Guile Combo Thread: Flash Kick FADC *shades*!

i think the reason the c.mp OS is easier is because c.mp has 10 recovery frames, and c.mk has 14. they both have 4 active frames, so i think the recovery difference makes OS u2 4 frames easier

What button for super

In some of the combos it specifies using short, forward or roundhouse when doing the super. Is there a discussion about the differences for not only Guile’s super, but also other characters’? For example, combo 8 under punish and 7 under jump-in. Thanks.

  • Pete

Thx Slinkun

Now I understand why I haven been hit out of it yet. It’s cos of the speed that cs.lp changes to c.mp that screws up their timing. And I thought it was safe. Haha…

I’m not a plinking person as I find it really lowers my consistency of linking combos except for Ryu which I find his combos like the s.lp, sweep easier to plink than Guile’s bnb which I sometimes get EX boom instead of jab boom. Actually I think I know the reason why it’s easier to hit 2 s.hp in matches sometimes instead of after a crumple. I too can do it more consistently during matches rather than in a combo. After a crumple if you do combo like linking cs.lp, 2 s.hp, the link is actually tighter/1 frame because the opponent can’t do anything when he’s being hit by that combo. Whereas Guile will have a higher rate of hitting 2 s.hp in matches when the opponent does something and Guile stuffs it or if the opponent’s hitbox move forward into Guile’s s.hp hit box which results in more frames to link as the active hitbox is already there when he moves into it. A good e.g is Zangief’s green hand. It’s the easiest link to 2 s.hp that I believe, to most Guile players, without the first being a counterhit. What I found out during training mode in Vanilla when I practised 2 s.hp on bigger characters is that you have to press the 2nd s.hp about 2 frames faster than punishing green hand timing and that there is actually a tighter window to link it. I’m thinking maybe there could be a 1 frame link to backfist this way if there is no counterhit in situations like green hand or if the opponent dashes into the s.hp. I’ve tried it on Zangief but no success yet.

I still can’t FK > FADC > SH consistently as I have no console and not many chances to try it in arcade matches and I found that I too have better consistency on it when I mashed it out. However, I realised that Guile actually doesn’t really need to FADC into SH much at all, unless when it comes to a tourney where you have to go against very good players. I only try to do it when it’ll finish the opponent or if I’m behind opponent’s life lead by a lot. My experiences are that for most matchups/opponents, having SH charged really makes the round easier than it used to in Vanilla and more often than not, nets me more damage than FK > FADC > SH as the opponent will be more afraid and cautious to close in or try something like psychic uppercut without EX bars. I’ll try mashing option select ultra and post if it works.

Sonicflash I want to thank you for the video. It took me forever before I was able to do the move just once. I figured out I was doing the SH movement too early after coming out the back dash. I can now do it pretty consistently now. Thanks a ton!

I’m not too sure about other character’s supers. I know that ryu need to use hp super to link after a crossup tatsu and I know that abel’s super has a different type of invincibility for each button pressed. (One’s projectile invul, another has strike invul, etc.)

All of Guile’s supers can juggle into U2. Combo-wise, the only difference is that HK super travels a bit farther and can combo a bit easier off of max range pokes like far s.hp. HK super is also the only super that can’t combo into U1 for some odd reason. LK super will also have trouble comboing into U1 if it hits too far out.

Outside of combos, they have notably different properties. LK super can punish things nothing else can. HK super has more invincibility than any of Guile’s other moves. Etc. etc.

hello guys i have a question about two things.
first: how do you combo df.hk after a sonic boom? i know you can do it, but try as i might i just cant seem to do it. is it character specific?
second: sort of the same question except about the upside down kick. is it possible to do off of a jumpin and if so is it character specific

  1. Yes, it’s character specific.
  2. Yes, only off j.hp (neutral+late), and it’s not character specific AFAIK.

Any tips on the timing of links using c.mp? C.lk, c.lp, c.mp xx fk/sb and such. I am only getting this link down 50% of the time and while i have not put in more than about 1 hr of work into it the timing is very odd.

Links are much easier when you can get the rhythm down and the time between each button is equal. With guiles c.mp link no matter how I time it there always seems to be an of delay. Do you guys do this link by some sort of rhythm or do you tend to go by the animation? Any tips?

I also do not see this link used much if at all, why? I see that guiles shorts jabs and mp are all 4 frames, but i rarely see anyone hit confirming this link for damage. It is usually a block string with a sb tacked on which which is safe hit or block.

OS = okizeme?

What is this target combo > U2 business?

c.lp > c.mp is 100% muscle memory for me. i use this link all the time. s.lp > s.hp is also 100% muscle memory.

just keep doing it. you’re right that most guiles don’t use it, but if you get it down it’s a definite advantage.

USE PLINKING

Thanks, do you pause before c.mp in the link or do you have some sort of even flow through out the whole combo if that makes sense? Ryu’s c.mp, c.mp, c.hk have link has an even delay between each and every button, this make the link much easier.

I cant find this “flow” with guiles c.mp link.

i think its easier if you pause between the short and jab a little, but once you have jab > strong down the rhythm shouldnt matter that much. you cant really give advice on stuff like this. just practice!

Oki = Okizeme, OS = Option Select. On their wake-up you do a meaty c.mk > input ultra 2. If they get hit by c.mk, target combo comes out, if they dash back, ultra comes out.

Don’t know if it is worth updating the first page or anything, but I have used lk.super anti-crossup 2 hit to SH mid-screen a few times now; it may be character specific (worked on Abel, not Dic) but I haven’t extensively tested it yet.

I love this thread.

I Asked this before but it didn’t get answered does jumping hard kick into c.mp into S.FP. INTO EX flash kick work? I can it if isn’t a huge opponent like rufus

c.mp is +2 on hit

What does +2 mean?

The short version is that it means c.mp can’t combo into s.hp under normal conditions.

The long version is that +2 means that after you hit with a c.mp you recover from your c.mp 2 frames (or 2/60 of a second) faster than your opponent recovers from his hitstun. Now, s.hp takes 5 frames to start up. Since c.mp is +2 on hit and s.hp has a 5 frame startup, they will not combo. The c.mp would have to be at least +5 on hit or more in order for the combo to work.

You can, however, combo j.hk > s.hp > c.mp xx EX boom on some characters… but it’s hardly reliable or very damaging.

Heh, neat, I’ll add when I get enough new info for a bigger update. Early on I was hoping that you could combo flashkick xx mk super > Sonic Hurricane and could never get it to work due to the op being too far away. Nice that the lk anti-crossup super works that way though.