Guile Combo Thread: Flash Kick FADC *shades*!

I went into training room and I am able to do this

UDK -> close st.mp xx lp boom -> GHK -> FK

But my rate to hit GHK after lp boom was like 30% only. Not sure if it is 1 frame link or else?..can someone advise me on how to increase the rate to hit GHK? will it work on every cast?

I can see this working on Bison, T.Hawk, Sagat and Dudley as well due to their wide hitboxes.

Update Warahk’s 3rd combo. it works on Dudley and Bison as well. UDK > far fierce > far fierce.

updated, thanks

Looking at Warahk’s crumple combos and curious. Would Guile not benefit better by scoring hard knockdown combos against Cody, Fuerte, Dudley, Bison and Abel? By what I mean is ending his combos with cr.hk as opposed to backhand.

sweep does not reach? or did you mean in the corner?

nice to see a use for cl.strong, vs cody, fuerte juri and seth, due to thier slim hurtbox.

I actually meant for corner combos. I’m putting together a video of FA lvl 2 corner crumple combos. I’ll try to get it set up by character specifics.

EDIT: Found out the following combo is now possible.
FA Level 2 > UDK > cr.mp xx HK Flashkick (the damage varies either I get 257 dmg or I’ll hit for 293)

Unless some weird hitbox stuff has changed since super, the stuff posted on the first page of the thread for crumple combos is still up to date. I don’t know why all this research is getting repeated… Granted I realize in retrospect that I probably made it a little bit convoluted with “crumple codes,” but everything that works there should still work now. Granted, the main thing that needs to get found out is how many characters can get hit by UDK > s.hp xx boom > backfist midscreen. I haven’t tested anything, but I definately believe Warahk when he says it works on Abel and Rog along Sim. Aside from that combo though, everything posted on the first page is still the most damaging combos on those respective characters. The only things you really have to worry about are Juri and Seth (close s.mp to combo backfist), and then the characters that could only be hit with df.hk > flashkick or UDK > c.mp can now be generalized into just UDK > s.hp xx boom.

Anyways, is there any way to pass individual thread editting abilities to anyone else? I’d hate to see all this info go to waste. If there isn’t a way, can’t the actual mods give that ability?

EDIT: Gah-hah! It’s in the matchup thread! The first 4 posts in the matchup thread have the most effective crumple for every character posted! I knew it was somewhere. Although, again, this was at the time of super. Probably worthwhile to add that to this thread, huh?

Here you go. Updated Warahk’s Optimal Crumple Combo post with the entire cast.

[LIST]
[]1 - UDK > Cl.St.HP xx LP Boom > Backhand - Abel, Balrog, Dhalsim, Dudley, Juri
[
]2 - UDK > Far.St.MP xx LP Boom > Backhand - Balrog, Guile, Hakan, Rufus, T.Hawk
[]3 - UDK > Far St.HP > Far St.HP - Balrog, Dudley, M.Bison, Rufus, T.Hawk, Zangief
[
]4 - UDK > Cl.St.MP xx LP Boom > Backhand - Abel, Balrog, Dan, Dhalsim, Dudley, E.Ryu, Gen, Guile, Guy, Honda, Juri, Makoto, Sagat, Sakura, Vega, Yang, Yun
[]5 - UDK > Cr.MP xx LP Boom > Backhand - Balrog, Cody, Dudley, Fuerte, Juri, Makoto, Sagat, Seth, Yang, Yun
[
]6 - UDK > Cr.MP xx HK Flashkick - Entire Cast
[]7 - DF + HK > HK Flashkick - Balrog, Gouken, Sagat, T.Hawk, Vega
[
]8 - UDK > Cl.St.HP xx HP Boom - Entire Cast (Except Hakan)
[/LIST]

Eh, you might need to go back and double check everything. There’s one combo I would do in SF4/SSF4 that doesn’t work in AE/2012. Against another Guile I would do lvl2 FA > UDK > c.strong > SB > FADC > c.short > s.jab > s.fierce. The c.short now wiffs in AE/2012 so something screwy is going on. It’s such a long combo that I’m not really sure where things are changed. It could possibly not be the combo itself but maybe Guile’s own hitbox.

Interesting. I remember #5 didn’t work on juri and seth in super… I tried forever! I also remember #5 working on waaay more of the cast than that. Are the ones that use #2 entirely necessary though? I would think that using the 1f link with far s.mp is not necessarily a heavy risk, but one that’s not worth taking when you could just df.hk > flashkick on a few of those.

Very interesting finds all in all! I’m liking all this new insight because those UDK combos are some of the sickest looking combos in the game and I’d love to see them used more. I’ll see if I can find some time to update the main post… although I’m sure once I do, Capcom will announce AE 2012 super v.2 and that UDK was too overpowered, so it’s only +3 on hit… but they made the hitbox craaaazierrrrr!!!

Slinkun, I noticed with Hakan, Rufus and T.Hawk there’s something with their hitbox that makes far st. mp come out all the time as opposed to cl.mp. I think that’s why Warahk referenced that combo in the first place.

Also, there’s no reason to use #2 on Juri when you can land #1 on her every single time.

I did each combo 5 times in succession before going ahead and confirming that the combo works on the character or not. (Took me about 4 to 5 hours lol)

Personally, I’m going to be using UDK > cr.mp xx HK Flashkick for 293 dmg as my “Go To Crumple Combo” for the entire cast. It’s kind of strict on timing and I can’t pull this off on pad at all but on stick I’m able to pull this off with a 85% consistency (7 out of 10 times). Once I get my execution up higher, I’m going to try to go for UDK > cr.mp xx HK Flashkick > FADC > U2. I really want to know how much damage that will dish and if it’s worth having for some of the matchups or not.

Wow man. Getting UDK > c.mp xx flashkick consistent is quite the feat. Personally, I’m going to stick with UDK > s.hp xx boom for the most part. It does a little less damage, but it’s a bit easier and has the added benefit of “training” you to be ready to hit it in the corner. Because even though the follow-ups are all character dependent, you better believe that ending the combo in the corner with a sweep or, god forbid, a GHK > flashkick (THATS what needs… wait, next paragraph), obviously does oodles of damage and leaves you in a great position.

Oh, but that’s definately the next thing that needs to be tested… crumple > UDK > s.hp xx boom > GHK while in the corner. When I tested the combo previously, any medium character that could get tagged with a s.hp after the UDK would be at the PERFECT range to get tagged by a GHK after the boom. (ex. Makoto after a lvl 3) I think that now that UDK > s.hp combos against everyone (except hakan, right?) that you should be able to tack on that GHK after the boom now. It’s always been very range dependent, and I think s.hp is a great answer. Again, all that past research for the corner GHK stuff is in the matchup thread. I want to see more of the American combo. When I saw that vid of Warahk doing it in a tourney, I peed all over everything involuntarily.

Crumple > UDK > s.hp xx boom > GHK > GHK > EX flashkick.

ghuhuhhhh.

Did they change GHK in AE/2012? I can’t land it twice at all anymore.

EDIT: True or False? As long as a cancellable move is in it’s active frames and not in it’s starting or recovery frames, one can cancel into a special.

I’m struggling on that combo mp sboom, mp sboom. Is there a delay I looked at the vid plenty of times.

Make sure you buffer the first boom (you should be hitting downback +mp for the boom to release).
Then try delaying your second boom within the active frames of the cr.mp as much as you can. Don’t worry if it doesn’t work the first couple of times. Just get the boom to release automatically off of the second mp. You’ll get the timing after that.

As far as I know it was a pretty rare thing. I know it worked on dhalsim, much like all of Guile’s wacky combos. Just try it after setting the dummy to jump or try it on a standing sim. It’d be a weird thing to nerf.

My vote for Guile forum Quote of the Year

the american combo will go down in guile folklore lol.

how does the forum feel about using udk after a block string ending with fadc boom? or even just walk following up a lp boom? i caught so many people crouch teching after the hit stun from the boom. need to work on my max punish udk combos now.

block string ending with boom fadc > throw/taget combo/udk/other frame trap.

i feel like this was the guile we were supposed to get in ae, but they went to far with that nerf bat.