ugh, can someone help me out? Regardless of what youtube video i look up, i cant do guiles ultra. I always do an Ex flash kick or even his super in training mode.
I use all three kicks. Try it.
i know, i press the L2 button and its all 3 kicks. its the analog stick motion thats confusing me
U r right sir, most definitely sorry for not getting that correct. Do you have any advice for the input? Can u draw me a diagram…I cannot get it to work. Never.
This information is in the forums, although I admit it is sometimes difficult to find.
for reference:
Backward dash > Super/Ultra
:db: Focus :l: :df::db::uf: :k:(:2k:)
:db: Focus :l: :df::db::ub: :k:(:2k:)
:db: Focus :l: :r: :df::db::ub: :k:(:2k:)
Forward dash > Super /Ultra
charge :db: :r::r::db::ub::k:(:2k:)
charge :db:+Focus :r::r::db::ub::k:(:2k:)
sonic boom into Super (shortcut variation) sonic boom into Ultra is not possible
charge :db: :r: :db:+:p: :ub:+:k:
I land this shit in matches (on and offline). I reckon I execute lk.fk ex.fk(juggle) a dozen times a week; ultra/super requires a touch more height than an ex.fk juggle, but not much.
Do you use lk.fk for all your aa?
She’s crouching and it looks like I should be hitting her square in the face. A lot of the c.mks have strange hitbox deformation properties, but c.hk? Phoo…
I think the ex sb juggle does more damage, the second hit of the EX fk only does 80 damage and the ex sb juggle doesn’t damage scale so its a full 100.
I try my best to not even set up that juggle intentionally. If it happens, it’s because i traded a hk flashkick AA or something to that effect. Actually aiming to hit an early lk flashkick AA just to set up the juggle seems like a waste of meter and taking a risk at catching a trade. Might as well just wait it out and EX flashkick for a nice solid 180 damage.
Hell what is the damage on that lk flashkick > EX flashkick juggle. 70 + 80 for 150? Even EX sb only does 170.
I might agree that FK > EX FK is probably not something you should be aiming for, but FK > ultra is something you might want to keep in mind. I’ll give an example of some dumb stuff combofiend did to me at Evo. I was sitting back on SB’s waiting for combofiend to jump. I knew he was going to jump at me to attempt a burning kick cause he was doing random super jumps into burning kick earlier in the match. He finally jumped at me and I immediately input my ultra motion. During the freeze screen, combofiend started mashing out an air burning kick. Freeze screen disappears, burning kick comes out and hits me CLEAN out of my ultra to kill me. Now, if I had done an early short/forward FK(easy to do when you’re looking and know someone’s going to jump), and then juggled with the Ultra, he wouldn’t have been able to burning kick.
MP Overhead followups?
I saw Gilley do the target combo and then do a s. hp right after vs Rog.
I would always use the target combo, then low sweep only to get destroyed afterward since it leaves you open if blocked. Yeh, I r n00b
My question is: What are the best followups for the target combo? Or is the overhead punch the only piece of damage you should rely on then retreat?
I took the liberty of looking at the SRK frame data for you regarding Guile’s Target Combo:
-3 on block
0 on hit
That should answer most of your questions, but i’ll throw my 2 cents in.
(i’m assuming your low sweep is c.hk:)
c.hk ~ 6 frame startup, low priority poke, can be countered & has bad recovery (-3 on block)
s.hp ~ 5 frame startup, massive priority normal, & +1 on block
Target Combo follow ups really depend on who you’re playing against & what you’re trying to achieve. (reset, bait or go for the overhead?)
I mix up with Focus, s.hp, s.lk, c.mp, c.mk, whiff s.lp/c.lp, & b+mk while buffering a boom/kick
btw, players can dp or Focus counter Guile’s f+mp Target Combo, so even that’s not 100% safe.
Wow, thanks Wongerhere. I’m doing my best to get out of the habit of using the Cr. HK unless I can cancel it and make it safe. It’s just this combo that’s been bugging me because I guess when you play players that stand after they get hit by the overhead it’s just instinct to sweep. I like the reach and pushback the s. hp has as well. Safer than breakdancing into your death.
i remember reading somewhere that Guile’s Ultra/Super cannot counter some of the other characters Ultra/Super.
Just gotta demystify one of those.
Sagats Ultra, Can be Ultra/Super Countered only if these conditions are met.
- Sagat does Ultra First.
- You are at near Max tiger Knee Range/Outside Tiger Knee Range of Ultra.
- You must have input your Ultra/Super AFTER Sagat’s Ultra screen freeze. NOT During.
Good for wake up chip death from sagats ultra if he chooses to do so, which ive seen on a couple of occasions where his Tiger shot/Tiger knee wont kill you but his ultra/super cwill chip you to death.
You input your Ultra/Super BEFORE his tiger knee start up hits you, but AFTER he leaves the ground. This is the point of time where his invincibility frames are already over and you are not yet in block stun.
So, since i made that new combo thread, I’ve been trying a lot of different things. Namely, I was putting a lot of practice into s.hp xx super > ultra since that’s technically guile’s most damaging combo. It got me thinking…
- Far standing hp is +5 on hit and at least +7 on counter-hit.
- Far standing hp takes 5 frames to startup, 3 active, and 14 to recover for a total of taking 22 frames total to complete.
- Guile can backdash > ultra. Backdash takes 26 frames to complete.
- Ultra startup is 1 + 6 frames.
You get where this is going? The idea is that you can link an ultra from a far s.hp on counter-hit. It meets all the requirements but what confuses me is that I just can’t get it to work. If I whiff the s.hp the ultra will come out easy, really everytime. But once the thing connects on an opponent, I can’t get an ultra to come out for the life of me. It’s like the engine slows down when that hit connects and my charge gets lost in translation somewhere. Maybe someone else would like to give this a try, but I could only get the ultra to come out on a s.hp whiff. =(
Seriously, why can’t the ultra connect after a FK, FADC???
I’ve seen videos where Guile will FA through a fireball to land the ultra. When someone does that, it seems impossible to pre-charge for the ultra, yet they nail it.
So if someone FK, FADC and the other character is in the air…why wouldn’t the same technique apply?
Going back to Guile FA through a fireball, is the pre charge more linient? Or is there an entirely new way to hit the ultra after FA through a fireball?
It’s gotta be possible! Almost all other characters (I think all of 'em) have the ability to juggle and ultra. Why not Guile??? …it’s gotta be possible.
Nope, it’s not.
^^^dammit! I had high hopes.
Ok, then going back to FA through fireballs. How do you pull it off? I’ve been practicing and I can’t nail it.
The video I’ve seen shows Guile doing the FA right as the fb is about to hit, jumps out of the FA to land the ultra on Ryu. I can’t seem to find the video right now but found this one…
[media=youtube]kfdt8AsYQ-4[/media]
WTF is that about? How the hell did Guile get that outfit?
SF4 PC. You can customize your outfit to anything you like.
Related : http://forums.shoryuken.com/showthread.php?t=199446
When I FA through fireballs, I hold forward to walk toward them then right before the fireball hits hit f.mp+mk. Do it just like you’d do Abel’s f.mk dash, but with a fireball in your face.
As for doing FA > ultra/super, wongerhere showed how to do it on this very page, scroll up to see all the commands he posted.
Guile having that costume is the PC version, custom skin.