Guile Combo/Tech Thread: Do Your Best

Trying out the new venom stick I found this, this is stronger than all the crazy VT combos since it doesn’t depend on resources

Yeah i was messing around with that today too. Found that after any flash kick ender you can do vskill xx boom as oki and you’ll either combo as the vskill hits slightly meaty on either quick rise (which can then get c.MP combo after) or leave you at +1. The only problem is that 3f jab chars can force a trade after a +1, bit like how bisons df.HP works.

So has anyone found a use for faultless yet? I really can’t suss when that’s a good option yet.

New video all about chip kills.

Someone mentioned before about chargeless booms in VT; made a video going over a few applications of it. What else can we do with it? Seems like untapped potential.

Now that we don’t have standing normals to cancel into FK, this isn’t as interesting, but still:
https://www.youtube.com/watch?v=JNDzQG7y8TE

[quote=“HiyaMaya, post:105, topic:179539”]

Someone mentioned before about chargeless booms in VT; made a video going over a few applications of it. What else can we do with it? Seems like untapped potential.

[/quote]

I think there’s probably some tasty setups after a throw/crush counter sweep/the other crush counters. It’s definitely there for a reason. With all the combo videos this has kinda been lost in the shuffle.

It’s (chargeless SB) definitely something I want to add into my VT game-plan. There’s some merit in just playing raw Guile until you get VT and then going absolutely nuts on them. Also:

Edit: if you need context, according to Ice, Guile’s normal booms recover 2f earlier when VT is active.

don’t know if anybody knew this but st mp forces stand on counter hit. so the stmp>fhp target combo is a counter hit confirm
st mp also has very good priority so I think it should be good for longer range frame traps (from further ranges this will option select confirm because fhp doesn’t come out on whiff yay)

stMP CH also links into crLK stMP fHP TC provided you’re in range for the stMP of the second TC. It’s a very situational punish but it does more damage than crMP Flashkick

Meaty V-skill setup in the corner off FK and forward air throw
https://youtu.be/j3NwsXZizVc

Can someone explain to me why anti air st.hp crush counters only some of the time? Maybe I’m just tired and I’m being dumb. Is it because lp and lk air attacks are immune to crush counter?

AFAIK nothing is immune to being crushed. In order to trigger a CC, the opponents move needs to be hit during start-up. i.e., before becoming active. That makes lights difficult to CC.

How do you do Standing light punch , crouching medium punch, into flash kick? I can do Standing medium crouching medium into flash kick. I can’t seem to get get enough charge time, tips anyone?

You can’t.

https://m.youtube.com/watch?v=amhcvaisGQ4 in the first frame trap in this video he does standing light from standing light

He links it off a counterhit c.mp.

Oh I see, so the counter hit gives him the extra time needed , thanks

Random Guile stuff

CH St.mp, cr.mp xx flashkick (very useful for using st.mp as a frame trap and its +3. Downside of course you have to be close
CH meaty st.mp, st.hp, cr.mp xx Flashkick (immediate dash after flashkick on neutral tech sets this up. Most people are not neutral teching Flashkick though they are back teching. If they back tech, dash after they hit the ground to stay closer to back tech and you get the combo above this one)
cr.lp xx boom, Flash kick (Super tough, but more damage/meter than just cr.lp xx flashkick, can do from st.lp xx boom as well but that doesn’t happen much, 4 frame punish if you got those)
EX Boom, EX Flashkick in the Corner for random Cr.mp xx ex boom buffering combos
B+hp (CC) Flash Kick -> Only works when near corner but pretty strong.