Tutorial for Flash Kick>FADC>(Back Dash)>Sonic Hurricane.
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I managed to finish the tutorial ahead of schedule. I tried to make it simple so it should be easy to follow. After messing around with this in the lab for a while, I found that this really isn’t that hard to do when you practice it. More seasoned Guile players should be doing this pretty consistently within a couple of days. Hope this helps!
even if the charges were stored, only ex fireballs air juggle. thst’s why i was unsure about it. also it’s unlikely anyone would use it as it needs 3 bars.
After df+RH, RH Flask Kick does the most damage at 270, EXCEPT when you hit it from max range, at which point it does 210. In these cases, it’s best to do f+FP for 230 (plus the backfist looks so tight).
You guys hashed it out, but I just wanted to note that it isn’t so much that the charge isn’t “stored” as the dash frames eclipse the window of time in which you can access the charge for specials. Ultras have a much larger window of time to complete the inputs and activate the Ultra. A good visual way to see this in action is having charge and walking forward a tick before releasing boom, then charge walk forward for almost 1/4 second to Ultra1. So the real reason FK FADC Back EX-Boom doesn’t work is because the stored charge’s active window for EX-Boom activation ends during the dash animation. Which is pretty much exactly what Opinionhaver said.
Well, yeah, but it isn’t the dash making you lose charge, it is that the dash blocks out the other inputs (since the window for executing a SB or FK ends inside of the dash animation). If a dash really mad you lose charge then any dash Super or Ultra wouldn’t work. What happens is that Super and Ultra have a much longer window of input to access the (already lost the second the stick left d or b) charge and “spend” it. If Guile’s current forward dash was only say, 5 frames (lol) you would be able to dash SB most likely. All pretty moot, but just for clarification; actually kind of seems like I am anti-clarifying.
Ok! Update is about 75% complete! I changed around the look of it because I think the :lp: symbols and whatnot just cluttered things up, so i changed it to our friendly everyday notation. Also changed it so instead of having a block of combos followed by a block of text, I put descriptions right after each combo as well as different spins on the same combo.
I still have some damage I need to input, which shouldn’t take long, but the third post is what will an issue. Since they changed the hitbox properties of backfist, no doubt more of the cast should now be able to get hit with UDK > c.mp xx boom > backfist. It’s going to take awhile, but between zigmover’s info about df.hk and this new UDK > backfist stuff, I’m working on finding the #1 most damaging crumple combo midscreen on the entire cast. Add to that UDK corner combos (landing df.hk after boom in the corner is TOO SICK) and I’ve got quite a project. Luckily, Im underway, so I have nothing but time.
If anyone would be willing, I also want to get a few videos up on the front page. If anyone could PM me a youtube match vid of the corner wakeup lk super > ultra in the opposite direction, a flashkick FADC forward tutorial, gilley’s combo vids, and anything else relevant, that’d be awesome. I can’t actually go to youtube on the boat, so I’m at a bit of a loss. Thanks!
Also, any tips on making the front page even better or easier on the eyes would be appreciated. Unless it’s bringing back the punch and kick icons.
Anyone know how to make those spiffy “spoiler” boxes? I think by putting combo explanations into those, it will make for easier damage comparisons from combo to combo and remove clutter for the people who already know why c.mp xx flashkick is a good combo.
i don’t know if you guys knew this or not.
this is not a useful combo! i am aware!
knock down someone, start sonic hurricane asap, then super before u2 finishes. only the last two hits of super will hit.
you have to be playing someone stupid or set it up immediately after successful stun.
its damn near pointless. perhaps useful against seth if you want to show off or perflaps a combo video eventully
Alright, just finished including a pretty big update to the first page, third post. I went to the lab and tested every character to find the most damaging mid-screen crumple combos, as well as who can get hit with a GHK after a UDK combo in the corner and how. I feel like I’m missing a few characters are missing their followups though, but I couldn’t get old moves to connect via the vanilla UDK chart that Warahk and Kiku helped with. If anyone could maybe fiddle around, I’d appreciate it. I categorized all the stuff with the hope that once the matchup thread gets updated, we can include a link to the combo thread to reference the post-crumple combos. (ie. abel: strong mixup, backdash alot, crumple category AX) Maybe I’m nuking it? Hooray for underway boredom!
Other than that, I just need to crunch a few more numbers, maybe include a few more combo variants, include a guide on plinking, a few video links, and further flesh out the post-crumple stuff, then clean it all up.
Either way, check it out! I was surprised at how many characters can be backfisted mid-screen now that they changed it’s hitbox.
this thread is amazing. thanks for all the work from all that went into this. as a fairly new guile player, i am appreciative of the reference ( i keep the thread open beside my TV while training, haha ).
question about crumple:
post-crumple, the c.mp connects but fk is whiffing on a c.mp xx fk. when do i time the c.mp so the cancel will connect? ( as soon as possible, or do i wait for the body to sag a bit? )