Wikum
1182
I’d like that. Would mean he doesn’t get the loop (as we know it right now anyways) but would get more damage mid screen which would work out better in the long run I think. He is strong in the corner regardless of the loop. This would give him the chance to V-Trigger more than once a round, or get it once and still be able to V-Reversal a couple of times too.
Ralenzo
1183
I wish Guile had better AA normals, cr.HP trades way too often and st.mk deals no damage.
Ralenzo
1184
I’ve done a lot of testing, and I can confirm that doing air throw as Guile makes his hurtbox shrink.
This is very good tech!
Jerom
1185
Been trying to learn Guile and I was wondering which flash kick is best for antiairing?
syngin
1186
Without meter, lk.fk is the best anti-air.
Reason: it starts up the fastest and gets its 3 frames of invulnerability the quickest.
Use it as late as possible (the usual story).
I haven’t reckoned a good use for mk.fk, but in case you were wondering, it seems to be:
AA: lk.fk
long range AA: hk.fk
4f, grounded punish, close range: lk.fk
combo ender or sweep punish: hk.fk
I did some testing a while ago and I found that MK flashkick is among his only punish options for certain moves. There are times when the opponent is -5 and you are out of range for jab. MK Flashkick is your best meterless punish in those scenarios. I think Birdie’s HP lunge was one of them, and maybe his df. HP.
Scratch that, MK FK won’t punish his df. hp. Your only punishes for that move are EX Flashkick, raw super, and st. lk. As for hp bullhorn, if it’s not spaced you can get swing out but FK gives better oki
Ralenzo
1188
MK FK punishes Chun Li’s sweep more consistently than LK FK.
There might be more punishes for MK FK, but Chun’s the only one that came to mind.
hey guys.
Was wondering. Is there a way to do CA from bazooka knee?
No.
Like a use knee to close space through booms then launch ca. Sorry if I wasn’t more specific before.
syngin
1192
Yeah, that’s a standard ender for a mid-screen VT boom combo. You actually need less charge to execute CA when compared to boom (CA is 40f of back charge, boom is 45f).
Edit: oh, just in case you’ve tried this and couldn’t get it to work, you can’t CA if there’s an active boom on the screen. Try executing the CA once the boom is hitting.
Thanks man, always a big help in the guile thread.
Ralenzo
1194
If Chun spaces her cr.HK more, not like it’s showcased in that video, the LK and EX FK can whiff, EX SB and cr.HK/b+HP can be blocked as well.
f+MK should always work, and MK FK will hit from most ranges.
I’ve done a lot of testing when it comes to punishing sweeps, the last thing u want is getting crush countered for trying to punish something lol
syngin
1195
Tried to get a string for each character to push them out to max c.hk range. See: https://github.com/weirdtales/sfv-tools/blob/master/chk_pushout_notes.md
The punish table I’m working on for c.hk is here: https://github.com/weirdtales/sfv-tools/blob/master/gul_punish_chk_maxrange.md
(Happy to take input if you’re not one of those STSFN clowns)
I’ll put a bit of work in to see what’s going on there - sure I tested the shit out of all that, but I wouldn’t be surprised if she slipped through the cracks.
Edit: hmm, it looks like there’s a weird spot at the end of her active frames that could well push Guile out too far for a reliable lk.fk punish. The first active frame is here: http://watissf.dantarion.com/sf5/boxdox/#v1_3/C91-2HK-6
Ralenzo
1196
I took a look at your max c.HK range, and cr.HK will not work against Nash if he spaces his sweep well (isn’t even hard to space), only f+MK (and perhaps b+Lk I never test this button since it’s ass) is guaranteed.
Against R.Mika and Vega only 4-5f punishers (LK/MK/EX FK) are guaranteed if they max space their sweep, this will rarely happen tho, but still I think it’s good to know.
I had already made a list with “guaranteed” punishes for all the characters some time ago. It’s not sorted out as nicely as yours, and I have only included max damage punishes, but then again it’s a personal list.
Anyways if you’re interested in my findings so far, I’ll share it with you later. here you go:
Guile/Fang/Zangief: cr.HK, HK/EX FK and b+HP xx VT
Ryu/Ken/Cammy/Necalli: cr.HK and HK/EX FK
Juri/Laura/Balrog: cr.HK, HK FK and EX SB (Balrog only)
Alex/Rashid/Ibuki: cr.HK
Chun: f+MK (always), MK FK (99% of the time)
Karin: f+MK (always), LK FK (99% of the time)
Nash: f+MK (always)
Birdie: f+MK (majority of the time)
Mika/Vega: LK/MK/EX FK (always), cr.MP/st.HP (majority of the time)
Bison/Dhalsim: confirm with cr.LP (can be safe if spaced), LK/EX FK (majority of the time)
EDIT: also, in case you’re wondering. I did all these tests by sweeping the dummy and letting him do a reversal. That way I could space out the sweeps more easily.
syngin
1197
Nice work, I’ll take another look and update my list to suit. You should publish any lists like this that you have - I’m always looking for something to study and would be happy to help flesh things out. If you have a Twitter account or some such, it would be good to know for attribution (I publish via Twitter, so bear that in mind if you prefer to keep things to yourself ;).
I agree about bazooka being poo as a punish, but I like to have a complete list. :tup:
Edit: also, if you are the kind of person to use git, feel free to fork and merge.
Ralenzo
1198
Well I have my own guide on a fighting game forum I’m active in, so if you’re interested you can have a look: http://blockstring.com/forum/viewtopic.php?f=244&t=1894&p=46472#p46472
The “Guides” I make are usually just for myself, so they’re rarely complete and have only things listed I would personally use or find interesting.
I play some other characters as well (Rog and Alex, used to be Ryu/Nash/Gief before the DLC) and don’t always have the time or “appetite” to play SFV or sit in the lab.
But feel free to use whatever u find interesting, I’m always happy to help out in any way I can.
My twitter is https://twitter.com/Ralenzo, I rarely tweet, but I do follow other FGC related people.
Wikum
1199
Problem with lk.fk is that is trades a lot of the time and you actually end up on the losing side of things damage wise. Pretty stupid imo.
Balrog is the bane of my existence right now. I swear I will outplay them for most of the round, get hit twice, stun, dead. Guile’s lack of damage output (outside of his corner stuff) really shows here. Can anyone link me to a good (long set - more than 5 games) of pro level Guile v Balrog please? Thanks.
kylebr
1200
At least Balrog needs full VT to make you bleed. Mika is still the scariest one to me.
Wikum
1201
Funny because I think I’ve almost completely figured out the Mika match. It reminds me a lot of SF4 Zangief.
What do you guys do about punishing delay tech with Guile? I dunno if it’s something lost in translation between playing ps4 to pc matches, but I find it very hard to shimmy certain players. They never whiff a throw so I can’t shimmy them, but they also seem to tech correctly every time I go in for the throw too, so I’m putting it down to delay tech. The only joy I’ve had punishing this is on wake up. I’ll wait till the very last second and neutral jump into punish.
Also, for anyone playing online, I’ve confirmed that when you get slow down during the Guile loop, it’s because your opponent is mashing -
https://www.youtube.com/watch?v=2DuyJ-mbFw0