EX boom is possible for juggle anytime FK > EX FK is possible. Combo’ing a EX FK is a little bit harder because of the charge time involved with it.
I also use the FK trade > EX SB juggle in some situations. It does alot of damage, more than an EX FK. The only downside is you take a little damage. A couple situations I trade with FK off the top of my head…
Rufus
dive kick > s.short > s.fierce > fierce tornado. If you input a RH FK after the s.fierce you will trade hits with the tornado
Viper
c.strong > qcb+strong. You can FK her inbetween these hits cause her thunder knuckle has alot of startup. The short FK will beat the thunder knuckle clean but the forward/RH FK trades hits.
Blanka
j.rh
Guile’s short FK usually beats this clean. Forward/RH FK’s like to trade alot.
Ken/Ryu/Akuma
c.jab > c.jab > c.jab > c.forward > FB. This one you’ll see alot. You can always just EX FK between the c.forward > FB for a safe punish. But if you want to do a little more damage punish with RH FK. You’ll get a counter hit RH FK trade, then can juggle with the EX SB after.
Guile
c.jab > c.jab > c.strong > SB. You can trade FK between the c.strong > SB if they’re timing isn’t 100% on the money.
I know there’s more situations where you can trade FK, I’ll try and remember the others later.
I was playing around with guile’s backfist this evening and noticed something I didn’t see before. Everyone knows you can crouch under guile’s backfist. What I did was set the training dummy to jump straight up and then block low immediately. If I time my backfist to make contact the frame the dummy touches the ground from the jump, the backfist will make contact and push them away. If I wait just a few frames later, the backfist will wiff over their head. I’ve used the backfist on my opponents in this situation before and I remember seeing it push them back, but I’ve always thought they were just holding back when landing on the ground. I guess they were really holding DB.
This could be useful info, or maybe not. It could be helpful to push your opponent away with the backfist from that range to put guile in better positioning.
Interesting…
I think this is similar to the “air Focus” that’s somewhere around the forums.
(Focus absorb an attack a few frames before landing)
If backfist has a longer range then a Shoto’s jumping Forward, then I’d use this more offline. Online it seems too inconsistent.
Actually it might not be useless at all, but rather very handy. When exactly can you cancel into super? If there’s a big enough window to punish people who like to focus after the 1st kick, cr.rh wouldn’t be such a shitty move.
What?! That’s not pointless at all man. That just opens up a whole new level of mindgames. Hell, once you’re opponent knows you can cancel roundhouse into super, you might be able to just start throwing randing roundhouses and not get punished for it.
it’s not super cancellable because they wanted you to cancel to super, it’s super cancellable so that you can focus cancel the c.rh and dash back to safety. All normals that are special/super cancellable are also focus cancellable.
Now, I posted this in video thread for relevancy, but I’m going to just go ahead and copy/paste/edit this with some more thought involved.
Guile’s forward dash is 19 frames to execute. (I got this from Wongerhere)
Far s.hp and c.hk give 17 frames of block stun and 21 frames of hit stun. C.mp only gives 13/16 frames of block/hit stun respectively.
Throws execute in 3 frames.
This means that a “perfectly executed” (aren’t there some extra frames involved with FADC’ing things even with perfect execution?) s.hp > FADC forward puts you at -2 on block and +2 on hit. Let’s assume you are fighting a turtle ryu for a moment. You have him cornered and want to go for s.hp > FADC > throw.
Panic shoryu FADC beats your throw.
Reversal timed c.lp beats your throw.
Backdash beats your throw.
Throw mash techs your throw.
Ok, let’s say you, instead try s.hp > FADC > c.lk > combo. This is even worse than throw since c.lk has a 4 frame startup. Ryu’s options…
Panic shoryu beats your c.lk.
Reversal timed c.lp will more than likely land a counterhit your c.lk.
A backdash will get him air reset in the corner, but your c.lk will whiff midscreen.
A throw will beat your c.lk.
All these instances of people pulling this off is just a good example of people who don’t know any better or flub up punishment, which granted, is part of the game but not something you should rely on. If you try to do these things in Japan, get ready to eat some damage. I’ve never actually looked at the frame data behind it until this moment but when I play the locals over here and I try stuff like that, I don’t get good results… even when I FADC a flashkick forward my options are pretty limited.
Short version: stick to using your meter for supers, EX’s, or safe flashkicks. It’s not worth 2 bars just to put yourself at -2.
Something else I noticed while peruseling frame data is that close s.hp has 22 frames of hit stun. With a 19 frame dash can you technically do…
j.hp > s.hp > FADC > s.lp > s.lp > s.lp > s.hp?
I’m going to try it later for myself, but I mentioned earlier that I wasn’t sure if FADCing things is instant if perfectly performed or if it takes an extra frame or so. This combo is impossible if that’s the case. On a side note, if it does take an extra frame to FADC a (far) s.hp, then you can get hit by any move with 3 frame startup in retaliation to dashing forward if your op blocks it. Mega unsafe to FADC normals forward for pressure.
Hm, just tried out doing close s.hp > FADC > s.lp for about 10 minutes before just figuring that it couldn’t be done. Does anyone know exactly how many frames it takes to FADC a normal or special? It definately seems like there must be at least one extra frame of animation, which reaffirms that doing this crap is crazy unsafe. Dashing in to a -3 is just asking for a shoryu to the face or groin.
I know that FADC’ing a normal attack adds frames to your dash. I forget if it was 1 frame or 3 frames. I believe that Gen player…yeb…figured it out. That’s why you can’t do s.fierce > FADC > close s.jab unless it’s on counter hit.
It’s happened to me about 4 or 5 times. I don’t the OP’s fireball becomes invincible or invisible, I just think that there’s a split second where the fireball is forming. At that point, it’s going to come out no matter what, even if you knock the OP out of the animation with your fireball.
Fantastic info, although I’m curious where you found this out? I’m just curious. I always knew FADC’ing normals with guile was bad, but I never thought it was -5 bad. Even a slowpoke like sim can smack you with b.mk xx flame xx super.