I’ve actually just mastered this a couple weeks ago.
The way I do it is:
:mp:+:mk:, (release), :r::r::db:, (neutral) hp (just let go of the stick):, :u:+:hk: (push the stick up with ur thumb)
I have 100% consistancy on this, its perfect esp for punishing missed uppercuts, the damage level puts you in sagat tier if you can land a couple of these during a round. I like to crouch right up to a knocked down opponent and let them think I’m going to throw, so when they try and tech throw they’ll eat the combo. Of course I mix it up with actual throw as well. The close firerce will trade with most uppercuts other than fierce and ex as well (for shoto’s)
guys, i’ve been wondering something and maybe you will know the answers.
i consider myself to be a pretty good guile. not amazing, not tournament worthy, but competent. i can do basic combos regularly enough, and my psn win percent rate is around 68%.
i can’t do guile hard trial 4… but i see people on psn and xbl and they all have the icons showing that they have done sagat/ryu/guile/akuma stage 5 trial ect ect and they are AWFUL at the game. absolutely awful. and before you say “well it could be his bros account” i have played the same people with the same icons numerous times and they are awful every time.
so i was wondering…is there like a torrent online with a data file of all the unlocked icons or something? because i can’t work out how these guys could possibly EVER do hard trial 1, let alone 5.
Following button instructions on a screen is a poor substitute for combat. I can’t do hard trial 3 but it isn’t because I am physically unable, it’s because I, like I assume you, and many others here, spend more time playing the game against other people. Also because E. Honda’s hard trial 1 gave me “Bath Time” and that’s the tag I want. Or maybe they had someone do it for them.
Wikum, you can do hard trial 4 if you put in enough time, like these bums have. You can train a chimp to push buttons. It’s the when and why they’ll never learn.
if they are in the corner and i get a jump in… i usually do j. rh/fp st. fierce ~sonic boom then st. fierce punch again. does like 344 and a pretty good amount of stun. and you dont need to cancel anything.
yes i understand this…i’m not looking for more damage…i want to see how many hits i can get out of this starting block of a combo without using super/ultra.
Watch Gilley’s combo video, he loops the c.lp c.mp > sb. Its mostly show though because combo scaling kicks in and his damage is already low to start with.
After 3 months of Street Fighter I feel that I have come a long way. I wish I was recording that match just so I could stop, rewind, and play it again.
I gotta say when I’m landing those combos Guile just feels so brollic!
In an effort to mitigate the risk of using c.lp c.mp links in my combos when I can’t afford a mistake, I’ve been fooling around with using c.lp > fk and c.lp > sb as my finishing string.
c.lp c.mp > special:
1: If I’m early with the timing, I get the special sans-c.mp which they can block or get through.
2: If I’m late with the timing, I get a gap in my string that they can get through.
3: If I’m too far away, the c.mp will whiff and leave me open during start-up and recovery.
4: Sometimes the c.mp will be timed correctly, but the first 1-2 frames of active whiff which allows the op to block mid-way though a perfectly timed string.
5: j.hk c.lk c.lp c.mp lk.fk = 281d/480s
c.lp > special:
1: If I’m early with the timing, I get no special = no risk.
2: It’s more difficult to be late with the timing.
3: The start-up and recovery time is a touch shorter (I also feel that the c.lp beats/trades better than the c.mp - I could be wrong).
4: c.lp has much fewer active frames than c.mp (2 vs. 5) so isn’t affected in the same was as c.mp in this situation.
5: j.hk c.lp c.lp c.lp lk.fk = 253d/445s
All in all, I can’t yet see a down-side to ridding myself of c.mp in longer strings unless I’m planning something which requires it or I need the active frames for something funky (aa, meaties, etc).
Thoughts?
Edit: as a bonus, this corner combo feels safer to execute too: j.hk c.lp > lp.sb c.lp c.lp > special (against larger sprites, add another c.lp for flavour).
If you use plinking the risk is greater for c.jab.
You cannot plink c.jab, so with plinking c.strong is easier to link; two chances.
If you plink strong~jab too early you will get a chained jab, and your flash kick will not come out.
I have never experienced the active frame issue you speak of, I’m pretty sure you’re just miss timing the link when this occurs. If the opponent is within range, the c.strong will hit. If they are out of range, it will whiff.
I’ve played with p-linking and although I can attest to its effectiveness, it’s just not my cup o’ tea. It’s like neg-edge: I just don’t gel with the technique. I just really prefer to input my commands in a mechanical fashion. Admittedly, when I’m warmed up, I get about a 90-95% success rate with c.lp c.mp links, but that odd combo breaker (which inevitably leads to an ultra (RAGE)) just makes things really hairy.
Try doing some work against the Abel sprite in training mode and use long strings off a jump in mk (or other ones which push you out); you’ll see it soon enough. It’s like it’s sticking out into where the sprite should be, but the sprite is a little too far back (reeling animation). After a couple of frames it comes back into the hit-box of the c.mp; sometimes it still connects (like on Boxer), but against Abel and Geffa (there might be others like Blanka and Honda), they can block during this little hole. Trust me; it happens for sure.
Personally I trust there’s some genius at Capcom who’s all over Guile’s idiosyncrasies and is doing some very subtle tuning - he’s so fucking close to perfection.