Doing it off of a level 3 focus seems like it would do about the same damage without the headache. And then on some characters you have the udk -> s.hp meaty link, and then on others udk -> cr.lp xx s.lp -> s.hp -> s.hp.
Nice find.
Edit: So neutral j.hp has the highest hit stun of all jump-ins. Never noticed that…
A level 3 FA is about as situational as the combo itself =/
let’s talk about stun-heavy combos and miscellany. i’ve been looking at my stun output recently and in the want of adding more, i thought it could be discussed and aggregated. i’ll list some basics to get us started.
- combos with 500+ stun which can be executed mid-screen.
- situational odds and ends which bear consideration.
discuss and i’ll edit if needs be. if it turns into something interesting, maybe slinkun would be kind enough to add it to the top post.
**ex cost / dmg / stun / combo**
--
**combos:**
3 / 391 / 620 / j.hk s.hp > ex.sb ex.cancel dash-fwd s.hk(close) [or c.hk] -- you won't find stun like that at your supermarket.
1 / 364 / 600 / j.hk s.hp > ex.fk -- swap in regular fk for everyday wear.
0 / 339 / 550 / j.hk c.mp > ex.fk -- you should be using this all the time by now.
**situational odds and ends:**
2 / 382 / 570 / j.hk s.hp ex.cancel hit dash-fwd throw -- not really a combo, but a reasonable trick.
0 / 247 / 445 / j.hk c.lk s.lk s.lp s.hp -- no specials; only hits standing; another bnb.
0 / 250 / 400 / s.hp > lk.fk -- because it's so fucking good as a punish (and 400 stun).
credit to this sub-forum.
I remember actually fiddling with this combo when I was trying to find a more damaging jump in option for those moments where you finally jump in successfully on a sagat or ryu. I wasn’t able to consistently pull out the link to s.hk, but that was before I started plinking. That teemed with the use of 3 bars made me stop thinking about it.
I’ve never really thought too much of stun listings on guiles’ combos. I’ve always figured it as a pretty secondary thing to guile’s playstyle. But, it certainly does make you think about the theory of it all…
Let’s say you land a standard j.hk > c.mp xx hk flashkick. That’s 460 stun right there. For the sake of argument, say we’re fighting ryu, who has a stun rating of 1000. Suddenly, that EX boom xx FADC > s.hk is starting to look really attractive if you get the chance to jump in again. Those two combos together yield 1080 stun. On the other hand, if you just punished something with a simple c.mp xx flashkick (300 stun) you would fall a bit short at 920… but that’s still enough to fully stun akuma or a guile.
I am really curious though… how fast does stun depreciate? How long do you have to not get hit for your stun to start going down? Is it instant? I don’t imagine it works like it does in training mode considering some of the moments where I’ve been stunned or stunned others… I’ve been showing the first page a bit of neglect, I’ll update it soon with more situational and character specific stuff.
Stun does work like it does in training mode. If you can get them to block something or get hit every 1.5 seconds or so, the stun remains. But if the situation gets reset to neutral, stun depletes very rapidly until either it’s at 0 or they get hit/have to block again.
Stunning them in two combos is not the ideal scenario because the damage scaling from combo #2 carries over. The ideal scenario is to hit them with two combos that almost stun them and then hit them with one final thing for the stun.
Also, landing jump-ins on competent opponents two times in a row is basically never going to happen.
Kikuichimonji is right on all points
good games on XBL last night dustin
when u coming back to shgls?
im not sure man, im so out of it. I’ve been neglecting sf4 a bit. I still have that class that overlaps with shgls wed nights.
i will start attending at the end of the semester, but probably no sooner…
great comp there, it’s hella crowded now though.
that sucks… i was hoping to try some new shenigans on guile before norcal regionals
there r no other existing guile players besides u and fuson in socal:sad:
Wow, I didn’t think it actually worked like in training mode. That kind of sucks.
While true on both following points regarding the damage scaling and jumping in, I would still say that it would be worth it if you “knew” that your op was about to get stunned. Granted the next combo you did would be scaled to 50% on the first hit, but I think that the extra damage combo to GET the stun and the beefy combo after the stun would make it worth using three bars for. Hell, rufus probably does less damage with EX messiah > Ultra and that uses 3 bars.
But again, stun is a fickle beast. It’s hard to really “know” your opponent will get stunned by ‘x’ combo when ‘y’ combo won’t stun him. Saying “Well maybe I’ll just use ‘y’ even though ‘x’ will stun him… so I can hit him with a s.hp for the stun…” is something that never goes through my head in the heat of the match. Too many “what if’s” but still interesting to talk about.
You’ll do great man. I know there’s at least one norcal guile, Lamerboi, but your bison is fierce.
Meaty ass upside down kick > fp xx lp.sb > sweep = 357 damage.
Of all of our moves, an upside down kick that hits on the back end of it’s active frames gives you some serious frame advantage to work with, close to 10. The timing on Ryu is just as he begins the animations of getting up.
Sadly, for some people that’s all the time they need to wake-up shoryu your ass…fun combos though. Was trying to see if guile could pull out a hit like that into his ultra given how quickly it starts up, but sadly, Guile has very few moves with many active frames, most are 2-3. Plus his ultra charge motion really prevents him from doing anything like that that isn’t a crouch attack.
i was in training mode and i sort of found this out by mistake. but after you do bnb combo i was able to get a cr. mp in but it didnt register as a 3 hit combo. and i tried this out in matches and i see that it connects quickly so your oppenent wont see it coming.
Found out something that’s new to me in some casual matches before a tournament.
I caught my opponent (Gen, but it probably doesn’t matter) in the air with a focus attack, which put Gen in that animation where the opponent flies away spinning like a corkscrew. Then, I dash canceled the focus attack and caught Gen with a cr.hk while he was still spinning in the air.
I always wondered if Guile could get some more damage out of that situation. A while back, I tried a lot of different moves, but apparently, I forgot about cr.hk. Every little bit counts when you play Guile, right?
EDIT: Won that tournament by the way. Had to beat 2 Sagat’s, 1 Ryu, 1 El Fuerte, and a Gen to do it. The 2 Sagat wins were especially sweet because those Sagat’s beat me in the last tournament (one put me in loser’s bracket and the other eliminated me from the tournament).
Grats peter, got any vids?
Was messing around and found a fun counter-ht combo:
c.mp > c.lp > c.mp xx flashkick or just c.mp > c.mp xx flashkick.
The best way to land those is with a meaty c.mp
great on wake up and also a great tick throw tool
^^^^can u see a video of that? Seems alil tricky
So I’m doing more testing right now with following up after you focus attack someone while they’re in the air.
What you can do after the focus attack is REALLY dependent on how high your opponent is when they git hit by your focus attack. If they’re close to the ground already, I don’t think you can follow up with anything after you send them flying.
However, if you hit them while they’re still relatively high (or as high as you can possibly hit them with your focus attack while they’re in the air), you can dash forward and land a close st.hp (the one that looks a lot like cr.hp), which causes your opponent to backflip, and puts you in a decent spot to walk up and do a cr.mk to overhead, a throw, bait a throw then punish, etc. I say decent because you definitely have to take a step or two forward before you’re in range to do any of the above options.
In my opinion, if you ever catch someone with a focus attack while they’re in the air, you should dash up and do a close st.hp. I’ve gotten that to land more consistently than I got the sweep to connect. Also, it does slightly more damage (10 more points) and it sets your opponent up for more damage. This find, while definitely not the most important thing for you to learn, is helpful in getting just a little more damage.
Can you jump up and air throw?