alright guile’s ultra might suck but i think the coolest thing about it is being able to charge it during the ops ultra animation.
i was going up against a ryu player recently. he had chip damage left and was knocked down so i thought i’d kill him with a sonic boom and just throw in a SADC dash forward for fancyness. what do you know, ryu gets up with an ultra. invincible frames from the ultra made the sonic boom pass right through ryu and at the same time i was in the middle of the dash animation but i was thinking i got nothing to lose so let me just charge an ultra and see what happens. after ryu’s ultra animation, guile damn sure came out with an ultra and ended ryu’s shit
was playing against a chun player. we all know how this goes when she gets an ultra. she’s standing back charging thinking she can really ultra from almost full screen through a sonic boom before guile recovers, yea i know its possible. did a few fakes then finally threw the boom, here she comes with the ultra, guile’s in the sonic boom animation and i just though if i can recover in time to block then that means i could charge an ultra so during her ultra animation i charged the ultra, after her animation i did guile’s and yea you can guess what happened.
tried it on ken also. we both had an ultra stocked. i jumped in and ken got desperate and pulled off an anti air ultra and we all know what happens with anti air ultras if done when the op is not high enough in the air. i figured i would hit the ground and be able to block so let me see what would happen if i charged the ultra while in the air. at the end of kens ultra animation…yea same result.
Has anyone else ever gone through this b.s.? So, I’m about to get cross’d up by an opponent, they’re still considerably high in the air (in what would appear to be prime fk hit territory), and I ultra… only to end up somehow going under them and having my back turned while I finish my lame whiffed ultra animation. Why/how does this happen?? I’ve both landed the ultra on a cross-up… and gone right under it, eating a combo value meal. wtf…
Ya, Just about all flashkicks move guile forward a fair amount. My favorite was when I was still toying with anti-crossup ultra.
I’m grounded, waking up.
They are on the left, and jump over for a crossup hitting on my right.
Wakeup ultra auto-corrects, moving right.
Ultra goes under them, all parties whiff.
CFAY, I didn’t realize you still messed around with SRK. One thing I would like to do someday is jump in on an akuma who mistimed his AA ultra while I have mine stocked. Jump in HK > land > immediate ultra would be a sweet combo.
You just blew my mind. I’m not an expert in frame data, but Eventhubs says Jumping roundhouse puts the OP in 18 frames of blockstun and the Ultra takes 1+6 (7) frames to come out so I think it’s possible.
If this works though, how come other characters who don’t have to charge their Ultra don’t do jumping HK (or whatever attack does the most hit stun) into Ultra? Forgive me if this is a noob question but I only know how to play Guile. It might as well be a different game if I pick another character.
yea i’m here looking around every now and then. that akuma set sounds good, too bad most akumas usually time their anti demons right. i’m one of the akumas who usually get a kick to the face getting too excited and doing the demon too early lol
youll catch a deep jump in rh with ryu every now and then but its almost pointless to do a regular jump in attack to ultra with anyone since there is a chance the op might recover from hit stun and characters usually those same characters who dont have charge ultras usually have some other easy combo into ultra so no point in just doing the ultra right after a jumping attack.
yesterday, i combo’d a slow sonic boom on a jumping in akuma (he was fireball spamming) to a b+lk, ex. boom.
Was pretty cool, got 3 hits in like sagat normally does.
Why would anyone use st.mk as an anti-air instead of st.hp (the straight punch, not the backhand)?
This isn’t a question with any sarcasm or anything, I genuinely want to know. Is the st.mk THAT much longer than the st.hp that it’ll hit things that st.hp wouldn’t? Isn’t the damage on st.mk not very good compared to st.hp?
I dont think the neutral jumping HP ( jumping spinning backhand thingy) is used a lot by many guile players, but after playing around with this, it could be somewhat useful to counter jump ins at the peak of the opponents jump if you are not quite in position for the air slam.
Not sure if this is useful for doing this on reaction to an attempted cross up though.
heh… i tried the slow Sonic Boom to EX Boom on a jumping Op, the timing is strict but its quite visual combo, watching the LP SB chain into EX SB for a 3 hitter, the scaling isnt bad either, you almost get full dmg off of it ^_^. Takes a while to even land so i think ill brush up my timing in trainign a bit more when i gett he chance.