I second this and what entreix said. Since I started playing Guile within a month release of vanilla, these people have been very helpful in building up my game to the point (albeit not great) where I am now. All this just due to their posts and input about everything Guile. Keep up the good posts guys and lets not let these “bandwagon” jumpers bum you out.
combo i just did on deejay when i was messing around. pretty tricky (i was having problems canceling the boom after st.hp because st.hp is the r1 shoulder button on my ps3 pad):
j.hp, st.hp, ex boom,fadc,cr.lp,cmp,boom,df.hk x2, ex flash kick = 457hp **725 stun **lol
QFT haha. Also, I believe that you look exactly like your avatar irl.
New combo I’m trying to integrate (sorry if it’s already been posted, haven’t checked out the Guile combo thread in a while. Been mainly working on match up specific stuff):
If you land a j.hk on a standing opponent, you can just go right to df.hk to hk FK. Won’t work on crouching opponents. It’s a great combo, though the timing on the df.hk is tighter than the timing on cr.mp. Really worth it though since it does around 320 damage (compared to cr.mp to FK follow up which does around 290) and a ton of stun.
I randomly had an online match with Warahk before I knew who he was, and I “leveled-up” just from the ass-whooping I imminently received.
I also enjoy reading all post’s of Warahk’s, Syngin’s, and Slinkun’s, and it would really suck if you guys stopped posting. Keep educating fools (like me), and know you have my respect =]
I try to contribute, but most times I’m not sure if I’m “spreading false information”… For example, about a whole year ago when Vanilla came out, I tried contributing to these Guile forums once, by explaining how Guile’s Backhand can beat out Gief’s lariat. The thing is, you have to hit him at the exact end of Guile’s fist, or else you lose; And in that regard, it was considered… hard to do or something? I remember 2-3 members here didn’t like my “contribution”. In anycase, now I just try to stay out of the way and read my way up.
…But in anycase, many thanks and appreciation to you guys who work so hard:rock:
I’ve been spending some time getting the c.lp, s.lp, s.lp, s.hp combo into muscle memory, when I stumbled upon the slightly easier to perform variation, which is c.lk, s.lk, s.lp, s.hp.
There is probably a good reason as to why this version isn’t used in matches, but I can’t figure out why, since it does 10 more damage and involves an attack that must be blocked low.
You are correct; there is no good reason to use that variant. Works great off a jump-in and because of the odd behaviour with b.lk*, you can maintain charge.
db.lk b.lk b.lp b.hp boom <-- that’s one of my b’n’b strings.
Edit: the only downside is you can’t switch to a boom combo very easily if you use this. i.e., Sometimes I’ll decide half way through a c.lp c.lp whether I want a boom or a hp.
This is really important actually, I’ve been using it regularly, but i didnt mention it. It’s primarily for fireball wars. when you predict a fireball with a jump roundhouse you KNOW your j.hk is going to connect, so you should follow up immediately with df.hk > fk. You dont have to hit confirm shit. I don’t use it outside of this kind of scenario.
EX flash kick ofter the DF+HK does slightly more damage, which is what i like using to score additional damage. Unless your gameplan is to build up your Super metre then i guess the HK flashkick works…anything goes i guess
agreed. FK > FADC > U2 is scaled back but it nets you some good damage, so i think its definitely worth learning. doing a late FK > FADC > U2 on a jump in is also pretty good but i sometimes end up on the other side and the ultra misses.
i think these days guile has a lot of similarities to sagat. almost a scary amount. about 6 months or so ago, wasn’t dagger g/someone of that stature saying that there was a way to kara flash kick? lol
Running some more tests on this combo, you need to make sure that the j.hk hits when Guile is close to the ground on the taller characters or else they’ll be out of hit stun by the time you land and df.hk comes out.
QFT. It always perplexes me when I see some of the top Japanese players using EX FK at the end of a combo. Maybe if you were the type of player that really built meter fast with Guile, then one bar wouldn’t be much to you.
Still, I’d rather save that bar for a “get out of jail” FK or an EX Boom to help with zoning.
In terms of bar usage, I’ve deemed guile as one of those people who actually uses his super. It hits pretty damn hard and it’s outrageously fast and it’s easy to connect the ultra afterward. (Wake-up FK > FADC backwards permitting) Obviously some EX usage is necessary–but with good zoning and keep away getting knocked down isn’t that common. I find myself with super more often than not.
Not only that, I swear the Super has had it’s hit box improved. I’ve landed 5 hits on an AA LK Super and I have -never- gotten that 5th hit in vanilla (legitimately, not once, it’s always 4 hit max).
Real? I’ll do it to win a round, but if it’s still early in the round, I’ll save the meter for later. Also, most of the time, the only time I can use it is at the end of a combo, and with scaling and everything, I really don’t think the damage is worth it. If I can punish something with Super though, I will cause an unscaled Super does enough damage for me to use up all 4 bars.