Guile Combo Thread: Flash Kick FADC *shades*!

Ohhhhh OK. That makes WAAAAAY more sense to me then.

I never bothered with Guile’s trial mode because I personally find trial mode to be unnecessary. Most of the combos are super impractical and there are other easier, more damaging alternatives to most of 'em. I do think that trial mode is good in teaching you the possibilities of your character, especially if you’re new to SF. I just wish it was clearer about the distinction between links, chain, and cancels. Newer players got really frustrated when they were doing the moves in the right order, but none of them were coming out cause they didn’t know they weren’t comboing them correctly.

They** are** totally unnecessary, especially Guiles ones.

For example, one of Sagat’s trials is j,hk, st,mp, hp.tiger uppercut, fadc, fwd.hk, ultra. NOBODY is ever going to do it this way when j.mp cancels into st.mp, then st.mp cancels into mp.tiger uppercut so easily. they made them hard for the sake of being hard when they have no practicality whatsoever!

Trials are another one of the things they need to give a major fix in SSF4.

Personally, I find that the whole boom > lvl.2 crumple business is a lot easier with lp boom than EX. Technically you have 6 more frames of hit stun off of lp boom, but I think the amount of time/error you have kind of evens itself out with the two hits of the EX boom. I guess I just find it easier to hit only one button than two preceding the FA.

Either way, kind of a meh combo due to the damage scaling from the crumple. =\

I agree - the reward isn’t appealing.

Can Guile do focus crumple -> level 1 focus -> dash ultra like dictator? If you get a crumple, can you just sit there and get charge after dashing, and then ultra?

Do you think that damage scaling makes something like

FA3 -> forward dash -> b.hk -> s.hp xx lp Sonic Boom xx Level 2 Focus Attack -> forward dash -> b.hk -> s.hp xx lp Sonic Boom -> f.hp

Not worth the trouble/meter of FADC’ing?

Does the FA crumple -> b.hk -> s.hp link work on all characters?

Does b.hk -> s.hp xx lp Sonic boom -> f.hp not work on crouching characters? I was having trouble with it on crouching Ryu.

im not sure. i dont think ive had a problem hitting someone with it… cause they cant crouch if they’re in hit stun… and being combo’d. right?!

For that first combo, it’s probably best to just ultra off the first crumple instead of over-complicating things by adding in another FA and a dash ultra… it probably does less damage anyways.

That combo with the two crumples gets wrecked once you land that second crumple. Landing an FA crumple counts for two hits toward damage scaling. However, it does do more damage overall… but I think it’s best to just end it after the first rep with a sweep or backfist unless you have meter to burn and want that mad flash.

Short answer: no.

I’ve permanently switched over to using this combo as my go to crumple and have had a lot of experience lately with when and where it works. Originally, the idea was that as long as you hit the b.hk as soon you came out of the dash, it would land a few frames later giving you the time to link a s.hp. I have found this to be not true.

Once you land a crumple, the op’s sprite will shift differently depending what character it is. If it’s a small character, like chun li or dhalsim, b.hk will sort of hover over them for a second until their sprite moves into it. I’ve actually had b.hk whiff completely post crumple on these two! However, on a big character like rufus, I have not once been able to link s.hp after a b.hk. Since he’s so big, he can’t hover under the b.hk and shift into it like chun or sim can.

Then there is the middle ground with medium sized characters… namely shotos. I find that on some of these guys it’s either more difficult or strait impossible to hit them with the s.hp after a lvl 2 crumple… where on the other hand, it may be painfully easy to do after a lvl 3. As it was mentioned earlier somewhere (i think by gilley) when you get hit with a lvl 3 as opposed to a lvl 2, your character remains in the initial “I just got hit with a crumple” animation for a little bit longer which makes this a possibility.

So, long version: Yes on smalls like chun and sim ALL the time, yes on mediums like ryu and blanka SOME of the time, and NO on bigs like rufus (and maybe gief?) ALL the time.

EDIT: BTW, if I missed something here, please let me know. I’m mainly curious about the big character thing, but I’m 95% sure about it.

This looks about right to me. Chun really got ripped off on the b.hk - she loves eating it meaty.

I can’t be arsed with remembering who is hp and who isn’t, so I just use b.mp for everyone. I think it looks cooler anyway. :stuck_out_tongue_winking_eye:

Hm, that give any benefit over c.mp for you syngin? I’d be afraid to accidentally get the non-close version by accident.

In general, outside of ultra or something, has anyone found something really solid to land after a FA? I’ve been playing Gen for awhile, so the instinct to FA is still pretty ingrained in me, but I realized after doing it a few times I couldn’t really thing of anything to do after dashing out of the hit.

Should I even bother dashing out of it?

None whatsoever. :wink:
Keep in mind that after an FA-hit dash, you’ll never whiff it.

If you dash out after the hit, you can either jump-in for an air-throw (back-breaker) or sweep. Is that what you’re asking?

Some things:

cr.lk xx cr.lp xx cr.lp -> hk Flash Kick is possible. This might be easier on some people instead of cr.mp xx flash kick because you can buffer specials pretty easily in SF4. You give up like 30 points of damage, but at least you get a knockdown.

Off a corner FA crumple, you can do FA -> forward dash -> b.hk -> s.hp xx lp Sonic Boom -> sweep. Gets you a knockdown for a few fewer points of damage.

I can’t get counter-hit s.hp to combo into itself on Ryu at any range. I can get s.hp -> cr.hk to combo, though. If you do cr.lk xx cr.lp up close at Ryu, and then do a counter-hit s.hp, you can cr.hk to follow up on reaction to the counter-hit. This is useful because you get a frame trap setup off of the cr.lk xx cr.lp and so you can follow it up. Really, the first actually useful counter-hit combo setup I’ve found in SF4.

Is it worth noting that you can do the b.hk -> s.hp link off a meaty b.hk on their wakeup? Guile can’t really set it up off of a throw, but I know you can link a s.hp then, or just go for the target combo.

Its still a 1 frame link and missing the c.mp will give you enough time to react and FADC when it misses

Ive been working on some meaty c.mp combos either on wake up or air reset.
and its a pretty good tool to use to stuff throws and easy to link c.lp off of it or even another c.mp and even st. hp (I think)

Ya, you can do quite a bit with meaty c.mp on their wakeup because of the active frames. Unfortunately, I think actually getting someone to intentionally wakup into a meaty is near impossible to do unless they have been waking up with normals a lot. Normally if I go for any meaty on op’s wakup I’ll either do close s.hp, far s.hp, c.lk (to break through guard if they are waking up holding back + throw), or close b.hk (rare). Considering that s.hp when done correctly will trade with any ryu shoryu except for EX, it’s a great way to “trade pawns” so to speak when your already ahead on life. That goes for both close and far s.hp… but if it’s close you can always boom cancel or link another fierce on counterhit.

Sadly, yes =/. I generally just flash kick if I’m close enough. I had been thinking of what I could do that would produce some meaingful damage but I couldn’t think of anything, was hoping I was missing something.

Also, I found that if you land a Lvl 3 FA mid-screen, you can dash out of it and catch them with a sweep before they hit the ground. I don’t recall if it’s the first or second hit that connects, but it’s free damage in the event that it occurs (not like landing lvl 3 fa’s is all that common against an aerial opponent mid-screen haha). Pulled it off in the middle of a tight match with a friend and he nearly shit himself :rofl:.

just found that a deep stand RH kick and stand fierce can be linked. at 01:30.
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That only works on counter hit

If it’s a back dash, you always want the second hit of the sweep to connect; not the first (better damage). Guile really doesn’t have anything post-dash-out after crumple.

just starting working on my guile links, you guys know why i can do c.lp xx fk but not c.lp c.lp xx fk? It doesn’t feel like a link or a cancel, i just simply can’t do it, s.lk or c.lk always comes out instead.

You can’t cancel a chained jab in SF4. If you get a s.lk or cr.lk, it’s because the second cr.lp was chained, not linked. So you cancelled into a third chain instead of cancelling into flash kick.

Just do cr.lk xx cr.lp -> cr.mp. The frames are the same to link a cr.lp or a cr.mp, and cr.mp has better range and damage.

Can’t you ultra? Or is the range not good enough? Because I know you can dash forwards, begin charging, and then ultra.