Hi. I was messing around with some of Guile’s combos and was trying to figure out my options from a FA.
I find the timing a lot more lenient on FA into s.hp xx flashkick than j.hk, s.hp xx flashkick for some reason, but the OP doesn’t even list it as a crumple stun combo, even though it’s in the regular combo list. I wasn’t sure if it was perceived as a difficult combo or not.
I roll the stick in a half circle backwards, and hit hp as I hit back. So it’s like:
yea this is my combo of choice for this situation, does very good damage for being two hits.
My favorite guile combo is this j.hp or j.hk > s.hp, hk.FK. Very difficult to hit constantly. Only us guile players appreciate how hard some of theses combos are, so to all of you that can hit this combo consistently, you have my respect. Keep it up GUILE’s
For the s.fp xx super > ultra, has anyone found a reliable way to actually land this outside dizzy?
I’ve been thinking for awhile, I wanted to do the j.rh > s.fp xx lp.sb > s.fp xx super > ultra, but you lose your down-charge during booms since your character is considered standing during it =/.
Also been trying to get far j.rh > far s.fp xx super, but that’s not exactly that reliable either. Pretty sure c.lp’s can’t link into s.fp either. Is there any way at all to hit confirm into it or are we out of luck in that department.
j.hk,s.hp, sb>fadc lvl2, ultra. (impossible to land outside a corner due to knockback)
it’s just not worth it b/c of the damage scale. you’re better off doing j.hk,s.hp,hk flash kick. you’ll be safer & score a knockdown if you replace fk with sb, cr.hk.
I’m a 1 year young Guile player. I would like to say I have a unique mix-up offense style, but I am still new to it so I’m not going to say I’m anything great. I have heard of the 4 fierce combo, a traditional vicious damaging combo from the old Street Fighter games. I did come up with something I like to call the 3 Roundhouses. It’s nearly universal from what I have tested so far.
Jump in with Heavy Kick
df Heavy Kick
EX Flash Kick
from when I tested this, it does about 400 stun and 240 damage (if my memory serves me right). I know it’s nothing too spectacular, but it is a decent damaging combo that does work, especially to players that don’t expect a guile that plays with such an outlandish and ballsy style. Connecting all 3 is tough at first but it does pretty nice damage I think.
I would think more along the lines of, “Why did this person just waste meter on me when he could have done more damage with j.fp > s.fp xx boom > s.fp?”
The problem with df hk is the j.hk won’t “force stand” a player like s.hp/cr.hp would on hit. Even if you hit with j.hk, you’ll whiff df.hk b/c they’ll prolly downblock which leaves you at -29 frames
the “guile high kick” won’t even punish Ryu’s slow ass ultra recover.
I only use the guile high kick-flash kick when I accidentally connect with the down forward kick.
…The high kick is useful vs Zangief. It can snuff the lariat.
I have several setups for the move. I’m dead set on it being his best anti-air when you set it up; certain situations it’s pretty easy to do on reaction too.
190dmg and 300stun for 1 bar isn’t terrible for an anti-air.
lol… I just swept, deck brushed, and mopped the floor with some 24k grade Zangief by countering his spin lariat with down-forward roundhouse flash kicks.
Exactly, like, that’s a way better choice than just sweeping him unless you’re saving meter hard.
Toss a light boom, follow it up, if they jump over it and you spaced yourself properly, there’s like no way you won’t land that GHK > EX.fk, which is, again, better than most of the other alternatives imo.
Get someone cornered, chill at a certain distance and whip booms at them until they make a move. A lot of people jump, GHK-FK. If they don’t jump, there’s nothing stopping you from handling that too. My only issue is when Ryu counter-zones me since his fireballs wreck guile’s booms at that distance (and quite frankly, any distance).
you really shouldn’t be jumping too much with Guile, but if you do, this combo is braindead easy, does 136 dmg, and makes your opponent very confused/disoriented haha…trying to combo c.lp after the crossup and timing the other jabs to successfully combo into flashkick will just give your opponent the chance to sneak a DP when you mess up/leave holes.
Make sure the stick is in neutral when performing s.lk.
Interesting combo man. If it’s as easy as you say (haven’t played SF4 in a couple days so I can’t go to the lab just yet), then it’s pretty decent combo, since the j.lk, c.lk, c.lp, c.mp, fk does around 150 and is way harder (someone please correct me if I got the damage wrong).
Also, I agree with the person above that mashing out a DP is really dumb. I understand lowering the barrier of execution, but come on. At least, if you KNOW your opponent is mashing out a DP, you can just stop on purpose and punish their reversal.
EDIT: Cancel what I said about the damage on the cross up combo that leads to flash kick. Slinkun’s post shows that it does about 220, which in my opinion, is worth practicing. On some days I can hit it super consistently, I just need to practice so I that I can say “on most/all days, I hit it super consistently.”