If you ever land a succesful jump in, just stick with a basic j.hk > c.mp xx flashkick. Adding the extra c.lp’s will often cause the combo to do less damage due to damage scaling and the flashkick being a little bit further away. Also, blueberry is correct. If you are hitting your opponent with c.lp > c.lp > c.mp and they shoryu out of it, it simply means that you missed your .clp > c.mp link.
If you play against someone who mashes constantly like this try doing two c.lp’s, then simply wait and see what they do. If they shoryu, be ready to punish with a df.hk > flashkick.
Haven’t even thought about that dmg-scaling. df.hk > FK is an easy punish with the option to FADC U2 afterwards. So thx! After studying this combo-thread from the start I’m just realising that you don’t need dem flashy combos to hand out some serious dmg with Guile.
Just a general question? Do any of you guys play Guile on the hitbox? I have been using the hitbox with Guile, and I’m pulling off stuff better than ever. For example, I could never do a simple dash ultra with Guile, but now I can pull it off semi consistently. Just one thing, I can do a raw dash ultra with Guile, but dashing out of a focus attack into ultra gives me issues. My question is does the ultra needed to be already buffered before he stops dashing? Do you need to do it as fast as possible?
Also another thing, are there any reliable setups to do a crossup HK besides the obvious corner setup. Which is j.hk/hp, GHK, cr.mp jump HK? I’ve been trying to get mid screen setups for months but nothing concrete.
Also does udk ->st.HP link work on everyone now? I know in previous versions it only worked on heavies, but after skimming the threads, I’m starting to notice people are proposing the st.hp followup in more situations.
As for the focus -> ultra, you should just stay in the lab and train until you get it consistently. Downback charge, hold focus, forward, forward, back, forward 3Xpunches. If you release the focus before your dash, it won’t work.
I havent been playing a lot with UDK, since the people in my arcade stopped OS crouch teching a long time ago, so I don’t have a lot of info on that. Nemesis was labbing the UDK, and he posted the good stuff somewhere, but i havent been around for a couple of weeks and the posts are lost somewhere in the combo thread.
I’ve been trying to do flash kick fadc(forward dash) into ultra 2 but the sonic hurricane does not come out. I can however do focus -> ultra pretty consistently. I don’'t know what i’m doing wrong and it’s driving me crazy someone help!!!
Can someone explain the exact motions for flash kick fadc ultra 2? I see there are a couple explanations but could someone explain the whole thing. I’m trying charage db. Then I go to uf fadc f,f,b,f punches. Should that work? I’d practice but I have no console acces atm.
UDK combos are mostly listed in Slinkun’s post on the first page of this thread under Crumple Combos. As far as I’m concerned you basically you just need to think about UDK > c.mp > SB and UDK > cl.st.hp > SB. In the corner you can consider the possibility of following the SB with Guile High Kick.
yeah, sorry i only saw 1 combo and i was wondering if there were more. and thanks for the info!
i saw a combo where guile did cr.mp, boom, dash, cr.mp boom? i was wondering if that was an actual dash or a super fast fadc? because i didn’t see a yellow flash. i’m trying to find the video for an example
Found a combo I do not see used. Great against shoto characters who abuse DP.
Jump HK or HP,
close sHP,
cancel light SB,
dash cancel forward
close sHK…
You can sweep as well for a hard knock down, but if you finish with a stand HK your opponent is out of rang for any DP. Just crouch block and any DP will whiff. What I like about it is when the combo ends it does not appear to be finished…might catch a few people off guard.
If your opponent does whiff a DP, then you have plenty of time to charge you FK…I like to follow the whiff with a sHP, cancel HFK
Combo does 351 damage…worth the meter in my opinion
Hmmm like SB FADC followed by neutral sHK? Seems pretty weird to me… especially since you’re spending 2 bars to tack on a single normal that does not knock down or have any follow ups… maybe if you used UDK after the FADC it’d be like a psych out and you can hope for a counter-hit…
If the opponent is actually mashing DP that much then:
a) you risk some execution error in the FADC -> s.HK and leaving a gap for him to DP you
b) you could have just stopped at any point earlier in the combo and let his DP rip then punish
Most people know that after a sonic boom comes out, Guile can only throw out 1 more normal to follow up… seems like there’s little motivation to DP other than to try catching Guile during the follow-up normal’s start-up.
I’ve seen some combos listed with st.FP xx SB. I can easily combo a close standing FP into SB, but does this work with far standing FP (ie the straight, not the uppercut)? I can’t for the life of me get this to cancel into an SB.
Where can I get comprehensive, and complete frame data for Guile? I mean I’ve got the SRK one printed off (and the EventHubs one is like only SSIV I think?), but I’ve heard in some of the video tutorials that UDK is actually +4 on block and yet this is not in the SRK guide. How does one even create the frame data - I’d be interested to figure it out myself if I can just understand how. Thanks.
I do not believe there is a completely comprehensive up-to-date guide but the Shoryuken Wiki is pretty damn close… the numbers themselves are from 2011 and match the Arcadia Mook guide which is basically the definitive frame data for 2011. You need to read the supplementary 2012 information which is listed above the frame data for changes though.
The only data that changed for Guile since 2011 is UDK got 1 more frame of hit stun making it +5 on hit… I don’t think UDK is +4 on block… it should be +1 because in 2011 it was 0.