Don’t get lazy, Gilley.
Any chance of a video of undoable things?
The possibilities!!! Looking forward to you completing your research. :china:
Ok, so, s.lk. I hear talk a lot about how this is awesome and many say that they would rather have it than bazooka knee. I hear a lot about how it has great priority and works great against Blanka, but I just can’t seem to see it. I’ve played a bit with it in training mode against various characters but I just can’t seem to find anything really redeeming about it.
The main claim I’ve heard is that it stuffs Blanka slides. I hopped into training mode and recording blanka sliding and balling (word yo). It seemed highly ineffective against the ball and it only smacked the slide clean about 60% of the time. Note, I used a turbo controller for this test.
So what am I missing with this supposed “great” normal? I mean, it was great in ST and the previous versions that didn’t have zooka knee, but this is SF4. Are people just saying this for nostalgia’s sake?
I saw Yoshiwo Connect a F+HP then a B+HP against dictator and i was like WTH. I presume the backfist must have been a counterhit a something.
Dunno who said it works good on blanka’s slide but they were lying, it sucks against that. It’s just kinda OK against a blanka ball too. I’d still much rather use c.jab to counter that one. Where s.short is really good is against people’s c.short/c.forward attacks. Pretty much anything that hits super low to the ground and isn’t a slide. It works OK against dhalsim’s short/forward slide though.
Other random moves this works good on…
shoto’s c.short, c.forward, and c.rh
guile c.forward
dhalsim’s c.fierce
sagat c.short, c.rh
bison’s c.short, c.forward
vipers low kicks
abel’s c.short
etc, etc.
again, works good on most low kicks
It pretty much works exactly like it did in ST. His s.short is also his longest ranged weak normal attack. I love to use it against Ryu’s online who just mash c.forward once I get into that range. Just mash on s.short and you’ll beat it out clean.
Hmm, I’ll have to fiddle with it a bit once I get back. I definately could use help in the ryu matchup. Thanks.
I read in the Sabin Q&A that a Guile player was using cr.hp to standing b.hp as a block string and that Sabin kept getting counter hit every time he tried to interrupt it. I looked at the frame data though and realized Sabin must’ve been confusing the cr.hp with the close s.hp because they look similar and the frame adv. on block of the cr.hp combined with the start up of b.hp was too large for Sabin to have a hard time interrupting it.
Anyway, thoughts on close st.hp to b.hp as a block string? I’m hardly close enough to use it, but I haven’t been SRK’ed through it yet. I’m sure a mashed out SRK will interrupt it, but as something you throw out every now and then, I can see it working. Hell, the other day, I landed a double b.hp because the b.hp counter hit my opponent.
Ya, I read that bit too, he’s definately talking about s.hp. If you ever hit or get c.hp blocked on a grounded opponent your going to get owned.
But ya, I actually use it quite a bit. I’m trying to think of a situation where I do this but I can’t really think of anything in particular. However, I definitely land close s.hp > far s.hp quite a bit. If you performed it as a block string I’m pretty sure your far s.hp will trade with a shoryu.
I guess this could be used as tick throw bait. Jump in > c.lp > s.lp > walk forward > s.hp (counterhits throw attempt) > s.hp. I think the throw would win more often than not though.
I tried experimenting with baiting throws by walking up, then walking back and sweeping (like I’ve seen Gootecks do plenty of times), but I think Guile’s slower walk speed (compared to Boxer) combined with an unsafe sweep means this is a bad idea.
Anyone have a good way to punish throw whiffs or walk up [do something that beats a throw attempt]?
There’s always walk up > neutral jump. It’s in no way guaranteed damage but it’s great to continue applying pressure. On the way down an nj.hk puts on good block stun for more mixups like a f.mp, rejump crossup j.lk, or another tick throw… or you could empty jump into a throw attempt or a c.lk combo. Another option for dealing with tick throw bait is to pull a 3rd strike and c.lp > c.lp > walk forward > walk back > walk forward > throw. I am interested in trying to bait a counter-hit with s.hp though. Overall you are right though, his walking speed is a bit of a hinderance when going for tick throws.
Something I need to know off subject… does anyone know if reversal normals have the same input leniency as reversal specials / supers?
I’ve grown pretty attached to j.mk during neutral jump mix ups because of the angle, especially against Zangiefs. With neutral jump mk, you’ll hit Zangief out of his lariat like 100% of the time and with neutral j.hk, you’ll most likely get hit out of it (at least I do because I like to do it pretty late).
Same question, I think they do not have the same leniency though. I actually plink stuff like reversal c.mp and reversal s.hp…
I plink constantly though…
Get a touch further away and use the j.hp(neutral). It’s awesome against Zangief; buckets of hit and block stun to boot (makes it really easy to hit confirm). I, as yet, haven’t been punished for using this particular shenanigan. It’s possibly beaten by his s.hk, so take that grain of salt with it.
Neutral j.hp at max distance won’t get hit by lariat? Damn, how far does Guile lean into the punch? I would’ve sworn he’d be hit out of it.
There’s a vicious downward angle on it that only really becomes apparent against the lariat or a crouching op. I use that beefy mother all the time. It actually works better for attacking grounded ops over airbourne ones.
In other news, I was fooling around to see if I could kara into super - for the curious, this is how I s.xp > super:
:db::df::db::l:+:p::ub:+:k:
Now, from what I can tell, you can’t kara into super, but, it looks to work as a whiff-confirm quite nicely: if it whiffs, no super. This could be handy for using as your “i have super” default for a crouching to standing hp poke or punish - tack on the super for raised eyebrows and a steel toe surprise.
If this is already common knowledge, I apologise.
Ya, I’ve thought about that too… just throwing out s.hp with an mk super motion to hit counterpokes from max range. It’s kind of along the same mindset that Daigo used in his match against Iyo where he did lp shoryu xx super at dhalsim’s max s.hp range. Pulling off a random ass s.hp counterpoke into super would essentially be “pulling a Daigo.” Awesome.
Problem with that is… boom charge. Is it really worth losing in the hope that you can tack on a super? Not to mention, the range you’d want to be at for a counterpoke s.hp, only the hk super would connect afterwards, meaning no ultra juggle.
I guess in the end it’s just another one of guile’s hard to use and rarily used tools, like dash ultra and whatnot. Good to have in your pocket in a pinch.
it is posible to do a standing HP>super>ultra, I just did it next to the enemy hiting it with hp
I think Guile’s current design is all about a mass of situational tools and a few good stalwarts.