Oh, minor bit of possibly useless tech.: you can walk forward slightly before pressing punch for his CA. I think you get 11 frames.
Edit: is anyone actually using his f.dash CA? I haven’t been practicing it as it didn’t feel practical…
Oh, minor bit of possibly useless tech.: you can walk forward slightly before pressing punch for his CA. I think you get 11 frames.
Edit: is anyone actually using his f.dash CA? I haven’t been practicing it as it didn’t feel practical…
Guile has a tight window and few options to meaty his few KD moves against KDR. Here are the ones I use
Dragon Suplex: distance is the biggest issue here. f.HP CC can catch wakeup buttons but it whiffs anything crouching. f.MK also works
Judo Throw: b.HP, df.HK, and UDK
c.HK - jab works against 3f moves (haven’t tested c.MP/s.MP against 4f WU buttons)
c.HK (CC) - SB, FK, any normal, and safe jumps or crossups.
s.MP, f.HP - any normal
FK: any normal, sometimes SB
df.HK: any normal or safe jump but the juggle property is a better punish
I don’t know if this is the place to talk about anti-airs but his sweep is actually a really good anti-air. There’s a range where st mk whiffs if they don’t press a button but will hit if they do. At this range sweep will always hit (not sure if it’s the same for all sweeps but you don’t have to trip guard you can hit them out of the air too). You can also use super to anti-air forward jumps from full screen on reaction.
Just discovered you can meaty a b.HK, c.LP, FK combo after the Judo Throw while watching ISDD play backdash_luffy
I mentioned this earlier after seeing Daigo use it quite a bit. His hurtbox during c.hk doesn’t seem like this should work: http://watissf.dantarion.com/sf5/boxdox/#v1_3/A16-2HK-7
Guile is +14 after b.throw, so s/b.hk counterhit leaves hit at +4. Non counter, he’s at +2 so still good advantage. The other option is to whiff s.lp (13f) and use the +1f for a trap (not nearly as good).
Here is something sort of interesting I found (note that CH is not on). Unfortunately this setup won’t work on BR, so it’s usefulness is somewhat limited, but I suppose it’s good to know if you face an opponent who only Quick Rises
I think I may have figured out his favourite button.
s.lp
Firstly, the hitbox: http://watissf.dantarion.com/sf5/boxdox/#v1_3/A16-5LP-4
That’s actually a bit ridiculous for a mid-hit 4f. Block and hit advantage are 3f and 4f respectively - what that means is that if you us s.lp to fish for blocks or hits at the right range, you can do the following:
on block +3f
4f normals are a 1f trap - s.lp, c.lp, c.lk
5f normals are a 2f trap - s.mp, s.lk
6f normals are a 3f trap - c.mp [note: this is a big deal. this is a 3f trap with a middle normal; it out-prioritizes 3f lights so earns a counter.]
7f normals are a 4f trap - s.hp, s.mk, c.mk
There’s a 3f vulnerability after the active frames where his limb is punishable so whiff with caution (8f total recovery).
It seems, though I haven’t yet put half of this to a real test yet, that using s.lp just outside of point-blank and immediately following up with one of the aforementioned normals will yield results.
Maybe I’m just seeing patterns in chaos, but I think this paints a pretty clear picture of how to be a menace up close.
Edit: oh yeah, that’s just on block. On hit or counter-hit, the advantage from s.lp (+4f and +6f respectively) is plenty to work with.
I definitely need to be using more st lp I think. That post got me thinking though, what can Guile get from a CH cr mp besides a slightly more damaging combo? It’s a real shame cr mp doesn’t combo into itself on CH
His 5f link options are: any target combo or lk/mk/ex.fk. I’m going to be working on linking the fk from ch c.mp for sure.
Erk, his s.mp has the same frame advantage (hit or block) as s.lp, so the two work the same way (apart from start-up) if they don’t whiff.
Here are some ideas on how to time a throw after the opponent blocks a sonic cross or sonic boom in the corner:
If you know your opponent is going to back rise after your combo into flashkick you can forward dash f.mk and on CH will combo into crLP flashkick.
I spent a while trying to teach myself to react to back rise/quick rise. I’m not sure what the frame data is on a blocked meaty f.MK but if you’re dashing forward for the stMP on their quick rise and see the back rise you can f.MK and beat 3f normals.
Alternatively if you’re not fast enough to react to the back rise with the 11f sobat then you can use st hp, b hp or st mp empty canceled into fhp and it should beat out 3f normals all the same.
I found something and mentioned it on day 1 that I still think is really strong (but situational). I’m not sure how known it is, but since I never see anyone do it I’ll mention it again. Meaty v-skill after ex sonic boom in the corner is a 100% safe meaty against anything but Zangief CA (you’ll block any 3f reversal), and it covers all wakup timings; if they don’t get up, you do another one (3f buffer doesn’t help here, but if timed correctly you’ll also block 3f reversals). The main situation where you’d use this would be after a stun in the corner. If you’re too far away before the ex boom, this doesn’t work, so the ideal combo would be something like jHP or jHK, cMP > ex boom, then v-skill. Apologies if this is more known than I thought, or you think it’s mediocre tech. I’m not really a Guile player.
Three KD setups I’ve been working with:
Judo Throw (14f adv): This is his strongest OKI setup with two 5f options
Any TC with F+HP ender (32f adv):
Dragon Suplex: (11f adv):
Perhaps the main issue with trying a meaty v-skill is it’s pretty obvious to the opponent and will just induce them to block while you have no followup (-5 on hit, -10 on block) and will likely get punished?
No, that’s not how it works. It’s extremely plus on hit and block. On hit, you can do cMP xx Sonic Boom, sHP; or, much more of you have VT of course.
Actually, it’s so plus you’re still plus after forward dash, but then that forfeits your ability to block, which was one of the main reasons this is so good (being able to block wakeup dp).
You’re forgetting the ex.boom prior - on KDR that leaves Guile at +48 and the total frames for VS is 50. Not sure how the juggle state factors into this, so at a minimum, Guile is +2 on the opponent’s wake-up.
What we don’t have is the active frames for VS
Edit: -2f on wake-up