So has anyone tried standing near their opponent, then purposely whiffing throw, then going for back fierce? Gets you lots of crush counters and lovely V-Meter.
Yea but that’s why I’ve been messing with back fierce instead because you get the hard knockdown and meter. Other option might be to try whiff throw, cr.mp, sonic boom. Dunno if there’d be enough time for the charge though and I’m not going to test it right now lol.
Just tried f.dash, throw (whiff), c.mp xx boom - no problem.
Edit: f.dash is 18f, throw whiff is 24f, c.mp is 6f, so even if you only start charging at the end of the dash, you should have enough time to cancel c.mp into boom.
Nice. I really do think throw whiffing is a legit strategy and will probably become more apparent in the future. Especially if you start conditioning your opponent by throw whiffing and then going for another throw.
Watched this vid that you posted in the other thread -
Going to be trying a lot of that out. I dunno if the Dhalsim was unfamiliar with the matchup or if Guile kinda pogoing about like that actually causes him severe problems.
True, I tried hard yesterday and got rekt by 42 Laura (after two consecutive low health supplements). There is a video of Graham Wolfe doing it on YT, only thing I learned from it is that spamming FK is legit sometimes.
Does anyone have a idea why Guile sweeps twice with his cr.HK, or why Capcom decided to make it so bad and risky?
It only hits once on hit and CH, can’t be VT on 2nd hit, deals less damage than average, and is punishable as hell.
So what’s the point, nostalgia?
I tend to spend a fair bit of time jumping at strange ranges or during scrambles because Guile’s air normals are just so damned good. I also like to remind my opponent (if possible) during long range that I have neutral j.mp and j.mk - makes for a scary time getting in (he can cover horizontal and vertical attack vectors really well).
On that note: Guile’s j.mp is so amazing. It beats what feels like 80% of the other cast’s air-to-air tooling.
I think there’s more to his c.hk than we’ve worked out yet. Woshige hasn’t (or the team haven’t) been afraid of changing 20 year old normals (Guile’s new c.mk still feels wrong) for the benefit of their vision, so my guess is that there’s a reason we get so viciously punished if we use it poorly.
Have you seen the way the high-end Japanese players are using it? Daigo and, was it, Bonchan(?) both use it against jump-ins (trip-guard). Based on the hurtbox data I’ve seen, there’s no good reason to do that or to be able to get away with it, but it seems to have a really good hit rate.
I can feel it in my waters - there’s something hinky with that normal. Or maybe I just hope there is.
I beat it recently (color 10 on his default costume is godlike). The general strategy I used was: for the first 10 fights, just double down as much as possible in order to build a large supply of currency, which you will need later. The first 35 or so opponents aren’t really challenging at all and don’t put up much of a fight, so you shouldn’t have too much trouble with them. Once you get past that point it gets pretty annoying, as the computer is really cheap and seems to read your inputs. What I would do was, at the start of each fight, walk backwards a bit and then throw a boom (don’t throw it right at the start, or they’ll read it and jump towards you). Once you get sufficiently far away, start using varying strengths of Sonic Cross. Spam this move as much as possible and try to take away as much of the opponent’s health as you can. Occasionally, you will be able to zone them out entirely. However, a lot of times they will gradually work their way in (but you should be able to take away at least 25% of their health by the time they get close). Once they get in, you main priority is to knock them down (don’t be afraid to throw out reversals/sweeps haphazardly, the computer typically won’t go for a great punish, though you may occasionally get punished for it). Once you score a knockdown, try to smother them by using crossups and neutral jump roundhouse (a really great button). The CPU isn’t great at blocking cross ups or jump-ins, so you should be able to get a mini vortex going that will eventually lead to stun + round over. This strategy worked really well for me. I found the hardest opponent to be 49 Bison: he is extremely aggressive and magically knows when to block your reversals. With him, the zoning might not be as effective, but the vortex stuff still works wonders.
Also, the defense buff really comes in handy. Make sure you are strategic about your purchases. For instance, if you have like 75% health left, and are faced with the choice between a Low Health recovery or a Defense Boost 3, I feel that the Defense Boost is much better. This is also where it really comes down to luck. There were a few times where I beat 49 Bison with like 15% health left, and then ended up getting a Low Health Recovery option to face off against Necalli. The whole thing is tedious as hell and kind of a big pain in the ass. I’m really hoping that when the Zenny store opens, they will allow us to just buy colors.
One last thing: if you get to the later rounds and are feeling a bit nervous, go to the fight request settings and turn them on (both ranked and casual, and be sure to set them to ASK). What this does is, if you are maybe feeling like you are about to lose the round, you can turtle up and wait to get a fight request. Accept the request, go do the fight, and when you return the match will be reset so you will get another shot at it.
Just whiff flash kick until it connects and you score the knockdown. Then do neutral jump HK on the CPU’s wakeup and be ready to stHP crMP flashkick - rinse and repeat.
If you’re super low on health just resort to full screen zoning until the CPU gets close THEN do the flash kick nonsense.
Play the game by numbers. Do the most damage as possible and risk the least amount of punishment.