Preciate that man. Thanks for checking out the vid.
There may be benefit in creating a video for dash-super with additional tips for placing the FA in there - handy video for those having issues with this.
i find it easier to execute this by charging DB > press FA > Dash forward > DB > UB + 3 kicks. I can do this 8 times out of 10 as opposed to the method sonicflash showed. probably because I am doing it too fast.
I did this to a sagat player going by the name “heavyweapons” who remarked “disgusting” (in a fun way of course) after my ultra blew through his EX tiger shot after I did FADC > Ultra.
Speaking of disgusting combos, Sagat nailing an anti air*** F+HK x 2 > ultra*** is even more disgusting given how easy it is to do
**We all know Guile’s frame data & how difficult it is to do his combos.
I took a long hard look at everyone’s frame data & discovered some very interesting facts.
A. Force Stand
B. cr.HP potential
C. Guile, Ryu & Rose’s cr.hp frame data
A. Force Stand
I found that a lot of characters don’t benefit from Force Stand because there’s no way to combo off it. Examples include Fei Long’s cr.hp, +0 ,Cammy’s cr.hp +7, and Zangief’s cr.mp +3. Fei can only use it to reset. Cammy’s has enough frame advantage to chain normals or SUPER, but the hit box is very character & timing specific(don’t know why Wiki says it can’t).
Zangief’s c.mp can combo into c.lk, which is pretty cool.
B. cr.HP potential
****My next arguement relates to Guile’s cr.hp -4.
Almost every character in the game has a way to combo, chain, Focus Cancal, or link off their cr.hp. except Fei, Seth, Abel, Blanka, Rufus, Gen & for good reason. Those characters use cr.hp as a long range poke or for air combos. Dissregarding those characters, there’s two things that can happen with cr.hp: frame advantage to link a normal, or frame disadvantage to cancel into specials.
Examples Sagat’s cr.hp +4, Ken’s cr.hp -4, Ryu’s cr.hp, and Guile’s cr.hp -4
Sagat can combo cr.hp into a cr.lp combo. Ken & Ryu cr.hp can Focus Cancel or special cancel. Guile can’t do anything.
C. Guile, Ryu & Rose’s cr.hp frame data
****Ryu’s frame disadvantage is -13 while everyone’s cr.hp is on average -4
Rose’s cr.hp frame disadvantage is -10, but they both cancel into special/Focus which ties into **“B. cr.HP potential”.
**
Basically I’m trying to show how Capcom messed &/or didn’t have time to address Force Stand, Guile’s cr.hp ability to special cancel, Rose’s and Ryu’s cr.hp frame disadvantage data.
You’ll understand a little better how it feels to combo with Guile when you try these:
Zangief’s cr.mp>cr.lk>cr.lp>special. cr.lk is hard to time because of cr.mp’s animation
or
Sagat’s FADC2>cr.hp>cr.lp,>special>Super>Ultra. It won’t all hit, but that’s kinda point.
Hope this helps.
**
c.fierce is fine
Guile’s crouching fierce has one purpose: To AA with. It’s always been that way as far as I know (excluding Marvel launcher BS). Forcing stand isn’t really important, they could take it out if they wanted to and I doubt any Guile players would complain.
why are you using c.fierce when your opponent is on the ground?
if you force stand on charge characters, do you make them lose their down charge?
No. Assuming your opponent is still charging, they retain it.
Alright, educate a Guile scrub here. What is going on with his low jab link into low strong? Why is that shit so easy to do? According to the srk wiki’s frame data it’s a 1 frame link, which should be hard to do, but I’m hitting it almost all the time in jump in rh, low jab, low jab, low strong, rh fk. I’m solid with execution, but I’m not so solid as to be able to hit 1 frame links with the frequency at which I’m hitting this. It feels more like a 2 frame link to me. I’m surgical with those from Rogs ex upper loops, and it feels the same. So what’s the deal? Does low strong come out faster than 4 frames? Does low jab do more than 13 frames of hit stun? Is there something happening under the hood that I don’t know about? What is it about the attributes of low jab and low strong with Guile that makes linking them easier than other 1 framers?
The only explanation is that you must a robot because that’s not exactly what I’d call an easy link.
I for one welcome our robot xaaz overlords.
Haha. No, seriously. There has to be another explanation here. I’ve been maining Rog for over a year now and I still can’t hit his raw low jab into low strong, a 1 frame link as well, 100% of the time. I have to plink to hit it reliably and there are still times when I drop it. Yet here I am pulling out Guile’s raw low jab into low strong like it’s an ex upper loop. Maybe the frame data is off or something. I don’t know. You tell me.
The frame data is correct; it’s a 1f link. My guess is that the timing for it just suits your internal clock.
ya, grats.
Truth be told, the way you talk about how easy the link is for you makes me feel a bit ill cause it took me a lot of practice to consistently execute it in matches. IMO it’s easier than say Abel’s f+mk > hp, but it’s still a tough 1 frame link.
I am having trouble reading Guile’s frame data, can anyone help me out? I’ve read the guide on how to read frame data but I don’t get how it says the Frame Adv. Hit for cr.lp is +4 and the startup for cr.mp is 4. Wouldn’t that mean the frames you have to link these 2 moves is 0? Can anyone help out a newbie here lol
For the SF4 frame data, moves hit in the number of frames listed in the startup. For example, Guile’s cr.mp hits on the 4th frame because it has 4 frames of startup. So it really has 3 frames of startup and hits on the next frame but we put the startup as 4 so that it’s easier to read and determine links/frame traps.
Read the line on the bottom of the SRK Wiki frame data.
Oh, awesome, thanks for the quick reply! Missed that additional info at the bottom. Now I can go to sleep happy lol
Hey guys! Can anyone give me some tips on how to get frame data or how to collect it myself? With the game being like 2 months away, I’m tying to make preparations and just lay some things out as far as what I’m going to do once the games released. I know I’m definitely going to put up Guile’s new Normal-Hard Trials within the first couple of hours of me getting the game (I’m assuming a local store will be doing a midnight release for the game, and with me being on the east coast, that will allow people on the west to see whats new a couples hours before they get the game). And I was also going to do another side by side video, just comparing SF4 Guile’s moves to SSF4 Guile’s moves. This way we can easily see which ones have more recovery time or more range or whatever the case may be. And I wanted to go ahead and try to get a head start on some of the frame data for Guile too. I have a video editing program that will allow me to move the footage at every frame so I can count start up and all that but I just wanted to get some more details about how to get the disadvantage or advantage on hit or block. Anyone know? I think it’s very important to get this info out as soon as possible so we can all start messing around with it and start getting better as soon as possible. Agreed?
You can expect the same thing to happen with ssf4 that happened with sf4. A week before the game comes out, some japanese player will be putting everyone’s trial mode comobs online. Not that this is really important though, as a majority of those combos, especially for guile aren’t really interesting. I know I’m going to be preparing myself by actually modding my extra 360 so that I can “acquire” the game before the retail release. I failed to do this with sf4, and was killing myself with anticipation a week before sf4 came out and there was a burn of it.
I’m also going to be doing all the frame data charts again. This is going to be a massive task(more characters+old characters). Last time it took me forever mainly because I had never done anything like that before and because of my work schedule. This time, I’ve started preparing a little bit sooner and have already started frame data templates for all the characters. I hope my Capcom Japan connection comes through like he did when the console version of sf4 came out. He was able to give me all the frame data in spreadsheet form with some of the moves translated for me. I don’t know japanese at all, so translating made this process slower than it should have been. I believe it took me about 2 weeks to complete all the characters frame data charts last time(working in the evenings). I will be taking a few days off of work when ssf4 drops so hopefully I can have them done much much quicker, provided there is a japanese strat guide, or an .xls given to me. If none of this is available at launch, you can expect the frame data to be VERY incomplete for a while. Certain things like “active frames” will be almost impossible to test manually(I dont think it is possible actually). It will also take up an insane amount of time to test the simpler things like startup/recovery.
I will probably concentrate on doing the frame data for 10 new characters first, as I’m sure a lot of people will be wanting to learn those characters. The characters I’m interested in…Adon, Guile, Gouken, Juri, maybe Hakan. So you can expect me to do the frame data charts for them first. Once all these charts are done I might do a “frame data analysis” for all the characters normals. I did this for Guile and found some things no one knows he can do yet. I basically take every normal and list what other normal it could potentially combo into(just by the numbers, not taking into account pushback). I do this with every normal on regular hit, final frame meaty hit, and final frame meaty counter hit. I found some cool stuff with Guile and I’m trying to finish up this comboo video to show it.
Gimme a sneak peek =) Your (old?) combo video with Guile is probably half the reason why I try so hard and use him, awesome stuff! ^^
Back on topic I have a question. What’s the deal with getting SB or FK to link after doing a few jabs? If I charge and then do one jab I can connect the SB or FK easily but not when I do two-three jabs or try to combo something like c.LP > c.LK > C.LP > FK