You absolutely can combo CH far hp into U2 and you can make CH close HP NOT combo into U2, both because of the way the expanding hitbox on it works I imagine. It’s just a very character, and even hitbox OF that character dependent thing, coz’ that’s SF IV. For example you can combo CH far HP > U2 on STANDING Rog fairly practically from the range you’re at after a close jab. If he’s crouching though? Forget it. So I imagine it probably only hits off far hp on characters with wider upper hitboxes, and only when those hitboxes are available to you.
Oh btw, I’m sure you guys already know this one, but cr. lp > cr. mp xx lp boom > df. hk > df. hk > EX FK is the funniest fucking combo I’ve seen in a while. Just been messing with Guile as a possible Rog counter, I’ll go back to my Cammy forums now.
I believe the “American Combo” begins with an Upside Down kick > close standing fierce
Actually I’ve got questions about this one as I was trying to reproduce it with little success.
For close s.hp xx lp sonic boom -> df.HK does it only work at a very very specific range? It seems so difficult to land…
For GHK > GHK is there a trick to it? Is it corner specific? I also can’t seem to land a simple GHK > GHK against a training dummy in the corner… I swear I did it a couple times when Super first came out but I can’t for the life of me get it now. Maybe I’m losing it :(… well not that I ever had it I spose
When I was trying that one on Rog, yes, it doesn’t seem to work if you are RIGHT on top of him after like a jump in, but if you do a jump in from farther back with hk it combo’ed fine. Doing it from about whiffed bazooka knee range seemed to work pretty decent too. It would also sometimes even double df.HK, lol.
The double GHK thing is entirely character specific when your talking about doing it against a grounded opponent. It’s easy to land on dhalsim, for example, but impossible to land on chun AFAIK.
Hmm, by that logic, I wonder if it’s possible to hit counter hit upside down kick to U2. Only set up I can think of for something like that though is, for the first couple rounds, you knock down your opponent in the corner and force them to block with meaty boom to j.hk on their wake up, then go for a throw. Then, after a couple of times, you go for an upside down kick after the j.hk instead of the tick throw, look to CH the crouch tech, then link U2. Frame data says it should be possible, but we all know that there is stuff that shouldn’t work according to frame data, but does, and there is stuff that should work, but doesn’t.
Ok so I really didn’t want to ask this question! but I’ve had a look and most of the answers are the same.
the crlp/crlp/clp - stfp combo. How the feck do you get that fp to link on the end, I’ve tried plinking, slower, faster and I play Fei long so it’s not like I’m a mong at links. I mean I was in the training room for 25 minutes there and did not do it once! once!
Does the FP need to be linked retardidly fast or what? or have I just made that combo up out of my head?
Are there any other options on the end there? I mean the crouching jabs get landed quite a lot with Guile and it’d be good to capitalise on that.
All crouching characters or just most? Why wouldn’t you just crouch then if your the opponent? Is it like Fei long’s were the cr-lp makes them stand, or do they need to be standing when you connect the first cr-lp?
lets put it this way, they need to be standing in order to come up with this bnb. There are a few exceptions depending on how big the character is, I know for example that on zangief a s.lp will hit him even if he is crounching(correct me if im wrong). My reason on starting this bnb with c.lk is just in case they are blocking high , in this case, the c.lk serves a start up hit, then the whole string will follow(the opponet remains standing and taking the hits unless you fuck up the timing).
If you want to start this bnb with a c.lp then your opponnet is not blocking at all which is very rare to happen.
If your goal is to do this bnb from a successful jump in attack then you are not playing guile efficiently because you should be doing c.mp> FK or c.mp>SB>backfist(character specific)
My opinion about this bnb: I dont use it much, the only time when I use it is when I am trying to get some good pressure on my opponents after a knockdown and I go for a jump in on their wake up to pull out a string in which they might block it all, however, if for some reason they take the hit which I was not expecting to occur, it is easier to finish this bnb than to try to finish with c.lp>c.mp>FK or SB(<-higher risk becuase linking c.mp is a pain).
DONT do this bnb on grapplers if you dont have it 100%, you will eat too many spds and ultras. I simply avoid this bnb on grapplers.
Extra tip, after abels flying kick, you can punish with s.lp>s.hp. Abel will take s.hp>s.hp aswell, hit the lab.
A few other good uses for the c.lk > c.lk > s.lp > s.hp doo-dad are:
Adding walk up pressure to a meaty boom. Unless you walking up on one of the fatties, you won’t have time to get the charge for a walk-up flashkick or sonic boom combo, so this is all you have to work with aside from mashing on c.lk’s or s.hp frame traps.
Option select scenarios. We should probably have that OS thread stickied… wherever it is. If you find that your opponent likes to backdash on wakeup, on roughly half the cast you can input the combo like: c.lk > df.lk+df.hk > s.lp > s.hp. What this does, when inputted correctly, is follow through with the combo on block or hit, but if the backdash or do some other invincible nonsense, you will get a c.lk, followed by a df.hk, which will hit them out of their backdash. It’s very character specific though. Check the OS thread if you care.
But otherwise… ya… whiffs on crouchers for the most part. Luckily you can… crouch confirm (?) two c.lk’s so you don’t whiff a s.lp and eat a shoryu or SPD for your troubles. Make do with what you got I guess.
“jab boom” is when you throw a sonic boom using the jab button, aka light punch. There’s generally 2 ways that people refer to the 6 different buttons so sometimes you see light punch boom or sometimes you see jab boom.
Light Punch = Jab
Medium Punch = Strong
Hard Punch = Fierce
Light Kick = Short
Medium Kick = Forward
Hard Kick = Roundhouse