i’m pretty sure that’s the guide gilley said was totally wrong.
hey does anyone have any screenshots or video of guile’s alt 2? Other than the one with the victory pose?
Guile j.hk cross up
I found out that Guile can cross up with j.hk but you need perfect spacing. I found ways to get Guile’s j.hk to cross up without being in the corner.
On Juri, Bison and Sagat get close hit s.mp then jump and j.hk will cross up. (overhead then j.hk will also cross up sagat)
On Ryu and Chun get close hit s.lpx2 then jump and j.hk will cross up.
On Ibuki get close neutral j.mk then c.mp then jump and j.hk will cross up.
When you do the hits it puts you on the perfect space for being able to cross them up with j.hk. But the problem is that if they move a bit it will wiff or not cross up. I’m not sure if this would be useful but maybe someone might find this information uselful.
Couple things:
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Nice find. I accidentally crossed someone up with j.hk outside of the corner, but I thought it was a fluke or I remembered it wrong.
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I don’t think this is going to be very practical.
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Those set ups you posted: are you in perfect position if the moves are blocked or if they hit? Ex. against Ibuki, does close neutral j.mk and c.mp need to get blocked or hit to be in the perfect space? If it has to hit, you might as well just combo into FK cause it’s not like Guile’s going to get huge damage off that cross up, so the risk isn’t worth the reward.
[quote=“Slinkun”]
thx man, the ryu you described is like the ryu friend that I play against, lucky he switched to sim but now in super with sim’s buff I have still to play him. Our guile sim were 50-50, me having the advantage in the latests matches. Anyways, the only way is to become a master of reading all the mix ups and blocking accordingly, thx to this ryu friend my cross up and ambiguos crossup defense is really good.
Not sure if this is already common knowledge, but u1 is off the hook. If you were one of the few who thought u1 was almost right, you’ll love it now. I’ve had great success with it as AA (it even auto-corrected once (didn’t feel like it would’ve in vanilla)) and the damage is fantastic.
Okay, there’re definite adjustments to the auto-correct system for at least fk.
After having a lot of success with U2 (not the music band :bgrin:) I am very reluctant to use U1 given how shit it was in Vanila. plus U2 is quite easy to do on reaction to say a fireball or boxers ex rush punch from around mid screen range.
The improvements to the priority of Guile’s normals is really noticeable. I’m stuffing all kinds of shit with lots of my light and medium normals. Fantastic.
If you aren’t abusing bazooka knee at the moment, do it. It’s sick now.
I was doing really late flash-kicks against Abel when he was crossing up and having good success. Made that matchup so much easier. Let’s say he was crossing up going left to right, I was charging on the left-side and having better success with auto-correct on that. Is there something behind that, is it just a manual auto-correction?
You are right about bazooka knee. From the frame data it looks to be three frames better on hit and block, recovers faster. I try to use it to keep better spacing, keep myself out of the corner.
You can manually correct super and ultra in vanilla, but I haven’t done any testing in Super. I’m beginning to wonder if my crack was bad when I posted that. Stay tuned I guess - I’ll start using MOAR FLASH KICK.
c.mp definitely has more range. I’m landing lots of c.lp c.lp c.mp xx boom combos which would’ve whiffed in vanilla.
So the reduced charge time means you can now jump forward with an AA normal (early (like early mp)) , land, and throw a boom to keep the pressure up. So good.
i think the backfist has slightly greater range too. I have been backfisting shotos more often when trading fireballs. Backfisting Sagat after trading an SB with a tiger shot only seems to work more often when he throws out the high one, as the backfist will hit his limbs. HArder to backfist sagat after he does the low one.
ven during casuals at my house or a friends place, the good sagat players are throwing out more high LP tiger shots more often in the hope that you jump in and land on it, as they know that guiles F+MK will go over the low ones with the right timing. Fortunately, they can only juggle you with the EX tiger shot, unlike vanila.
Was going to post about it, but thought I’d done enough damage last night
From full screen in a fireball war with Ryu, I can now sb, dash-in, j.hk (over a fb) f.hp whereas in vanilla, the f.hp whiffs.
Trade fk isn’t a guaranteed ex.boom juggle anymore :_(
bazooka knee and backwards sobat have basically become my walking tools.
bazooka knee, boom, bazooka knee, boom x 1000. when i start a match like that against shotos, it seems to put fear into them pretty quickly.
i actually felt like cr.mp had less range than before, so i’m surprised that i was entirely wrong. i can definitely notice back fist has much more range. i’m loving cr.mk. i dunno what it is they’ve done to it. but it’s definitely much better.
one other thing i’m loving is that in matches against turtle fireball spammers playing rose/ryu/ken ect, you can absorb fireballs and gain an ultra. now the minute you gain this ultra, they know the’ve gotta change tactics or they’re gonna eat a sonic hurricane. this totally eradicates that problem in o.g sf4 where guile could get out turtled. in fact, i think the only people who can out turtle guile are dhalsim and akuma (possibly deejay but i doubt it). that’s how it should be.
i think one of the key things that not many people have noticed is that you can really spam out those hp.booms now, and these hp.booms are not fun for characters who are used to eating guile like balrog and zangief. you can now zone them from further away than before, making it harder for them to get in, and ultimately making it easier for you to punish. i personally think this is the most significant reason that guile is at the very least b tier now.
remember that “leaked footage of guile in ssf4” where someone had modded him to work with qcf motions? well he wasn’t that far wrong in the end!
Fuck yeah, it’s sensational.
Grrr…
I’m still using u1 just so we still have someone using it “for realz” in case there’s something new hidden in it. It’s definitely better than it was, but I’m still trying to remember to actually use the fecker.
heh.
I haven’t tried this hp.boom treachery; thanks for the tip.
Is Guile’s U2 completely safe on block no matter what?
yeah it… does…?
LK FK has 5 frames of invincibility now, meaning Guile is higher up when the attack trades, giving him the new backflip animation… still possible to juggle if its close/medium range, but it will miss at long range…
HK/MK FK is still the same, Guile stays on the ground with the regular trade animation, so you can juggle all the time… which is what I use whenever I am looking for the trade>SH…
unless you meant something else…?
Yar, I never miss EX Boom juggles after a FK trade unless I blatantly did something wrong (trying to throw it way before I could).