close s.fierce xx super -> U1 = 714 damage (most damaging combo in the game?)
adding a jump fierce drops the damage to 708
@pasky- you can use vanilla frame data, start up and plus frames are identical on all of his normals
close s.fierce xx super -> U1 = 714 damage (most damaging combo in the game?)
adding a jump fierce drops the damage to 708
@pasky- you can use vanilla frame data, start up and plus frames are identical on all of his normals
Holy fucking shit.
Ok thanks, I heard where somewhere some of his normals had sped up though.
c.mk might have less recovery frames, but all of his normals seem to have the same number of start up and plus frames.
Day 2 of playing guile. I notic tt FK nw has more InV fames. Normally on wake up I have to use ex FK to avode the fireball nw I have normal FK u won’t get hit by the fireball. FK to U2 is getting better. I notic tt I input b,f,b,f to fast n does not connect. Those who can’t do try abit slower. Hope it helps.
I got this once by trying to pull the motion a tad bit different than just doing back forward back forward.
For FK > FADC > Sonic Hurricane:
:db: > :ub: + :hk: > :mp: + :mk: + :r: > :hcb: > :r: + :3p:
(I used the half circle back motion to match the timing with the dash animation).
Since Guile plays such a patient game and tries to shut down the opponent’s ‘safe’ game, they will be forced to take risks - it is very very important to make sure you can capitalize on those risks or else there is no gain in shutting down their ‘safe’ play.
He doesn’t have anything like c.hp xx SRK (fadc ultra) that can just be a universal punisher to anything - it’s much more situational. It’s easy to overlook that and punish a blocked pinwheel or whiffed ultra with sweep or throw - and we can’t afford to lose out on that damage because it is that damage that will scare them away from aggressive, risky play and into Guile’s territory - making them deal with full/midscreen sonic booms.
-df+hk is a great punish IFF they do not end in a crouching position. Follow it up with backhand or flash kick (fadc u2) depending on whether or not you have charge.
-If they do end in a crouching position, it also depends on HOW punishable it is - and whether or not you have charge.
It’s really hard to sort them out, but right now I can see having the following punishers on-hand:
df+rh > hk flash kick - must be up close and opponent must be standing
cl.b+rh > c.mp xx lp sonic boom > backhand - works in corner on everyone, midscreen only on larger characters
cl.b+rh > c.lp > c.mp xx hk flash kick - must be very close but works on everyone afaik
c.lp > c.mp xx sonic boom (> backhand if possible) - works on punishing pretty much everything - good for very quick punishes if you don’t have time to do better combo starters
cl.hp xx lp sonic boom > backhand - great upclose punisher if you have charge
c.lp c.lp > c.mp xx hk flash kick - versatile, hit confirmable, and the two c.lp give you enough time to charge the flash kick.
and of course, U1 and U2 are both great punishers. I know you can punish blocked shoto sweeps with U2.
Oh god yes, I was hoping that would work.
Can you do the fk xx Super (the quick cancel) to U2? (I assume so)
dude a video would be really cool. anywys thanks for the data
Didn’t they also make cr. mp easier to link now???
Focus follow ups for the new characters:
b.hk > c.mp xx boom > f.hp (makoto, dudley)
b.hk > s.mp xx boom > f.hp (cody)
b.hk > s.hp xx boom (ibuki lvl 3, makoto lvl 3)
b.hk > s.jab xx boom > f.hp (guy, deejay)
df.hk > hk fk (deejay, t hawk, hakan)
Please add these to the front page when possible Slinkun. I will go through df.hk on all of the characters later to see who it tags on lvl 2 and lvl 3 focus.
When the game comes out, I think this thread should be closed & kept for reference.
There’s too many differences between SF4 & SSF4 to combine them into one thread, & it will just end up more cluttered. Whoever plans to start up the new thread should also be prepared to update the post with new information. I’m already seeing stuff that doesn’t seem correct, but this is just my opinion.
Is it possible to combo backfist anywhere it wasn’t possible in vanilla?
Seems the same. The same characters that were susceptible to close fierce xx boom backfist and c.strong xx boom backfist still are, and the ones that weren’t still aren’t.
At the risk of sounding like a complete scrub, can anyone consistent with FK FADC U2 post a video of their hands or something of how exactly they do it? My inputs match a bunch of the YouTube videos I’ve seen, but I don’t know if I’m doing it too fast, too slow, or if I’m just doing it wrong. For the life of me, I can’t do it with any kind of consistency and I’ve been practicing it for about 2 hours over the course of 3 sessions.
geom modinside showing off how to do fadc, ultra 2:
[media=youtube]hsY-cGlBpK4[/media]
and my personal favourite, the new charge times:
[media=youtube]OVKIedOKY18[/media]
quick question. is it possible to follow up with high kick after lv 2 FA in super? i know we can with lv3. and also noticed guile high kick does not follow after FA in vanilla.
Could Guile do DF+HK–>Flash Kick in SF4?
he could, with EX Flash Kick
…but he would only get 1 hit from EX Flash kick right?
Anyways, this new addition makes me want to use him more now.