Guile Combo Thread: Flash Kick FADC *shades*!

Regarding Guile’s super, I love it. I use it regularly.

So the reduced charge time on boom means you can walk up (or dash in), b.hk c.mp xx sb. Was that possible in vanilla? I didn’t think so…

Anyway, against Abel (not in the corner), walk up: b.hk c.mp xx lp.sb f.hp (314/480)

With respect to the recent discussion of df.hk, has anyone found it being useful as an anti-air? Lately I’ve been exploring with it, and while it doesn’t beat reaction based c.fp and s.mk as an anti-air, if you predict a jump in and can execute it early enough df.hk beats out lots of stuff that usually trades with s.mk (such as duds/sagats/cody’s elbow drops and predicted rufus dive kicks etc).

Also, I found that off of an anti-air, following with flashkick does less damage than following with f.hp. As was mentioned, off a jump in you are close enough for the flashkick to do the full 160 damage. However, off of an anti-air, it only does 100 while the backfist does 120 (most of the time…if it is a late air hit at risk of hitting you the fk can do 160 damage).

With regards to the super I find I barely ever use it unless it is a finisher. I would much rather save the meter for FADC fk, ex.fk, or ex.sb.

Yeah, I think I mentioned this earlier but I’ll elaborate more now.

Df.hk is a great anti air that covers a space that Guile’s normal anti-airs back in SF4 couldn’t cover. He has a great anti-air that goes straight up (close s.hp and cr.hp) and some good horizontal anti-airs (backfist, st.mk, st.hp) but that area in between was hard to cover if you didn’t have FK charged.

Now, in super, if you have fast enough reactions, df.hk takes care of that “dead zone.” I’m not saying it’s unbeatable (Blanka is particular has beaten out df.hk many times with his air normals), but if you know who and when to use it, it’s borderline unfair.

FK anti air? Around 140 damage, depending on the strength.
Normal anti air (cr.hp, st.mk, etc.)? Around 70 damage.
df.hk anti air? 220 damage cause of the backfist follow up, but you could do more if you landed it in the corner since you could do df.hk, df.hk, EX FK (kind of a waste of meter imo, but good to know if you want to end a match).

You could go for a reset of the the df.hk anti air, though the damage you’re giving up for the chance at more damage isn’t really worth it.

Been messing around with this combo some more. If you’re one of the flashier Guiles and like to take risks or you’ve been defensive the whole game and a sudden mix up would confuse your opponent, you could do a jab after the df.hk to reset your opponent, then dash up throw / target combo. It’s a nice little mix up that’ll get you around 40 extra damage if you can land it. Not much, but might be just enough to win a round if you need it.

Also, like I said before, it just looks hella cool haha.

Not everyone uses forums and understands how they work. They aren’t forum warriors like you are. Get real, grow up, and stop bitching.

You mad bro

It’s not that hard to figure out a forum works. If you really don’t understand what you should be doing, the Newbie Saikyo Dojo is the first forum, and open to newbs. If you can’t figure out how to do that, get off the god damn internet.

You do realize the internet is used for myspace/facebook/email and porn for almost everyone in the world right? Forum users are a minority. If you want more players, deal with the shit that comes with it. The Newb dojo doesn’t tell you how to use a forum. Most people don’t even know what to look for in the rules either.

It’d be super if you could stop dragging this thread off topic with your useless bullshit. This thread has a specific purpose, and you’re fucking it up and pissing everybody off.

J.rh > Close S.fp > c.mp xx EX sonic boom
Works anywhere on screen
Damage: 346
Stun: 550

This combo works on:
Dictator
Honda
Dudley
Gouken
Gen
Dan
Sakura
Dhalsim
C. Viper
Cammy
Sagat
Guy
Hakan
Guile
Zangief
El Fuerte
Vega
Balrog
Fei Long
T Hawk

This combo does not work on:
Ryu
Ken
Ibuki (Hits connect but EX boom doesn’t combo)
Makoto
Seth
Gouki
Juri
Chun-Li
Dee Jay
Cody
Blanka (Same as Ibuki)
Rufus (wtf?)
Adon (Same as Ibuki)
Rose

Sure

Wacky list; guess it must come down to reeling…

Yeah, it’s obvious that certain characters get knocked back a -lot- farther than others. For instance, try that shit on Juri, look at how far away she is, you have to get up and walk a few steps forward to even get in c.mp range. Rufus was another one that I was pretty surprised about.

Oh snap! This is significant. You definately could do that in vanilla, but the timing to get enough boom charge was tight. As you could see in gilley’s last combo video, one of the combos he did was crumple > UDK > c.mp xx EX flashkick… meaning in vanilla it was possible; although very hard, to grab a down charge after close b.hk.

We know that boom charge time is shorter now, but did the flashkick charge time get lessened too? If so, then b.hk > c.mp xx hk flashkick will be the new official crumple combo, but, more significantly, Guile could now walk up, c.lk > c.lp > c.mp xx flashkick. Before, this was only possible out of a dash to grab your flashkick charge. Having pressure from walking behind a boom with potential to land a flashkick combo would be HUGE for his offensive game.

Imagine… back throw, lp boom, walk behind it, get close, they block it, walk back, they whiff a throw, walk an inch forward, c.lk > c.lp > c.mp xx flashkick. Whoo! That would be something!

I’ll take this to the lab today.

The Sonic Boom has more hitstun on it, so now I can run really quick and do quick c.LP/c.MP combo which is nice.

Mmm… but you could always do something after a boom even in vanilla. Perhaps you could elaborate on what you mean?

Yeah, that’s true. Sonic Boom > s.FK or sf.FP. I guess, what I mean is I have more time to run up and do something else before they recover. I mean, you can just look at your opponent when they get hit as well, he knocks back and takes longer to return to neutral stance. Before being able to connect something, you had to be in footsie range, but you don’t need to be in Super. Like I said, I can throw one from at least half screen or farther, (I don’t know exact distances, so I’m doing a little logic leaping), and still dash and get fairly close to them with c.MP or something before they recover.

Also, I have a question, does j.FP help anybody combat bullshit anti air attacks? It seems every time I go for a deep/late/whatever j.FP, it’s like they get freaked out and don’t do anything. Even if it’s just a blockstring, it’s a nice way to apply pressure to them on wake up. I’ve been using it a lot lately, and people seem to not use wake up attacks when I do it.

Between j.hp and j.hk, I believe hp is the better one. I feel it comes out faster (I could be wrong) and has better priority (again, i could be wrong) at the expense of range. I wouldn’t say they would get freaked out. If it were anyone with a AA special with invincibility frames (cough cough shotos), you’d most definitely eat the dp and eat whatever follows.

On the other hand, nj.hp seems to work very nicely against people trying to jump in. I forget who said this but “nj.hp that shit”. There’s a sticky regarding his normals, so check that out.

Does nj.FP beat out Air Tatsus? If I can only grab them out of it 50% of the time, it’d be nice if something else were more reliable (yes, I know c.FP generally works against this too).

nj.hp beats sooooo much. Tatsus are just one of the many things it stuffs. Unless they changed it since vanilla, a good thing to every once and awhile in almost any matchup is to do a random neutral jump at mid-range. If they jump towards you, nj.hp on reaction to their jump. If they walk towards you, nj.hp on the way down. It’s an absolutely beautiful normal.

I think the general theme is that hp is Guile’s “win” button. There really isn’t anything Guile’s hp can’t do.