Guile Moveset and Attributes

You didnt understand what I was saying
I mean
lets say you knock your opponent down
now
your mixup option could be to stand right in front of him
then crouch and have your FK ready, now, a few frames before your opponent wakes up you stand up, your opponent sees you and thinks you gonna throw.
Opponent wakes up and then you make the FK

is that possible
I dont have anything to practice this whit, that sucks, guess I’ll have to wait till next weekend to try it on the arcade

Dude, Kich, let me direct you to Gilley’s forum signature:

“It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt.” --Mark Twain

If you’re talking about a standing FK, then I believe that’s a no. Going back to WW, Guile to my knowledge has always had to cancel a normal in order to do “standing” FK.

Just to help a guy out, I know what you mean Kich. It’s a good observation about the df, df thing that I actually didn’t know about. It seems people started arguing definitions, which seems about as futile as arguing about what the definition of the word “is” is.

Anyways, on topic, I’m in the process of re-un-learning my bad habits and was getting owned by a ryu in the local arcade. Not surprisingly, j.lk still sucks as a cross-up with it’s low block stun. I would land it, then get hit with a shoryu in the middle of my c.lk. However, turns out that if you jump in with your x-up j.lk and just hold db, you have enough time to grab a charge to punish a blocked lp shoryu with your ultra. Pretty worthwhile to know.

I think you’re asking how long SB / FK’s buffers are.
I believe it’s 5 frames max. I’m basing this on:
-sonic boom is known as :l: :r: + :p:, but certain games before s4 allowed for :l: :r: :l:+:p: *sonichurricane.com & gilley
-standing FK combo off standing hp. S.hp takes 5 frame to hit.

But realistically, the answer is no, b/c standing FK alone doesn’t seem to come out. (at least for me)

Gilley, this has been bugging me for a while now, so maybe you can help me out?
holding charge db, focus (no absorb & time doesn’t matter), tap back, after dash frames :r:+:p: ~~ sb doesn’t come out.

-is it b/c I tap back past frame leeway for sb?
-tap back negates the charge for sb?
-focus doesn’t hold a charge for normal specials?
-is it something else?

you can’t dash to a special move, only super/ultra.

the Cross up J LK > C MP > Flash kick is EXTREMELY hard to execute consistently. One, because of the hitstun of his cross up, two because i don’t register a 2 hit combo after the C LK > C MP at times. Not surehow many of you here have experience this.

If they made it easier to do this combo, Guile will at least be able to inflict some good damage. So now I am currently having to use
C LK > C LP > C MP > sonic boom to be safe.

ok here is a little hint for that crossup
hit the mp button as fast as possible after the jump lk. make sure the low kick hits the back not near head. because its easy to combo the mid punch then. after the mid punch all is easy take ur time as the mid punch has more block/hit stun.

I didn’t even know that combo existed in SF4 (I know it was possible in SF2). What kind of damage does that do? I’m assuming a good amount since there’s no scaling. That’s really hard to hit confirm though.

Ya, you have to be really on point with your charge times and it’s pretty easy to hit confirm too. I stick with the c.lk > c.lp > c.mp xx flashkick though for the c.lk. Because sf4 has absolute guard, if they block the j.lk and are mashing out a reversal, if you c.mp, c.lp, or any attack that is NOT a low hitting attack, they will keep blocking despite holding forward. Absolute guard does not work for high/low attacks though, only mids.

Since j.lk is not very hard to block, having this option is nice. I should probably use c.mp too though… if anything it would be a nice tick throw setup.

Really you just need to hit the j.lk deep. I spent about 2 hours just practicing ^ that crossup and getting the feel for whether or not it’ll actually connect: too high, go into a SB block string, just right, mp>fk.

You don’t even really have to be on the ball with your charge times, if you can j.rh > c.mp > fk without trouble you could do this just as easily, going over their head doesn’t lose you you’re down charge.

I think it was mentioned before but, the hardest crossup imo is the j.lk > c.lp > c.lp > c.mp xx super > ultra. Only been able to land it once, after the c.mp it’s usually a flash kick =(

thanks man.

is there any centralized place to view info for invincibility frames? it would seem like a natural addition to any frame data set.

i tried a search, but nothing came up.

related to guile, i’m trying to work through which situations to use which flash kicks.

i’ve read that Short & EX are useful for AA. is there anything EX does for you as an AA that Short does not?

RH is just for combo dmg? does it provide any invinc? is Medium useful at all?

tyvm.

EX has more invincibility frames, does a lot more damage, and is much easier to AA with in general.

However moving on, I really need to argue that people shouldn’t be using EX.FK in combo. There’s no point. Guile’s EX moves just -don’t- jive in combos, there’s no need to unless -maybe- you’re EX.SB > FA2 > ultra’ing for 3 meter, and at that point you might as well just super > ultra juggle…

Putting EX.FK into a combo adds a maximum of 20 damage. EX.SB into a combo adds a maximum of 50, which isn’t terrible, but typically by the time you throw out that ex.sb it’s been through 3 normals and the scaling makes it harsh. Actually, no, there isn’t any situation in which just linking into a s.fp wouldn’t be a better choice.

And again, that’s meter you could have used stuffing a fireball or punishing something for full use of the meter. Same with the EX.FK. I don’t see any purpose at all to use that outside of just straight AA punish or GHK > EX.FK (10 more damage and 100 more stun).

I can’t think of many practical reasons to implement his EX moves into combos, they’re far more useful as standalone moves, but I still people comboing with them on a semi-frequent basis and I guess I just don’t get why. I mean, literally you could just throw an EX boom at someone and do comparable damage or more off of the block-dmg than you would get putting EX.FK into a combo for the ‘extra damage’ (j.rh > c.mp xx ex.fk does 16 more damage than using a rh.fk, blocked ex.sb does 12dmg a hit for 24dmg total).

Is there something I’m missing here? I don’t feel like I am…

It’s on the wiki. Regular fk is 3f and ex.fk is 5f of invuln.

ex.fk is a much better aa option as it’s got the range and invuln frames. mk and hk fks are useful on the ground or for long-range aa - Guile’s fk is a scalpel: you need to learn the range and you’ll find you can punish all kinds of shiz with each of the ranges.

Keep in mind that fk strength relates to horizontal range more than anything else.

Nope, your not missing anything, it’s pretty worthless. I would say that if “your sure a c.mp xx EX flashkick would kill him when a hk flashkick wouldn’t, then go for it…” but honestly can you really “see” a 20 damage difference in a health bar?

It’s better to sit on a super meter an entire match then waste meter on an EX flashkick combo.

Also, I am a bit curious why lk flashkick works so much better than the mk or hk when the wiki lists them as all having the same invul frames. My only guess is the hitbox becomes worthwhile faster since it looks like guile flips a bit closer to the ground.

Lately, I haven’t been using any meter at all practically. I’ve noticed that sometimes entire matches go by where I just sit on a super meter. This caused me to experiment a bit with FADC’ing EX booms for pressure. All in all a pretty useless tactic since the boom reaches it’s target to fast for you follow up with anything, but it can be used to great effect as a match ender when the op is about at 30 ~ 70 life and midscreen. The perfect range to where an EX boom could be hard to bulldog, your in range for a followup f.mp or c.mk, and to where c.hp would effectively anti-air is the place to be at.

On an unrelated note, I hate how unsafe EX boom is.

I find that I build to super pretty quickly against non-projectile opponents, but I whore ex booms when zoning - the speed of them can really throw people off. I love throwing an ex during the block/hit stun of a slow boom at full screen.

One game I’ve become quite fond of is four ex booms in a row - sounds mental, huh? There are a few Ryu players that I’ve faced who once have a lead or are getting defensive will sit at full screen and try to out fireball me - surprisingly four ex booms works a treat due to the head-space (all of these are single hits (i.e., they do a normal fireball and take a single hit from the ex)):

1st ex boom: "Sweet, it’s minor damage and I can keep this up."
2nd ex boom: "Psycho. Oh well, he won’t do another one."
3rd ex boom: "Idiot! I’ll just throw another normal fb as there’s no chance he’ll waste another ex."
4th ex boom: “… he wasted his super, but I haven’t made any headway at all :_(”

Maybe it’s because Ryu players are always saving for two ex blocks, but this works so often it’s comical.
Disclaimer: I rarely play for damage so this kind of malarky is right up my alley. Definitely not recommended for serious games. :wink:

Most i would do is 2 EX booms depending on the situation, but i try my best to preserve them and try to be selective in when i use them :). IF there is a time when i have trouble closing the gap with a heavily defensive Ryu, I try to Focus Absorb a few fireballs and dash forward, whilst avoiding getting hit by follow up fireballs. In the corner, I could try for the Focus absorb, dash forward then ultra, which is a potential trump card. This is something i can now do with 90% consistency

as for the C MP > Flash kick combo, ive stuck with the HK version as the EX flash kick seems to take off just as much damage. this will enable me to stock up on EX metre “in case of an emergency”. I use the EX flash kick as an anti air to ensure i dont, trade hits, but also use the LK flash kick if i have no metre

the EX flash kick is what i use if a Ryu’s C MK > Fireball combo is poorly spaced, provided i have charged for it earlier. Poorly spaced as in he hits you with the tip of his foot. if the C MK > Fireball is meaty, a reversal flash kick can get him before he recovers. IF the combo is semi meaty, then i simply do nothing as throwing out an SB is asking for a Tatsu to the face then its “cross up city”

Honestly, I’ve been trying something similar for the exact same reason. Most people expect a lp.sb follow up, but if you FADC a mp.sb, it’s actually quite the rushdown. They have a lot less time to think and it lets you setup just about the same amount of options as a lp.sb.

Particularly, 2 dashes, jump-in (at full screen that is). If they panicked and threw a projectile to eat it, there’s few people who will recover fast enough to block or punish the jumpin and from there you can apply some pressure. Also doable with the fp version but I can’t recall if the jump-in combos with the boom.

And yes, it’s frustrating. I spend most of my time playing a friend of mine who exclusively plays Ryu. At this point he knows my game pretty well, and can psychic tatsu the shit out of my ex.booms…

Say what you want about that 20 damage, but I’ve seen tons of matches come down to the wire, where I’m sure that 20 damage would’ve made a difference. I’m definitely not in the camp that thinks you should combo into EX FK every time, but in certain match-ups, I’ll combo into EX FK if I get the chance because it’s really hard for me personally to get damage against those specific characters (Sagat, Akuma, Blanka). Of course, things like keeping 2 bars to FADC, being really close to super, noticing my opponents habits and saving meter if I can use it to punish him (Jumpy OP = EX FK’s to the face), but in certain situations, I’ll take that 20 damage.