It’s easiness is exactly why I thought it is useful as a jump-in combo, does more damage and stun than both jump hk-mp-exfk and jump hp-hp-light sb-backfist
It is pretty standard. The reason I posted it was because of the damage/stun.
It’s easiness is exactly why I thought it is useful as a jump-in combo, does more damage and stun than both jump hk-mp-exfk and jump hp-hp-light sb-backfist
It is pretty standard. The reason I posted it was because of the damage/stun.
**cities, that Ultra2 unblockable video is pretty important mang. Maybe i missed it, but did everyone already confirm it? I mean it’s pretty godly since it doesn’t require 2 stocks. (ibuki does a reversal, but the setup range is what i’m looking at)
**
its cr.fierce for sure. i keep getting hit by jump ins because of it.
there is no unblockable setup, you cant even do sonic hurricane while a sonic boom is on screen…
wongerhere is referring to this
[media=youtube]1CtNorEg27g[/media]
I wasn’t trying to say it was unblockable, I wasn’t even sure what happened even
ok let me get this str8. Guile can’t have have Sonic Hurricane Kick out at the same time sonic boom is on the screen in SSF4, but Ryu, Chun Li, Dhalsim, Gouken, Sakura, Dan, Sagat, & Ibuki can have their projectile Ultras out? Just wondering.
I thought the rule was the same for all characters? When can the characters you mentioned have multiple fireballs on screen in SSF4?
If you’re talking about stuff like cr.mk, EX hadouken, FADC U1 for Ryu, that doesn’t count cause the first fireball already hit him.
i really can’t connect the 3HK, even with plink, the timing looks really tight and hard. Are you sure the second sonic is MP and not LP (anyway i tried with both).
each time i try to 3HK whatever the distance after a LP or sonic MP, the 3HK is blocked or doesn’t hit :s
the first boom is lp the second boom I use hp. You should use hp boom after cr.lp,cr.lp,cr.mp or cr.lp, cr.mp
you know, after thinking this was such a great combo and all, i think it might be only specifically for balrog .
i think i hit it on ryu too but the timing was much more strict…and i could be wrong. shame.
No, if I recall correctly if someone is neutral jumpung ryu’s fireballs, he can use a super fireball right after they jumped it and hit them putting both on the screen. Not sure if this changed in super though.
Yeah, they changed that in super. They specifically mentioned that fireball trap in the dev blogs.
hi guys does anyone know if the sagat spinning focus crumple combo with roundhouse can now be done by guile?
level 3 spin focus - df/hk x 2
or
same but df/hk, ex flash
to get 2x df.hk’s they would definitely need to be near the corner, guile’s high kick doesnt travel the way sagat’s does. but yeah, with the spin df.hk > df.hk > ex fk would work
I’m finding:
j.hk c.mp ex.boom c.mp ex.boom (corner)
to be incredibly satisfying. Any other new bits that people are getting off on?
well i wasnt gunna post it cuz im all bitter about the guile forums being shitty, but:
new corner combo for large characters-
j.hp/j.hk, s.hp, jab boom, high kick, fk - 433 damage / 700 stun. No meter required.
Tell me about it. I’m finding it hard to contain my rage. First we get gypped in vanilla; with mended Guile come the inevitable bandwagon of clowns. Even when we win, we lose.
Which of the new characters fit the “large sprite” classification?
give it some time. people are still cracking out on this game. i know I am. the influx of new players who do not know what they are talking about does hurt this subforum in particular though. that should be all the more reasons why you, gilley, syngin, slinkun and a few others should continue to be leaders
and accept my live request please?
this is way better than what I posted earlier, can’t wait to see some people pull this one in matches, I know I will be practicing it
I will try to test it tonight to see who it does/does not work on
What is the damage/stun look like on this? I can’t test it right now, I’m at work
I have two uneducated frame data questions, if you all can help.
Sonic Boom recovery - including EX - is now all lowered to the excellent recovery of the LP Sonic. Is this correct?
I’d need to test this myself but I’ve been working like mad and havent had a moment - does anyone know if they changed the +hit frames for c.MP to be more Ryu-like? Yesterday I did c.MP > c.MP xx Sonic Boom for a 3 hit combo - I know on counter hit c.MP > c.MP becomes a 1-2 frame link, but I thought yesterday that I hit it without seeing a counter hit note. I’m probably just crazy but wanted to ask everyone if they’d noticed a difference.