Guile Combo Thread: Flash Kick FADC *shades*!

Fixed. =)

Yeah, no kidding.

Anyone else think that:

In the corner
Jump H kick, crouching L kick, standing L punch, crouching medium punch, heavy sonic boom
Focus cancel
Crouching L kick, crouching L punch, crouching M punch, heavy sonic boom, Medium super, ultra

Challenge 24
Is easier to pull off than crouching lk, lk, lp, super, ultra?
Focus is easy as pie but getting super off a poke is kind of hard along with bs 1 frame Fei Long type pokes.

That’s pretty much how I did it. Couldn’t see the point in stressing over the link vs. chain xx super malarkey.

Spent about 20 minutes practicing FADC -> backdash -> U2 today, and finally started to get the gist.
I couldn’t do it, at all, and then I looked at my inputs.

I was hitting PPP way too late.

If you’re having a lot of trouble, try hitting your PPP sooner. Like if Guile’s backdash finishes before you hit it, you’re too late.

Here’s how I was doing it, very similar to sonicflash in his tutorial.

ub fk holding ub / let stick go neutral (really quick) / press back, forward, back, forward+PPP.

Actually thought Challenge 24 was a really good exercise for getting the super/ultra 1 motion up a notch. I mean the combo itself I’ll most likely never pull in a match or even try to. The way I looked at the combo trial was pretty much like this:

cr.lk, cr.lk, cr.lp (chain) > super (link).

Using the small window available off of cr.lp to be able to input the super motion faster and more accurate. It can help for scenarios like when you get recognize that counterhit you just landed and now you have that window to immediatly input hp xx super or whatever. lol.

1st post looks hot Slinkun, nice work.

Corner combos:
j.hp > s.hp xx jab.boom > backfist
This does about… well, I don’t know right now, but j.hp > s.hp xx jab.boom does 260dmg so 260dmg + backfist, sorta… (scaling?)

j.hp > s.hp xx ex.boom xx FA-lvl2 > dash:

  1. Vs. big hitbox characters like sagat, after dash: > GHK > h.FK (or ex.FK if opponent only has low amount of life left…)
  2. Vs. smaller hitbox characters like ryu, after dash: cr.mp xx h.FK
    this does about 300-400dmg+ and cost 3-4ex bars (depending on last FK is ex or not.)
    I think you can do U1 (maybe U2 too?) after the FA.lvl2 aswell, if timed correctly.

j.hp > cr.mp xx jab.boom > cr.lp > cr.lp xx fierce.boom > backfist
This costs no meter/ex-bar and does about 350dmg.

mid-screen:
j.hp > cr.lp > cr.lp (for hit confirm) > cr.mp xx h.FK
This does like 299dmg

I didn’t see these…

I’m not a hardcore guile player yet. So I don’t know if these are any good combos or if the one you’ve written is better, but anyway…

Gonna hang more around here now that I dropped gen because of major nerf.
I still can’t do fk FADC u2 more than like 4 out of 10 tries, though…
I think it’s a really hard setup… :frowning:

Except for the Lvl2 FA combo, those are considered situational BnB’s for Guile hence why they might not have been mentioned.
Also, I see that all of your combos start with a jump-in. Guile isn’t Gen. His strongest game is when grounded so it pays off to be able to combo from a solid poke.

Not to say jump-ins aren’t good starters if one can get one in :stuck_out_tongue:

You can do most of them without a jump-in, but then you need to be really close. Which means it’s maybe just as a character specific punish or something. Maybe a FA > combo, but then you get scaling.
If you do it from up close (without j.hp) you won’t get all the damage that I wrote either. I start boom-charge with jump-in almost always, since I’m not much of a turtle guile.
Even if they are concidered “BnB” and basic knowledge they should be mentioned, in my opinion. Since it’s not everybody who knows them. I know that Guile isn’t Gen, but that doesn’t mean you can’t play jump with guile. You can be offensive with every character and you can poke with most charachters. You could also swap j.hp for j.lk-crossup if that makes you happy? :>
I know many people play Guile with spacing/zoning/poking/turtestyle, but people shouldn’t be afraid to jump sometimes. I don’t mean that jump-in combos is a BnB that you should use as a pattern so you’ll eat a juicy srk>ultra. I meant that you can throw some of those combos in, when you have them in the corner (or midscreen), whenever it suits for the situation. It’s also not a bad idea to play a character different from “how he’s supposed to be played”. Because that makes people, who are used to the matchup, scratch their head. :wink:
A strategy that works with all characters…
Well, mostly…

Great job with the thread anyway!
Thanks alot, it’s really helpful!

Don’t get me wrong, I fully agree that Guile can deal a mighty amount of damage from a successful jump-in but there is a serious problem with Guile in that regard.

Guiles jump-ins can be beat with the opponents standard AA unlike odd jumps like Boxers j.hp, Ryu’s max range j.hk, Kens awkward j.mk, Sagats peoples elbow, etc. Those jump-ins are tough to counter for some characters as one needs to figure out their spacing in order to do so correctly. Guiles j.hk and hp are both very easy to AA with most of the cast. That’s one of the reasons why you see players wishing for Guiles SF2 era j.hk as that was one sexy, long reaching jump-in attack.

If the chance presents itself, do j.hk>etc and get a nice, healthy 300+ hp off of your opponent. However, from personal experience, one doesn’t get many of those chances against patient higher level players…at least I don’t.

But they are valid combos indeed.

The best option, imo, if the opportunity arises for a clean jump in is

J.:hk: > :df::hk: > :hk: flashkick

Yup. Quick, clean, hard to fuck up. One button combos are underestimated :stuck_out_tongue:
I do like nj.hp>cr.mp>hk.fk on larger characters without an SRK/mighty AA on wake-up. Abel comes to mind as many Abel players like to command throw on wake up if you push them, but that’s an old one.

I get your point Extra and I hope you get mine. Why I wrote j.hp instead of j.HK was because of my own bad habits. I seldom use j.hk instead of j.hp when I should combo after the jump-in, because I almost always execute j.hk to early (because I know it has good range). That ends up in that I don’t come in deep enough for those high damage 7hit+ combos to connect.

I don’t play that much of high level players yet so of course j.hk, GHK, h.FK is better in the long run. Since you won’t fuck that up and it still gives somewhat the same damage. You can’t afford to fuck up in a match that matters that’s why safe is always better than unsafe.
I just wanted to share some combos that wasn’t mentioned… :slight_smile:

I don’t have a console to try it out but I think crumple, UDK > cs.lp(elbow) xx SB > df.hk could be able to combo into the bigger characters like Zangief and Sagat because the pushback is not as far as using c.mp and another reason is that you can still combo s.lp after the boom.

A reasonably damaging combo I used to use in Vanilla against bigger characters like Sagat and Abel is UDK > cs.lp > s.hp > s.hp. Most players tend to be a little more defensive after being hit by this combo as they think the 2 s.hp causes a lot of stun.

Just a note on safer block strings. I always get hit by uppercut during c.mp when I used to stick to the standard Guile bnb(c.lk, c.lp, c.mp > FK). So I changed to safer links by using s.lp, c.mp/s.mp and found that it works well. Only thing is that you have to end with a boom. S.mp is safer than c.mp but doesn’t hit crouch block on some of the cast.

Hey guys, quick question, I’ve been messing around with using Flash kick > Super as an anti air.

What I’m finding is that if I use Lk Flash kick and then cancel into Lk Super, the second part of the super will randomly wiff. Is there a prefered way of doing this?

An interesting suggestion with the s.lp xx boom > GHK, but sadly, that’s not really how it works. What the “determinging factor” is when it comes to landing GHK post UDK in the corner is how long it takes for the boom to land after you c.mp. If it lands too soon, which happens against big characters like in the above list, you don’t have enough frame advantage to combo into GHK. There needs to be a bit of a gap inbetween the c.mp and the sonic boom… that way your a bit further along in your recovery by the time the boom lands, letting you sneak in that slow GHK.

As far as comboing into double s.hp and c.lp > c.mp… well, personally I think intentionally going for double s.hp after a UDK is a bit not worth it. First off, as compared to, say, UDK > c.mp xx boom > backfist… instead of one tricky link, you now have three (UDK > s.lp (2f), s.lp > s.hp (2f), s.hp > s.hp (1f)). I’ll also need to double check, but I think the damage might be worse than the above mentioned… after the UDK your comparing (unscaled) 70, 50, 120 to 30, 100, 100… or for those who can’t do math…(again, unscaled) 240, to 230. Also, that combo seems to work on very few characters. I do like it for the flash though… it’s a very neat looking combo.

As far as linking into c.mp xx flashkick is concerned… I’ll ramble this yet again. It’s really integral to learn this combo. Not only does c.lp > s.lp > c.mp xx boom not knock down, but it also does pathetic damage, and whiffs on crouchers. Most importantly, it has no fear factor. If I’m in a Guile mirror, and I know you can’t do a link combo into flashkick, I’m not going to have a respect for your offense. I’m going to be a lot more comfortable when it comes trying to tech throws, since I know your other option (hit-confirming a flashkick) you won’t do. I think it comes in just as much use when your on the defense too. If you crouch tech, and manage to actually hit with c.lk, you can then punish a throw attempt with a combo into flashkick. This makes trying to tick throw Guile actually scary.

Think of it like bison. Tick throwing him can be scary, because if he crouch techs and catches you with a c.lk, he can easily confirm it into scissors, as well as more pressure. By being able to combo into flashkick off of a crouch tech like this, you do solid damage and match pace swings in your favor… allowing you to get some room and recommence zoning, or push an offense with safe jumps or crossups.

Trust me, take the time and learn the combo. It’s a powerful tool to have in your pocket.

Slinkun

I’ve watched your Vanilla matches and I think you’re a great Guile player. I’m not bootlicking here but just saying how I feel after watching your matches.

Anyway, since the boom after cs.lp is too near, then maybe you can try linking cs.lp, s.lp > boom, df.hk. But this could still push Guile too far back to connect. I’m thinking if far s.mp is used after the 2 lp, Guile could be too far away to actually hit with df.hk but you could try that too since the key to hitting df.hk on them as you said is to allow the boom a few frames to travel before hitting the opponent. I really wish I had a console to try it out but too bad I don’t and Capcom never release it for PC. I can only play SSF4 on arcades as there are arcades cabinets in my area that are rigged with SSF4 on PS3 and so I got no chance to go into training mode. Regarding df.hk in the corner, am I correct to say that I can only hit df.hk 2 times on bigger characters like Sagat when he’s on the ground in the corner, compared to Ryu which can only be hit by one df.hk in the corner when he’s on the ground and can only be followed up by attacks other than df.hk? There are lots of Ryus where I play and I’ve yet to hit them with 2 df.hk in the corner when they’re on the ground even though I tried many times until I finally gave up and just follow up with FK. However, I know that he can be hit with 2 df.hk if the first is an anti-air in the corner.

I agree completely that c.mp > boom, backfist is the optimal method of hitting most characters in most situations in corner after crumple. But for me, it’s not necessarily easier as I can link cs.lp after UDK easier than c.mp on some characters like Sagat. I guess one of the reason is because Guile has more frames to link as cs.lp is 3 frame startup compared to 4 frame c.mp. For me, it’s easier to link UDK, cs.lp on Sagat rather than UDK, c.mp due to hitting various characters’ hitbox when they get hit by UDK. Actually, the hard link on Sagat for me is the 2nd s.hp and the c.mp after UDK. On Sagat, I prefer using UDK, cs.lp, s.lp, s.mp > boom > FA crumple/backfist on Sagat in the corner as I can connect it more often than using c.mp. I do use UDK, c.mp > boom on characters like Ryu and I use UDK, s.hp on Chun and Sim because their hitboxes make it very easy to land s.hp after UDK. I feel that the advantage I get if I managed to hit the cs.lp and 2 s.hp combo is that I’ll feel more badass and confident and it usually also does more mentality damage to the opponent although the hp damage is almost the same. There was a period of time when I was playing Vanilla SF4 and I kept on looking for openings to do this combo or doing it on counterhit against smaller characters. You can do 2 s.hp on big characters after you jump-in too, if you get the distance right. There was a good Abel player who I was playing in a tournament who got stunned by focusing right at the moment s.hp hits him. Then tried releasing when it reached level 2 but got hit by another s.hp counterhit just as Abel’s hit box extended towards Guile but just before his active frames reaches Guile, which leads to one more s.hp and 3 hit combo came out on the screen. He did a light roll right after and got hit by a s.hp counterhit, s.hp again and got stunned. After the match, he told me that he’d became demoralised when he got hit by the first 3 s.hp thus causing him to lose the round and the next round as he became too cautious to approach Guile. Actually what I trying to say here is that many players will get more demoralised if they get hit by 2 s.hp from Guile rather than c.mp, SB, backfist which nets you a psychological advantage.

After I read through my previous post, I guess I have to apologise for what I said earlier which wasn’t really clear and caused a miscommunication. Regarding the c.lk, c.lp, c.mp link, first of all, I have a 90% consistency with c.lp, c.mp combo link. I actually meant that when you do c.lk, c.lp, c.mp and the opponent is blocking, it’s not actually safe/tight as the opponent can hit you easily with e.g SRK during the c.lp link to c.mp just like Ryu’s c.lk, c.lp, c.lp, c.mk can be hit with FK during the link between c.lp, c.mk. I’ve been SPDed and ultraed many times during c.lp, c.mp block strings with scrubs mashing ultra as Zangief, not to mention getting SRKed by shotos. And I’ve ran into quite a lot of players who knows Guile’s bnb is not safe and can be hit during block strings with some of their special moves. What I meant is that if you run into this kind of player, using cs.lp, s.mp boom will be much safer unless they decide to hit you when you boom. An e.g will be that you can hit Sagat with FK when you’re blocking in between his c.lk, c.lk string even if he links it perfectly but the block stun is not enough and his c.lk is slower than c.lp. However, I think it’s impossible to hit him with FK in between if he uses c.lk, c.lp. On block, I’ve yet to be hit out of cs.lp, fs.mp/c.mp yet and that’s why I think it’s a tight and safe block string or maybe only just a tighter one. It could be one that locks the opponent in block stun and he can’t use SRK or specials to hit you out of it. But then again, another reason why I haven been hit out of it could also mean that the opponent needs a different timing to execute his special move and he’s not used to it. I also think that cs.lp, c.mp creates a much tighter block string than c.lp, c.mp due to the speed of cs.lp but I’m not really a frame data person so I only know how many startup frames and some recovery frames Guile has for most of his most used normals. But I also mentioned that cs.lp can’t hit certain crouching characters in the cast so it should be used on small/big characters that cs.lp will hit them when they block. I use this combo a lot when the opponent blocks my crossup/jump in and only if I know cs.lp hits him when he crouch blocks. However, if opponent tries to throw me during his attack string and I managed to catch him with crouch tech lk, I can hit confirm into a FK with pretty good consistency and in that case, I would definitely use bnb > FK or c.lk, c.lp, s.lp, s.hp instead of SB or the cs.lp combo which I mentioned.

Btw, I tried the option selects you mentioned and I only get option select backfist on backdashes to work after c.mk. I can’t managed to do option select ultra even when the c.mk hits very meaty while buffering ultra while the c.mk is in its animation. Do you have to input f, b, f very fast or can it be buffered a bit slower? Do you have to press ppp the same time as the timing you need to press f.mp when doing target combo? Or must ppp be pressed faster than f.mp in the target combo timing? I would say this is the best find in option selects for Guile since SSF4 was released.

Totally agree with this. There’s been many times when I OS cr.tech which lead to bnb cr.lp ~ cr.mp xx fk!

Don’t give it a second thought rexell, we’re all just talking shop here.

As far as doing cl.lp > c.mp as a blockstring, it’s actually just as unsafe as c.lp > c.mp. The reason why you probably haven’t been hit out of it is due to the speed of cl.lp. It’s + frames on block may be about the same as c.lp, but cl.lp still comes out faster, has less blockstun, and recovers faster. So if they were trying to time a reversal shoryu to counter the standard crouching attacks, their timing will be off.

If you can do double s.hp out of a crumple then by all means, go for it. I wind up landing it quite a bit in the middle of matches, just never out of crumple. Since the early days of vanilla when I first learned about the different UDK options, I made it a point to get good at landing the UDK > c.mp link. I would try to use it every chance I got, whether it was a casual match, or a tourney. My theory was that the link into c.mp had the most overall post-folowup options… so if I practiced that link and that link alone, I would gain the most amount of damaging options in the least amount of time.

As it stands, UDK > cl.lp is actually a little bit harder for me to land than UDK > c.mp… despite it being the easier link of the two. However, ever since it was discovered, I’ve been plinking the c.mp, effectively making it a 2 framer just like the link into cl.lp. Plus as I mentioned earlier AND you mentioned, that second s.hp can be tricky to link. My general theory when it comes to combos in real matches is to get the gap between max damage and max simplicity as close as possible. By learning that one link instead of 3 or 4 situational ones, consistency and damage increases.

I would like to note that there’s absolutely nothing wrong with what your doing. If you can hit that stuff, then that’s friggin awesome. Because you ARE right, that double s.hp feels great to hit and feels terrible to be hit with. That POP -pause- POP sound is what I think does it. :lol:

As far as the target combo > U2 bidness is concerned, I had to switch up some stuff to get it working. First off, this thread was getting a bit cluttered with OS infos, so the other thread has been resurrected… the one specifically for OS’s. Check it out. Normally I’m a fan of precise inputs… one button press, one move. However, I took Warahk’s advice on this… mash that shit out. After I inputted c.mk I just went from back to forward really fast and mashed PPP a bunch. Also, the target combo one is genuinely hard, and Warahk said doing the OS with c.mp xx boom is way more consistent. I still need to but on my lab coat and SUPER think glasses to test that one out.