Guile Combo Thread: Flash Kick FADC *shades*!

jjayj

The Sonic boom in that combo gives 10+ or 11+ frame advantage, which gives you 6 to 7 frames to input the Cr.mp.

So do Cr.mp at the 6th or 7th frame (the last frame possible) and you can combo into a sonic boom again. Although its not worth it, so just go with Guile high Kick or the backfist and avoid headaches.

I’m a firm believer that cr.hk is the best followup to a Sonic Boom in the corner unless you can connect df.hk.

jump ins

Hey what combos do u guys suggest for jump ins? I use j.hk, hp, lp sonicboom, fwhp 344 dmg 430 stun

It’s all very range / timing dependant for your jump. Most options are pretty self explanatory, but if you should always be going for j.hk > df.hk > hk flashkick when possible. The range can be tricky and whiffs on crouchers though.

One thing that really got me thinking lately, is just how viable c.mp/s.mp/s.hp xx boom xx FADC > df.hk > flashkick is. I tested it briefly on 360 pad, so my execution was terrible, but even so I just couldn’t get it to work. I remember back in vanilla I was trying to find a more damaging jump in combo, and found out that even landing something like s.hp xx boom xx FADC > s.hp could be tricky to time… so I imagine that trying to land a twice as slow normal like df.hk would be nigh impossible.

Then it got me thinking about the properties of the knockback of counter-hits. I was wondering if anyone’s taken this to the lab yet. Pro Akuma and Ryu players can hit confirm s.hp xx fireball into an FADC, then proceed to dash up and hit you with something like c.hp xx shoryuken. This sort of combo isn’t too hard for them and really enhances their up close game… since the damage for punishing something like a crouch tech with this HURTS! I never bothered doing this with Guile because frankly, wasting two bars to land a scaled s.hp kind of sucks.

But, if Guile had a way to consistently hit confirm a CH s.mp xx boom into FADC > df.hk flashkick from very particular sweetspot range… his up close game would be actually horrifying. I need to play around with this more… but frankly… this is all just wild hopes about to get slashed. Df.hk is so damn slow…

Slinkun, keep this thread updated whenever there are new info.

Because I’m having a hard time doing UDK c.mp xx boom fadc GHK FK , nvr really land any possible GHK after fadc

Interesting, the corner is the one place that I absolutely avoid sweep; since I would rather keep them standing and me at a slightly further distance. Sweep brings Guile too close for taking advantage of his position IMO. If I land a boom in the corner it is all about going back into c.lp,c.mp xx boom/FK or TC or GHK if spacing feels right.

I’d rather land a meaty boom on their wakeup and do a low/overhead mixup.

Huh, sounds too risky to me. They are already in the corner, and that is plenty of damage potential; since they will want out and Guile has so many ways to shut them down. Guile’s high/low mixup just isn’t worth it IMO both in terms of safety and damage.

Maybe landing an overhead adds some Guile dominace into the head of the opponent.

Think about it, as Guile the opponent would have hard time getting in, eating tons of damage in the process. Then irony strikes and they are stuck in the corner, dealing with high low mix up from Guile of all characters. Besides almost no one expect the overhead, so might as well get a free hit.

However I prefer them standing on their feet as well (In GHK combos, i prefer backfist rather than flash kick due to better positioning the back fist offer, or in case of punishing the opponents, I always go for Cr.mp xx Sonic boom -> backfist if possible, just to keep them standing and slightly distant from me).

Yea its my opinion, and how I roll with Guile, as well as preference and style of my gameplay, to each his own I guess.

Eh, if your using a GHK as a post boom corner followup, I think you’d always want to go with with hk flashkick. Backfist might give you slightly better positioning, but you still lost your down-back charge as well as 40 damage (less with scaling). I like my corner knockdowns personally, although I’ve never been a fan of how close you are after that hk flashkick or sweep either.

If I have a feeling the opponent is close to his stun limit, I like to keep him standing rather than get a knockdown. Getting knockdown sometimes give them more time to think properly and also Guile doesn’t really have a lot of good mixups after a knockdown and none of these mixups lead into big damage too. Keeping them standing also sometimes forces them to whiff their attacks and you get to punish them dealing another blow to them mentally. I find this works well if the opponent is in the corner.

I’d go for the knockdown if I plan to reset my zoning game. It’s safer this way when the opponent isn’t in the corner. When you’re just pure going for damage rather than putting the pressure on.

timing of combos different than with other charge-characters?

(i know it s probably a retarded question)

when I do Guile combos it feels like the timing is slightly “slower” than with other charge characters. For example:

with Guile: Jump HK, HP, sonic boom

with Boxer: weakpunch, weakpunch, medium kick, headbutt (buffolo attack?)

To me it feels like i have to wait longer after Guile’s HP and then do sonicboom, than with boxer between his mediumkick and headbutt. Is this timing issue correct? Or should the timing of all charge characters be the same in the combos?

Can Boxer do c.lp, c.lp, c.mk > headbutt? I didn’t know he could do that. I thought he can only link c.lp, c.lk > headbutt which is a link off a c.lk instead of Guile’s cs.hp > SB which is a cancel off cs.hp. If you’re talking about c.lk, then the reason it’s faster to link is because c.lk startup and recovery is faster. Therefore requiring you to input headbutt faster in order to link into a combo.

Guile’s cs.hp startup is 5 frames and a number of cancellable frames when it hits. But I don’t know the exact number of frames it has which is cancellable. If you don’t understand what’s the difference between a link and a cancel, you should go read the up the main forum cos it really helps you understand the combo system in this game.

It’ll not be as interesting and addictive a game if all charge characters’ combo timing were to be the same.

ok a couple weeks back i asked how to do sonic boom then super and was told to read first post and I read it.

but i still can’t do it. help me out here please!

there’s 2 ways, so what is the easiest way?

gunna use numpad notation because it is superior. also note that sonic boom xx super is totally pointless as it does more damage if you omit the boom, or replace boom with flash kick

1[hold] 6+P 32147+K

or sonic boom -> spin stick in circles + piano kicks

wow! thats confusing as hell. can i get regular notation next time, please? lol

im never gonna do it in a match, i just need it for my last trial combo: Lv 3 FA, c. lp, c. mp, sonic boom, super, U2

Hi thanks a lot for your help. You were right about the clk that s what i wanted to say. Also good to see that you confirmed my guess on the timing thing. I will read up on cancel / link. thanks again and sorry for the noob question.

:db:[Hold] > :r:+P > :df::qcb::ub:+K

or sonic boom -> spin stick in circles + piano kick

^ in other words, throw boom, immediatly spin stick like a madman and press kick buttons repeatedly til you see super ignite.

Numpad notation is only superior if you use a numpad to play street fighter. Since most people use a joystick/gamepad to play street fighter, it would be better to use joystick notation. That is, move the joystick FORWARD, BACK, UP,or DOWN.

1[hold]619 thats how I do it