Guile Combo Thread: Flash Kick FADC *shades*!

To bring this back up, you can actually use c.mp instead of c.lp, adding 40 damage to the combo. On top of that, you can even use EX Boom if you’re comfortable with that 1 frame link. Currently I’m practicing this corner combo, which is significantly more difficult than the typical bnb corner combo, but does do a decent chunk more damage if you’ve got 2 meter.

j.rh > c.mp xx EX Boom > c.lp > c.mp xx EX Flash Kick (403 damage)

Also learned that in the corner, a properly spaced EX Boom (at the edges of the round time counter seems to work the best) you can link it into his sweep for a 210 damage untechable knockdown.

i went to training mode, but unfortunately i don’t see it being any use. the ultra motion has to be completed right as you get out of the hit stun. however, the hit stun from medium level or fierce level attack seems to be too long for your inputs to be registered as an ultra motion. i was only able to get it work on light level attacks (note that the video also only showed bison doing a jumping lk), which is surprisingly easy to do… so if your fighting an opponent who uses jumping light attacks a lot, it’s probably worth doing… damage was about 417 on full meter… such a pathetic ultra… :shake:

unless someone can manage to get it to work on medium or fierce attacks, you are better off sticking doing the ex boom after the trade…

I would like to know that too.
Is it, like theorical kara throw s.MP > FK? oO
This seems to be hard…

Ah, alright thanks. i need to start doin this

@Rable - yeah it’s done just as you said, and it’s really not too hard

lol, totally.

Oh and thanks for the df.RH - EX FK, seriously, since I saw you use that whackness on Gief it has become a staple of my game, best random 3 hit combo ever.

Except it’s two hits.

Ya, aside from the flashkick > EX boom thing, a recent favorite has been the sonic boom > EX sonic boom juggle. I forgot who originally pointed it out to me how useful this was against pesky EX horizontal balls.

EX flash, **I know **I am silly and only landed 2 hits with it(phear the edit)… perhaps corner only(nope im on drugs)? Ill check when I get home. (1 hit = df.rh, then 2 hits on EX FK):wtf:

Oh and st.hp>EX FK is 300 damage, obviously a great SRK punisher (better then standard cr mp> ex FK) but do you guys have any good suggestions for snappy 2-3 hit stuff that focuses on stun damage?

It seems that cr.lp X 3 to say cr.mp to boom is the best bet for fast low risk (and can be done off pretty much ANY jump in attack), what do you guys goto for attempted stun?

there was some trf or 3v3 on niconico where a guile traded jab boom with ex ball intentionally like 3 times just to juggle into ex boom. 150 to 110 trade in guile’s favor

@AudioCG - it’s 2 hits

That was GeoM IIRC.
EDIT: Sorry, misread, GeoM did the AA boom, ex.fk juggle. The boom, ex.boom juggle was one of the TRF players, as stated by Warahk.

Any normal strings which end with s.hp(far) should be your “go to” for stun. If you have charge and two EX bars, you can cancel a boom string into s.hk(close) for serious stun. I wrote up some stun heavy combos in this thread a little while ago.

As for your 3-hit malarkey: the ex.fk only juggles on one of the hits. When you land a two hit ex.fk, the first hit puts them into juggle and the second hit juggles - that’s why it’s two hits AFAIK.

jaja 2 hits, corrected.

Good stuff, I am incorporating alot of st.hp into my combos and pressure strings (I figure if I get enough stun maybe I can land that damn ultra, lol, no?)

s.hk close is one I havent experimented with much, good to know, thank you.

Also, out of st.fp (close) to FK (or EX) or df.rh to EX FK on a punish (say a whiffed DP) im looking pretty close to the same damage right? (within 25ish?) I can land the df.rh to EX every time, but I have issues landing the st.fp setup (maybe 65% of the time?) these 2 are fairly interchangeable right? (or am I missing a deeper meaning?)

Forgive my lack of SF4 knowhow, I just started learning this game like 3 weeks ago, late bloomer, I know. (curse you HDR and your remix glory!)

s.hk is nearly as useful as s.hp(far), but it’s a lot harder to use properly. It does huge damage (most damaging normal Guile has) and works wonders as AA.

Instead of:

s.hp(close) xx ex.fk
vs.
df.hk > ex.fk

consider:

s.hp(close) xx fk
vs.
df.hk > ex.fk

Now you have two punishers that have good damage output, but one which doesn’t require EX.

these days i am landing an early LK flash more often and ending it with a Juggle. EX flash kick for a 2 hit juggle does fuck all damage but when you use the HK Super just before your opponent lands on his back, it does pretty meaty damage.

Major drawback is that you have no EX bars in reserve afterwards, which Guile needs to win. Overall, beating good players with Guile is still very satisfying

Great collection of information, this all has helped me alot with Guile. Awesome job! :smiley:

ok, is it neutra s.mp or can it be b.mp> fk, i am asuming it is h.fk, right?

you can use b.mp since b.mp doesn’t activate a different normal, yeah you use h.fk

sup guys, long time no see lol.

i’ve been thinking, seeing as guile is getting upgraded pokes/footsies, what do you think they are going to change? and how could/will it affect his combos?

i’m guessing cr.mk is going to become godlike.

cr.mk - boom?

maybe something like sobat/cr.lp/cr.mk/boom?

should crouching fierce get even more priority? bazooka knee quick ass recovery?

ideas guys? generally aimed more at the combos aspect, but overall thoughts on new normals too.

if cr.mk boom works, it will make guile a lot more powerful so I dont think it will happen.
bazoka knee needs to have more block hit stun or quick recovery
cr.hp is good imo

I don’t think c.mk xx boom would be very overpowered to be honest, but it would definately be something very strange for guile to get. I’d be very happy if his c.mk kept it’s range and was faster than shoto c.mk (hoping they slow that damn thing down.) I’m also not sure why everyone wants to hit people with bazooka knee and have it be effective. I guess it would be interesting to hop over low attacks and knee them in the face to continue a block string… ohhhh… that’s why. Nvm!

Frankly, as far as new combos go, I would LOVE to see df.hk > non-ex flashkick. This would give you a solid, meterless punish when you don’t have a charge. Throw a meaty boom, walk forward as ryu blocks it, right before the reversal shoryu, block. In the current build, why even bother with this? What are you going to punish him with? Sweep? S.hp? Df.hk comboing into a glancing, 70 damage flashkick, would be a pretty solid punish. Still not as good as what some characters can do, but I’d be very content with it.

Oh, and a lame ass ultra juggle.

this should be on a different thread, but oh well,

I think the overhead mp should combo into something. I was also thinking on why not make forward UDK overhead and backward UDK sty as it is for combo purposes or after boom pokes. that forward UDK should also be used againts shotos c.mk pokes or ken’s never ending medium kicks. Last it will be awesome for it to also work to punish rose and sims sweeps. If they sweep from the proper distance all I can do is tech, I can’t seem to find a way to punish them.

If guile is to have an overhead that will not combo, it should at least be UDK, it will do more damage and stun.

Ultra set ups.
In the case that nothing gets changed but sonic hurracane has a way to combo, I really think that guile will be pretty bad ass. Guile players deserve a lot more credit than players who pick ryu, sagat, rufus, who can take away half of your life in many ways. Guile players work every pixel of the enemy lifebar harder while the remaining cast only worry about 60% of it. With that said, in SSF4 if the SH combos, guile will be looking for 70% not 100% barlife. Guile will have comeback potential, lets hope it can combo.