When playing against good Sagat players who are adept at TU you out of your blocked strings, I try to refrain from doing say a C LK > C LP > C MP > SB string. I usually find that the C LK > C LP > C LP > S LP > B HP to be more reliable and safer as sagat will be unlikely to mash out a TU given that the S LP will still hit him while he is crouching. doesnt matter too much if he blocks.
Sometimes i do a C LK > C LP then stop to see if they will mash out a TU, or backdash and throw out a B HP or F HP as a baiting tactic. This is not bullet proof though IMO
and if the person is good at finding those openings in my links (mash) or too good at punishing me ( fadc ultra set ups and etc…) i find myself skipping the mp altogether and doing cr. lk, cr. lpx2 to flash kick combo more often.
hey, sori was too lazy to find the correct thread
i have been using the combo j.hk>d.mk>f.mp when they blocking and crouch… but recenly i have been shorukened or tu when i didnot even finish the combo,( before f.mp). a combo cannot be counter hited right? or is it just imput lag? correct me if wrong thanks
Ohh yeah if they’re blocking, you can be reversal SRK’d between c.mk > f.mp due to # frames hit stun vs block stun. In other words, the # frames hit stun allows you to combo, but the # frames block stun does not.
Yeah, it’s good to test them early on when they don’t have the meter or Ultra to really mess you up. Try throwing out cr.mk to overhead in the beginning of the round and if they block and SRK in between, you know not to do it anymore. Worse that could happen (if they don’t have any meter or Ultra) is you eat a SRK (if you’re fighting Zangief and he mashes out an SPD, then that’s pretty bad but you shouldn’t be that close to him anyway).
If they just block it, you know that they DON’T know they can interrupt it, so it’s probably safe to throw it out against that opponent, since it’s really unlikely that he’s going to have an epiphany mid match and try and interrupt it.
Plus, if you do get interrupted, you can start faking out your opponent. Say you did a meaty target combo in the beginning and he/she interrupted you after they blocked the first hit. Just do a meaty cr.mk later WITHOUT the overhead and block the SRK they’re going to try and mash out.
AutoIT also works well with SFIV. By exploiting hitstun I managed to get Guile’s SB charge down to 0.884s, but it’s not guaranteed. Also, tight combos like Fuerte’s RSF aren’t likely to work with software macros (fails in AutoIT as well) because of multi-tasking issues and timing.
Yeah, I’ve decided to use AutoIt from a suggestion by someone on IRC. The macros seem to work alot better than AutoHotKey. I can get fuerte’s RSF up to about 9-hits, but fuerte seems to get pushed too far away to get anymore hits. I probably just have to tweak some numbers here and there.
I’ve been really busy with other tasks lately, but I’ll try to get back to playing around with macros. It’s really fun and I’m learning alot. I believe I’ve discovered Guile won’t be able to dash > kara ultra to punish blocked Blanka balls. I found you need to be completing your super motion to early before the dash ends to make it possible to kara strong punch. More tests will need to be done before I know 100% though. This stuff is really fun and you can learn alot about the game engine.
I’ve also acquired the 3D models from the PC version thanks to piecemontee’s excellent SF4 asset browser. I’ve rigged up the Guile model in 3DSMAX and I’m going to do some animations with him. I just need to setup the bone influences and I’ll be good to go. I wanna animate some ideas I have for some new special moves for Guile. Maybe Capcom can see this and it can give them ideas
I think I’ll start off with Remy’s CBK, maybe Charlie’s air slice kick thing, the Guile freeze from WW(yoga tower), maybe a command grab…
I have always pictured Guile having a flying armbar or gut punch to standing guillotine necksnap or something like that. A straight forward brutal command throw.
One thing I don’t see more Guile players do, but they reallllllllllly should.
Dagger G mentioned this a while back, but I forget who was the first to discover this.
If you have a db charge, there’s no reason why you shouldn’t hold back while doing a flash kick. That way you have the option to EX Boom juggle if it trades. I know I saw Die miss this opportunity against LI Joe, I know I just saw that Guile in the TRF video that Gilley put up not do it, and I know there are other players who don’t.
What with FK trading as much as it does, we need as much damage as we can get.
As I was playing an aggresive sagat yesterday I noticed how badly I was defending againts his jump in elbow strategy, that elbow simply owns my c.hp clean. I know ex FK owns it but we can only afford a certain amount of them. Anyways, so out of frustration I was hitting many different punshes and c.mp was the only move that was able to trade. I kept on trading for the rest of the matches we played and managed to win a few, we all know how frustrating it is to be guessing all the time if opponent will come close for a c.lp,c.lk GRAB or a 2x c.lp, c.lk GRAB or instead of grab tiger upercut. If there is a better way to defend againts this Godlike ELBOW please let me know. :chat:
Been toying around with GHK (Guile High Kick) recently. It’s not -terrible- from a fairly specific distance. I’ll need to mess with it a lot more but, I mean it alone is 110dmg and 200stun, the EX.fk makes it probably the best anti-air combo outside of ultra’s and super’s (190dmg 300stun).
But there does seem to be this very, very good position about 3/5ths of the way across the screen where it kinda wrecks face O.o. Easy to land if the opponent throws a kick out early if they anticipate you meeting them in the air (not exactly uncommon given Guile’s badass air-throw) or even if it trades (frequent) you can still land the EX.fk -easy-. And that’s a trade I’m fairly alright with making.
The EX.fk’s distance is outrageous and you can almost always connect it, it’s almost impossible not to really.
Like, yeah, the move would be WAY more useful if it had a faster start-up time, allowed other moves to juggle, or was less likely for you to trade / get stuffed, but it’s clearly not meant to AA close jump-ins, it seems actually a lot more useful as a “Hey he’s jumping over my boom” distance AA where they don’t really land on top of you but just outside.
Has anyone bothered to really give this move a whirl? You’ll likely eat a ton of jump-ins while trying to gauge where you should do it but I dunno, that’s kind of a lot of damage and stun.
Nowadays, the B HP, F+HP, and B HK are three of my main “go to” moves when playing footsies. I find that the B HP stuffs Ken’s F+MK and this can take away part of his weapons.
I am amazed that when oppponents are within jumping distance and see an uncharged Guile, the F+HP will tag them from the moment they try to jump.