and it was working whenever I wanted it to.
Far counter hit udk combos into cr.hk. This is fantastic if you’re out of range of being able to bnb after udk.
It’s kinda awkward timing but it’s definitely a thing and not just my imagination -