Guile Combo Thread: Flash Kick FADC *shades*!

I’ve been really trying at Dieminion’s reset tech. I’m getting my charge back as soon as possible after the first boom, but no matter what, I can’t get the second boom to come out. I see he says a “delayed” low boom after the c.mp, but what exactly does that mean? I’m giving time after the second c.mp to try to boom, but it either doesn’t come out or does come out and gets blocked. Any help?

After the first boom, wait as long as possible before the second c.MP. Then cancel at the last possible moment to boom. It took me a while before i could do it 5/10 times. Very strict on timing and not practical for me. Also, after j.HK, c.MP…you must immediately cancel into boom and begin to charge for the second. Very fast cancel from c.MP to charge again…

As soon as you release the first sonic boom, hit cr.mp immediately. Watch the arm fully extend then perform another sonic boom.

[media=youtube]bIeWZPjw-Lk[/media]

^^ niceee video!!

Well while i was in the training room i was figuring out other links, which i am sure you guys already know about but these are the two i found out
Jump-in Mp> D.F HK > Flash kick or EX flash kick
and when Cr. mp > Cr Lp > Cr. Mp > flash kick or EX flash kick. ( i was able to do this only on the big characters)

You can only link out of c.mp on counter-hit or meaty. It’s only +2 on hit normally.

i am telling you i did it and it registered as a 4 hit combo…:-/

UDK > cr.mp xx HK FK > FADC > U2 = 485 dmg.
CH UDK > cr.mp xx HK FK > FADC > U2 = 509 dmg.

The dmg will jump that high if you land the HK Flashkick on it’s startup (where it hits the hardest).

Did this on Zangief once. I’m going to mention that I was in there really deep. Yes, my cr.mp was really deep inside Zangief. XD

I don’t doubt that it did land as a 4 hit. I also don’t doubt that it was either CH or meaty. I will put money on it.

Sorry for the off topic/noobness of this next question. I’ve recently mastered my plinking and have been able to land guile’s BNB cr.lp>cr.mp link 2/3 times online (not very impressive I know). I usually cancel into sonic boom, however my boom seems to always land late and break the 4 hit combo. Am I cancelling too late out of cr.mp, or does this just happen with some characters. Thanks in advance

You’re cancelling too late out of the cr.mp.

Haha ok, guess the easy answer was right. Got to speed up my slow hands i guess. TY for the quick response!

As far as I know, distance and boom speed are also key factors. Depending on how far away you are pushed back after landing the c.mp, you may then need to cancel into medium or heavy sonic boom so that it reaches the opponent in time to combo. Light sonic boom travels so slow that it takes just long enough to break the combo if you are too far away.

What’s generally considered Guile’s best hit confirm into super?

c.mp -> S.B. -> Super
c.mp -> FK -> Super

What strength sonic boom/flash kick/super for the best possible damage? I’ve been experimenting with different variations.

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When I do use super, I always use mk super > ultra 1. Never super alone unless it’s quick chip damage to the death.

  • hk FK xx lk Super will give you the most hits / damage
  • Sonic Boom xx lk/mk Super will allow for Ultra follow-up
  • FK xx any Super will not allow Ultra follow-up

I wouldn’t say it’s a great idea to write off the usefulness of standalone Super… plenty of situations could call for it… but I would agree that using Super is most valid if you have U1 ready to rip afterward

Forgive me if this has been discussed before (i’m sure it has), but on topic with super into U1, I’ve been messing around in the lab and have found that there is some potential to just doing a BnB (cr.lk>cr.lp>cr.mp) and canceling into super and then U1. Now I feel that it is logically justifiable to burn 4 meter for this.

It takes at least two meter to do FK FADC into U2. What ever combo you would choose or not choose along with the FADC bags you between 308 and 357 damage if your revenge meter is actually full.

Now, using four meter can result in the following: cr.lk>cr.lp>cr.mp xx super>U1=542. cr.mp xx super>U1=675. cr.mp xx sb xx super>U1=619. For basically double the damage, wouldn’t it be more worth while? DeeJay players are going back to U1 because they’re guaranteed it with a super.

It’s really not that bad to BnB into super. I don’t know why, but you have to charge db a hair longer to get the super to come out. It’s not much really, and if super doesn’t come out, a normal FK does. Not a loss there. The only real downside is you need 4 meter for it, but it just seems worth it to me.

cr.lk>cr.lp>cr.mp xx super>U1 is probably the best hit confirm for super to U1 and may be the easiest to land. Also, works very well on almost everyone except for the following exceptions.

It kind of works on: Ryu, Ken, Oni, and Adon. You just have to be quick on the cr.lk>cr.lp and on the super cancel. Then it should be fine. It’s just a matter of making sure they aren’t pushed back too far before the super cancel or else they can block the super. DeeJay requires you to slow down the combo a bit. Too quick and he can block the super.

Doesn’t work well against: Dan and Sakura. They’re just random with results.

Doesn’t work at all against C. Viper

With wide spread consistency and actual damage from an ultra that actually makes a difference, why not?

Just my thoughts on U1.

From what I can tell from playing guile (now I can consistently do flash kick fadc ultra 2) sonic hurricane is still preferred because

  1. Super is unsafe and costs 4 bars, but flash kick fadc is safe and costs 2 bars. Ultra 2 lets you get damage off a safe reversal
  2. hurricane can be used in chip situations
  3. It’s easier to anti air with ultra 2, or flash kick trade ultra 1, and it doesn’t do much less damage than anti air ultra 1
  4. Sonic hurricane is aesthetically great, ultra 1 is a bit lame

That’s what I can gather. Super - ultra 1 is nice, but I rarely have full super, and you can do super ultra 2 as well (which does much less damage, but is still something)