Guile Moveset and Attributes

Yes. Check in the combos thread.

I’ve been getting caught a few times with ken/ryu outside of sweep range countering my sonic booms with hurricane kicks. Dashing immediately behind a slow boom only works later in the game after I’ve changed up my tactics some. Early on they can often “guess right” and smack me with a hurricane kick, since I’m using booms to build EX.

Has anyone had any luck doing dash > ultra. I just recently mastered this technique and can do it about 90% of the time. It’s still really difficult. What I’m really wondering is can anyone do SB > FADC > ultra. I can’t seem to do this even though dash > ultra is fairly simple for me to do now. Right now, I don’t think it’s possilbe.

I would also say, that it will be worth your while to master dash > ultra. It will really help you out in some matches, especially vs. fireball characters. Yes Sagat, please throw a tiger shot at me when I have ultra. I’ve found you can punish Seth’s s.fierce from 3/4 screen away and hit him for ~65% of his life :tup:

The way I figured out how to master this was by first figuring out the exact requirements for Guile’s super/ultra motion in SF4. I then modified the way I usually perform his ultra motion. In the past, I always did charge DB, then rolled the stick from DF, D, DB, B, UB+K. But what I’ve found is it’s better to do the “zigzag” motion. Here’s what I’ve found for the super/ultra inputs.

  1. charge DB only
  2. press DF, F, or UF
  3. press DB only
  4. press UB, U, or UF+K

You can try this out, do this really slowly. Charge DB, then press F, DB, UF+K. You will see Guile take a small step forward then do the super/ultra. This is basically how I do Guile’s super/ultra now. When I want to do dash > ultra, I just double tap F. So it’s charge DB, F, F, DB, UF+K.

So back to my intial question. Can anyone do SB > FADC > ultra? What I do is charge DB, F+P, F+MP+MK, DB, UF+K. Unfortunately the ultra doesn’t come out. It seems like something like this would work but it doesn’t.

I was actually trying something like that a few days ago, but it wasn’t from sonic boom. I was trying to do his c.forward *hit and then dash forward ultra. For some reason I was never able to get the ultra to come out.

The way you do your ultra now is the way I’ve found it easiest for me, and I’ve actually pulled off the FADC>Ultra through a really good Ryu player(online) who wasn’t expecting it.

Even though I assume the boom>fadc>ultra won’t work due to ultras not usually being chain/comboable, my guess is the charge is used on the boom (maybe a super would work in training) I’ll still try it out in training.

The FADC is taking the F of F+MP+MK as the last F for the dash cancel or the first? If the first, then wouldn’t you need to get the cancel first before allow the UF to register the ultra? Does it count as a dash if you cross the neutral point of a FF?

DB, F+P, F+MP+MK (this is the cancel?), DB, UF+K

Both F’s are overloaded, one with the boom, one with ultra.

FADC on the SB removes 2 EX bars. No, this is not possible.

You can sb -> Super without any focus or dash cancel.

Tutorial for this is in one off Gilley’s guile videos.

Input for this:

Charge db, f +P, df, d, db, b, ub + Kick.

It works and it doesn’t require any focus cancel…saves you meter and combo into super damage scaling.

I can pull it off in training mode, but haven’t been able to pull it off in a match yet. :sweat:

I use this and fk>super in matches and find the following movement is easier for me:

:db::r:+:lp::db::uf:+:k:

Similar thing for fk>super:

:db::uf:+:k::db::ub:+:k:

Not sure why it’s easier for me when one is :uf: and the other is :ub:, but there you go. The fk>super doesn’t have to be that quick - I land it pretty much 100%* by using :db::uf:+:k: as my default fk movement (when I have super), if that connects, I can hit confirm the super**.

Keep in mind that sb>super can lead to an ultra juggle.

Note: fk>super can be used as anti-air, but you need to understand the difference between the three fks and the three supers. Also, the fk needs to be very late (as all your aa fks should be).

  • sometimes I forget to go to :uf: - 17 years of :ub: is a hard habit to break.
    ** it’s not that easy to hit confirm and if the fk is blocked, you’ve thrown away all ex and you’ll eat something brutal for your trouble. Better to just combo the whole thing.

^ Funny, I tried using those movements and it was way harder for me?

I guess which movements you use best, depends on the player.

:china:

i just recently understand why some players punch after releasing a sonic boom and punch again. some of them does it for timing. but i think it’s more useful as a move to continue charging with less backward movement. This is useful when you want to keep your distance from your opponent and time your calculated jump in.

Try adding onto it by finishing off with an Ultra.

c.lp > c.mp > Sonic Boom > Super > Ultra.

Actually, it’s a force of habit that I can’t help but not do. But instead of hitting two jabs, I do a c. lk > c. lp instinctively.

I don’t understand why people like doing that j.hk, c.mp xx boom xx super combo. For me, going strait from c.mp xx super is way easier to do, does more damage than throwing out the boom prior, and still maintains the ability to juggle with an ultra afterwards.

I had a question. Can guile combo anything, and i am asking for even just 1 thing, but can he combo anything after fk fadc? I mean i spent like an hour in training mode and nothing hits… why on earth can the entire rest of the cast do something, but not guile?

I’m not sure about anyone else but I can tell you why I throw a sonic boom into the combo. I’ll try to break this down as much as I can without it getting confusing. It’s like each point the controller is in, I have to hit a button type of deal.

(c.lp > c.mp > sb >super)
**
1 - (db+c.lp)
2 - (moving the controller to forward + c.mp)**
3 - (going right back to down back + fp which starts off the sonic boom)
4 - (And then up forward to initiate the super).

The reason I hit the c.mp early is because of the c.lp > c.mp link combo to connect.

BTW, the last SF I played before this was SF Alpha: World Warriors. The chain combos there I used with Charlie got me into the habit of doing this.

  1. looks flashy as shit :slight_smile:
  2. for me the timing is easier

Indeed. Mad flash.

Been experimenting with something today. If you’re getting up and someone’s jumping in with an early attack, sometimes it’s better to jump and airthrow them right before they hit the ground instead of punishing them with a reversal flash kick. I don’t know the damage on the air throw exactly, but I’m pretty sure it’s around flash kick damage or better and you can put them in the corner/keep them in the corner if you’re anywhere near the edge of the screen.

Also, after trying to incorporate the focus attack into my game, I’ve made almost everyone I play (online and off) afraid to poke.

Chun-Li bothering you with her footsie game or hazanshu (c.roundhouse, s.strong, s.fierce)? Focus that shit.

Too late to c.fierce a jump in? Focus that shit (though this will most likely only work once since after that, your opponent will probably just mash jab/throw after every jump in since they’re expecting a focus attack).

You recognize a pattern and can tell when someone’s going to sweep/poke you? FOCUS THAT SHIT.

On a related note: anyone know any good combos during crumple? Bread and butter c.strong to flash kick doesn’t work cause c.strong puts them back on their feet, and I feel like there must be something better than throw/sweep.

Airthrow is listed as 150 damage (consistent) versus 70 damage if you’re hitting them late with the FK. It’s more damage than the LK/MK early FK. And yeah, it’s great for controlling positioning. Between the back throw and air throw, I use them judiciously against opponents I’m trying to play keep away from (Zangief, Honda & Blanka with an Ultra).

Crumple > c.mp xx flashkick is not only doable but easy as hell. Here’s how you do it. See exhibit A.

Exhibit A.
The dotted, underlined line indicated a focus being charged.

---------lvl 2 flash-----you absorb a hit–f,f, db----release focus > c.mp xx flashkick.

The trick is to input the dash and db input before you actually release the attack. Again, easy as hell once you understand it. Hope that helps peter. (Gilley also made a video of him doing just this with blanka. Search it on youtube.)