Guile Combo/Tech Thread: Do Your Best

You don’t have to input the s.mp in neutral - b.mp is fine.

Is it just me or is getting the super at the end of this combo ridiculously hard? Or maybe someone can enlighten me as to what I’m doing wrong. I can do the rest of it fine.

Any tips for DF+HK, FK to CA?

This only happens when it juggles, right?

I haven’t tried it in the combo, but raw df.hk, ca seems quite doable.

Not really, it’s pretty much what you’d think. Have you tried it in the corner to help with the FK spacing?

Looks like if they get caught in the hurricane immediately after the preceding hit (like after a b.hp CC (but not after, say, a cancelled fk)) then they’re at advantage after QR - in the corner that means a punish.

Yeah, he has slight frame advantage if it hits grounded against a quick recovering opponent. This is only a concern when juggling close to the corner. If it’s midscreen, they fly all the way to the other side. Not even Nash can punish from there.

Flashkick works in the corner without spending v trigger. Any non-fierce normals will also work. Really, the CC property just seems to be an easy way to hit confirm into his CA.

Probably not a revelation, but his CH f.HK can lead into the boom loop on wake up in the corner; the spacing is just right.

Despite all his high execution combos, I feel Guile is meant to stay back and zone 100% of the time

I feel like he’s much like Vanilla SF4 Guile - snapping turtle. Zone hard and if you get the opportunity, wail on them.

Found something interesting against characters with 4 frame jabs… St. MP becomes pretty good in those matchups. Not only will St. MP, St. MP frame trap, but if you’re shy of point blank, the second St. MP will hit meaty. That plus the counterhit on their jab gives you enough advantage to link sweep. Currently testing what else you can combo off of it.

It seems that if you’re just shy of touching them and you counter hit a button with St. MP, it hits meaty and gives you extra frame advantage. The St. MP into St. MP frame trap is just an easy setup for it. I wish I knew how to make videos because I feel like I’m not explaining this well.

EDIT:
You can also link back HP and V-Trigger Cancel into CA or start a boom volley with HP.

I had no idea sweeps combo’ed of off counter hit booms…

NIOCE!!!

This happened to me once, and I just wanna confirm that it really did happen.

I went for cr.mk f.mp target combo. I got crouch jabbed in between them by Laura. So there’s at least a 4 frame gap in between them.

Now maybe I literally just hallucinated this, but could someone confirm if it’s true.

Literally less than 2 minutes I started up SFV, went into training mode, and found the answer.

Normal booms too

I’m not at home. Thanks for the useless response though. I’ll assume the answers yes, at least others can be aware of this now.

Good to know, I follow every cr mp with boom no matter if the cr mp hits or not, good damage on the back end when that boom catches them pushing buttons.

So according to the Prima guide, V trigger grants guiles booms two frames less recovery. V trigger lasts 2000 frames and v trigger mini booms (sonic break) are -350 meter for the first mini boom and -300 for every mini boom after that in a string. Also, the first mini boom has the best frame data out of all booms at 23 frames of recovery, but subsequent booms in a chain have more and more recovery.

Huh, that piece of information is in a strange place - under the reversal section, right?

Certainly lends more weight to the idea of holding on to V gauge.

This is been around since SF4 I had trouble before but once u get the trick it’s not as hard as u think.
df+HK Charge then do u>b>f>hp as fast as u can.
If this doesn’t work then try doing df>db (Hold)>uf>b>f>HP