Guile Combo Thread: Flash Kick FADC *shades*!

Once you get used to plinking it feels pretty mechanical, i cant double tap for shit, but it seems to be the same way. When i watch people double tap it looks really mechanical.

Funny you should mention that as double-tapping is something I used to do right up until Alpha 3 - was very common in the arcade scene I was in at the time. I’ll have another go at p-linking and see if it sticks this time - I doubt we’re going to see Guile’s 1f links go away in Super.

I use plinking to hit the c.lp > c.mp but I don’t think I really need it as much as I once did. Anyways, I just aim to hit the plink about a frame earlier than what it’s supposed to actually get pressed. In the case that I flub the timing up, one of two things happen.

  1. If a bit early, another c.lp chains and no special move comes out. Nice and safe.
  2. If a bit late, op will eat a fat combo.
  3. If exactly one frame early, op will eat a fat combo.

Completely safe. Obviously no ones perfect… I still hit it TOO late about 5% of the time…

thanks continually for the great info & discussion. i am fortunate to have been exposed to things like p-linking & 1f links this early in the learning process, as well as which combos i should be working on.

as a new player pretty much starting from scratch, i can say that p-linking has made learning guile’s combos much more enjoyable.

jab jab fierce is so satisfying to land. feels like a safe way to work on p-linking. fierce~jab is great, worst case i get a 3rd jab. it also feels nice to strong~jab -> jab sonic boom, the boom feels like a double tap & either punch will cancel ( important for my nub status ).

I’ve been using MP XX SB -> cr. HK for the knockdown to follow up on SB combos. It’s great.

i would say that liking lp into fk is almost exactly the same timing as linking mp. the plus point of doing it this way however, is that sometimes when you execute it wrong you end up with a lk as opposed to a whiffed fk.

df+hk>ex FK works against Balrog (or Bison…I forgot. but I’m sure it’s one of the two) midscreen. I haven’t tested it out on anyone else.

ex FK for 2hits works in the corner as well. I don’t know which does more damage. I tried ultra and super, but wasn’t able to connect. Maybe I’m not fast enough though.

You should be able to if you’re capable of dash ultras.

You’re right, i’ve never seen this done but im sure it works. that would be extra flashy :cool:

i’m confused by what you are saying would work? df hk into dash ultra?

Juggling super or ultra off a focus attack that connects against an airborne opponent near the corner. After giving it more thought i do not think this will work due to the added frames from the chop. Ill go test it now.

Hrm. Sounds pretty badass if you can connect it.

Ok, you actually have enough time to buffer super after the focus if you input the dash early. The bufferring is pretty strict imo. Easiest if done with short super because of the start up frames… I’m not even sure if it works with ultra but it probably does, the 4 extra start up frames make it significantly harder for me :(…

Tested against balrog in training mode set to empty neutral jump, not sure if it matters~

This is also possible with Ultra! The way I was able to do it was to charge db while also charging focus. When I anti-air the jump-in with the FA I hesitate a little bit while keeping my db charge. Then at the last possible moment, I dash forward and Ultra. I think by waiting to dash, it allows you to keep the db charge long enough to last through the dash animation. Might still be possible by dashing and re-building the charge, but I couldn’t get it to work that way.

The thing I don’t like about this is that it’s hard to land the anti-air FA cleanly. But still tight looking regardless! :rock:

Niceeee :tup:

FP cancel into Flashkick, does this only work on counter hit/reversal or do I just suck?

IPlayWinner, a site run by some of NorCal’s top players (Haunts, Magus1234 for example) just updated all the character guides for SF4. I checked out Guile’s guide and check out what combo they said was possible:

jump in hp, cr.mp, cancel into ex sonic boom, fadc into ultra

Link to character guide: http://www.iplaywinner.com/guile-sf4

If that’s true, that’s freaking crazy. I’ve never seen that done before, but I’m going to try it out when I get home. I doubt it works though. Also, you’d have to have 3 bars of meter and an Ultra AND you’d have to land a jump in HP. That chances of all 3 of those things happening at the same time is slim at best.

s.hp(close) > fk works off a jump-in if you time it right.

You can ex cancel any ex boom (during a combo) in the corner, get a level 2 hit, and continue on. Try this (in the corner):
j.hk c.mp > ex.sb fa2(hit) dash-in b.hk b.hp > sb

The ex boom business doesn’t work mid-screen due to knock-back.

The comboing a lvl 2 focus off an EX Boom I can see.

FADC Ultra off an EX Boom while the opponent is still stuck in hitstun? I call BS on that.

i’m pretty sure they are just referring to hard trial 4…they’ve just put fadc instead of fa.