Guile Combo Thread: Flash Kick FADC *shades*!

**I think there are 3 main reasons why SF4 Guile can’t use those combos as often as classic Guile

  1. Spacing. SF4 Guile takes 8 jumps to reach one corner to the other in SF4. Classic Guile only needed 4 1/2. Bigger stages hurts Guile’s game which means less corner traps, less damage.
  2. In SF4, two blocked crouching LP will put guile out of “close” range. In Classic Guile was still in range for a close standing HP > FK combo. The same goes for one blocked crouching MP. Again spacing.
  3. Like everyone else said, the cast has more options to run away, counter, or escape those combos now.
    **

I found that if you juggle an opponent with a LK super after an early LK flash kick (at the peak of you opponents jump), you can’t land an ultra. I tried this numerous times and it definitely doesnt work. I think it is because the SF4 engine doesn allow you to juggle opponents more than once

It’s not as simple as ‘it only allows you to juggle opponents once’ but yeah fk -> super -> ultra is impossible.

In regards to that it’s due to a juggle counter-- the first kick of Guile’s Ultra has a juggle potential of around 3, after a fk > super it’s around 5, 5 > 3 so the first kick of the ultra can’t connect. The second one would though, if you had enough time.

Anyways, so far, it works on only big people.

J.FP > S.FP > S.LP > S.FP Does 328 Damage.

Also,

J.FP > S.FP > C.MP xx MP / HP / EX SB. Below 300 I think.

Sadly, just doing the bnb provides 298 damage, so this isn’t the greatest alternative, but it provides some kind of higher damage option if only by a bit.

Ya, that s.hp > c.mp xx boom is a spiffy combo. It works really weird on honda though (you can only land an EX boom on him and ONLY if hes in the corner.

IMO, spiffy and it will score you ladies, but not too useful.

Not to say that I don’t see your logic but I disagree. The S.FP>Flash Kick is a tougher link, but it’s only unreliable if your execution on that particular combo is not up to par. I’m pretty comfortable do it now and it’s my standard FA crumble follow up now. I don’t even have to think about what to do (I might do UDK>S.FP>EXBoom on particular characters though because it does more damage). But I don’t think the S.FP Flash Kick is unreliable at all. Just takes some practice. I mean come on, if you main Guile then hard links are a common thing so this should be a cake walk.

I think s.fp xx fk is the best focus follow up against some characters because of the damage and knockdown, Fuson used to use it after crumple a lot. I stick to UDK combos. On a lvl 2 crumple against a shoto for example i think s.fp xx fk is probably the best follow up because udk xx s.hp xx boom is extremely hard on lvl 2 but free on lvl 3.

Maybe in super guiles forward dash will be less shitty so he can safely fish for crumples off lvl 1 FA forward dash, i use lvl 1 FA a good amount right now, the second hit of sweep is a decent follow up but his dash in follow ups are godlike.

In punish situations the greatest benefit to c.mp xx fk is it has greater range and provides more charge time than s.hp xx fk

Hi, I’m new here, and I didn’t see anything on this anywhere, so I’m sorry if this is all old news. I just wanted to get some thoughts on something I’ve been toying with for a bit. Namely set-ups to lp boom > back knuckle or xx FADC follow ups.

  1. j.HK > cr.MP xx lp. boom > back knuckle (294/480) seems to work on most of the cast where ever (The exception being Cammy, and it’s not as smooth against Blanka), but compared to the BnB it’s slightly less damage for slightly more stun, so I don’t know how useful it could really be. It also only works on standing opponents, since nothing forces stand, so in all honesty it’s probably not all that useful.

  2. j.HK > s.HP xx lp.boom xx FADC xx s.HP (344/580) also works on the whole cast, but the timing is a bit tight, and it burns two bars for not a lot of damage. This one is kind of interesting though, since the second s.HP can be replaced with close s.HK or sweep for an even tighter fit and 7 more or less points of damage respectively. You can also burn another meter for EX boom instead of the lp version for +40 damage and stun and to make the timing a little easier. However, some strange things happen with some of the cast with ex boom, making the rest of the combo not as reliable.

  3. j.HK > s.HP xx lp.boom > back knuckle (344/580) works on everyone in the corner and on a few characters at mid screen (Guile, sim, Boxer, Honda, and Abel. Rufus and ELF are a bit picky on this one, but it works on them more often than it doesn’t. It also works on Seth and Gen, but it’s even pickier, and not recommended). It feels like it would be a good substitute for the BnB against those characters, since it burns no meter and feels pretty easy to pull off.

Sorry for the stupid lengthy post, but I had been messing around with this stuff and wanted to get some thoughts. I’ve been using the third combo against the characters it works on, and it’s been working out pretty well, personally.

nice nice :slight_smile:

sf4 has me felling like a noob,even though ive been playing sf since 89.What i dont understand is the links,im not a bad guile at all,i just play him old school.does the fight stick really make that much of a difference? i can do all sorts of long string combos in any fighting game i play,except this one…a lil help?

So, 5 months ago, I tried to learn how to plink and/or double tap and could never get it down.

Now, I decided to try plinking the cr.mp link again, and all of a sudden, I’m hitting this shit like nothing. Super can’t come out soon enough.

Any tips for getting a hang of c.LP, C.LP, c.LP > SB link (maybe that last LP should be standing also)? I can actually do it with the flash kick pretty well but the SB will never come out.

Read the post above yours and do c.Lp, c.Lp, c.Mp --> SB. Plinking greatly helps you nail that one frame from c.Lp to c.Mp. Then, when you get your timing down better, replace SB with FK for a near 300 damage combo.

Replace that first c.lp with a c.lk instead to overcome the “absolute defense” mumbo jumbo and the third c.lp with c.mp as rb_999 has suggested.

it is easier for me to hit 3 c.jabs to fk than anything that has to do with the link of c.mp

the linp with c.MP i think i have pretty decent now, it hits more than 60% of the time in training mode. I would like to use the lp to boom. because i often find myself mashing jabs im tight situations, but your advice is then to focus more on the mp link?

Can someone help me with the 20 hit combo that GilleyBaba did at 2:28 of this video and also the ones at 1:54 on chunli and the one at 1:28: [media=youtube]eyxrT9YmvWY&feature=player_embedded[/media]

I dont know how to combo after I hit with a FA then do the upside down kick its like when i try a combo with the upside down kick the sonic boom wont come out. Also how can you do a ultra or super after a Guile High kick would I have to charge down forward for 3 sec then do the ultra the oposite way.? Like df>d>db>d>df>ub.? How can I do this combo J.hk>C.lk>S.lp>C.Mp>SB>Guile High kick>EX FK I can do the combo fine but I just have a hard time finishing it with the high kick the ex flash kick.

Am i supposed to ask this question here or in the Q&A thread.? If its in the wrong thread someone please move it to the right one thanks.

Never mind it says in the begining of the video to use your imagination to figure them out so ill guess will just keep practicing until I get it

Practice this on Chun-Li:

fa2 dash-in b.hk s.mp ex.sb fa2 dash-in …

I find the s.mp is a little easier to link to after the b.hk. Also, the b.hk should hit meaty (which is why you should practice on Chun).

Ultra or Super after the df.hk has not yet been performed by a human (as far as I know) - Gilley used a macro to get them. The charge times are very tight.

If you can hit that consistently, you should do that on every cross up. Even if it doesn’t do a ton of damage, at least you get the knockdown.