Guile Combo Thread: Flash Kick FADC *shades*!

how was that possible at 1:30 - [media=youtube]bcjVD414jWU&feature=channel_page[/media]

Here you go Braver.

Quoted from an older Guile Thread buried on page 4 somewhere.

charge :db::r::hcb::ub:+:3k:

Not sure if anyone’s done this but, recently happened in a match for me.

Sonic Boom > EX Sonic Boom (150dmg / 150stun)

Only works if you caught them in the air with it and maybe only in the corner. Not a super practical way to burn meter but hey, 150 damage from full screen is cool with me.

Nope, works anywhere in the screen, so long as you can charge the EX boom and fire it as soon as they land on it it’s an extra 100 damage and stun.

if your opponents “steps” on your jab sonic boom, you can juggle with lots of stuff… even your ultra… :looney:

ex boom is the only one that is actually useful though, as it can be done anywhere on the screen…

http://forums.shoryuken.com/showthread.php?t=200218&highlight=followup

I transcribed what happened in the follow up video. It shows pretty much the same thing except for the double s.hp combo.

well… fml

EDIT: Does the video still work for you? i remember that thread but i didn’t know you ever added the character specific to your original post. When i try to view the video it brings up some kind of log in screen. Sad that i wasted all that time trying to figure out all the combos. Good combo practice i guess!

Just found a new combo, or at least it’s new to me.

j.hp > s.hp > s.lp > s.hp (328dmg/580stun)
It worked on gief but not blanka, those were the only two I tested. I wouldn’t say it’s too practical but kind of neat. I was fiddling with close s.hp today figuring at +4 on hit you should be able to link more stuff after it, but for the most part it seems like the s.hp knocks the op too far away to combo much else. Some stuff like s.mp or c.mp will usually still be in range to hit, but it must hit later in it’s active frames causing it not to combo usually.

Once I get back into some real competition I plan on fiddling with using it as a meaty. S.hp > c.mp xx boom would be pretty sick to see.

Sick!!!

lol nice

Yea it still works for me. They changed the layout of their site some and it looked they have changed their cookie format. I had to login again, like you had noticed, and everything worked after that.

I’ll try this for my new fa2 combo. thx (minus the j.hp)

Anyone have suggestions for links or combos strictly for online use? Offline I can link c.lp*2->s.lp->s.hp and c.lp->c.mp 90% of the time. But I can barely link c.lp->c.lp online. It’s tough when my only combo for online play is c.mp->SB/FK.

meesed around today…

work anywhere i think it works on everyone(i hope)…tested a few chars
this is the meat
c.mp/c.lp-lpboom-sweep 208 damage 310 stun

this is only to be used in puunishing…if your close and in jump in combos. the advantage it has over just c.mp-fk is that it does more stun and your opponent cannot quick stand. This of course does less damge than c.mp-fk and should not replace that as the main guile punish. Just something to think about.

Off for more testing.
Edit

also c.mp/clp-mp boom-back fist also works everywhere on everyone

But like the combo before you have to be extremely close and its ony real advantage over c.mp-fk as combo filler is the added stun. No knock down with this one either.(obvious)

Matsu used to use the c.lp version a bit. Always liked how it looked.

More close s.hp shenanegins!

j.hp > s.hp > c.mp xx fierce boom (311/515)
j.hp > s.hp > c.mp xx EX boom (346/550)

Note that the s.hp > c.mp link is a 1 framer and a little akward as well as range dependant.

I mention the EX one because it was the only one that worked in a couple scenarios. I tried these combos on ryu and chun li (as well as the previous s.hp > s.lp > s.hp one) and the third hit, be it s.lp or c.mp would always whiff. So I tried it on someone with a big hitbox, honda… and the weirdest thing happened.

Midscreen NO strength of boom would connect after the cancelled c.mp. Not even EX! It was the weirdest thing I’ve ever seen. Once honda was in the corner, only EX boom would combo… hp boom wouldn’t reach him in time. Strange.

However, worth noting, the first combo using HP boom works on Sagat midscreen. I didn’t test this on any other members of the cast, but it seems like this is pretty restricted to characters with weird hitboxes. I think I would poop myself if I ever landed the first combo with a sweep tacked on the end for a corner combo jump in on a misplaced tiger shot. :hitit:

Knockback really works strange in this game though. I only have had a limited time testing these and got some really strange results against various characters. For example, if the s.hp was done without a j.hp or j.hk prior, the op might be too far out of range for a s.lp or c.mp. So certain stuff like:

J.hp > s.hp > c.mp xx boom xx FADC > s.hp > c.mp xx boom xx FADC… etc…

Just doesn’t seem possible.

I’m still deciding if these combos are really useful or not. I find the 1 framer c.lp > c.mp infinitely useful and strait necessary to guile’s game whereas this just seems like more stun and 20 more damage that you might not even be in range to do. I think I’d be better off trying to perfect j.hp > s.hp xx flashkick personally.

Im surprised noe one has mastered it yet…i’ll try lol…

Just very weird timing, I can only get it like once every 20-30 tries haha.

Dear all

I tried and discover something, but not sure if it is poosible for a link or even target combo

j.hk c.lp c.lp c.lp c.lp s.lp ,6hit combo, is it possible to link to 7 or 8 hit with f.mp s.hp after the s.lk

tks in advance

possible new combos?

  1. c.lk,c.lk,c.lk, bazooka knee

  2. (corner) c.mp, lp sonic boom, c.mp, lk flashkick

greets

I don’t see s.lk in your string, also take into account damage scaling. The jabs aren’t the primary source of the combo, it will be the s.hp at the end as well as the jumpin. The more jabs you put in, the less the s.hp will do.