Guile Moveset and Attributes

Air throwing Gen is pretty difficult if not close to impossible due to his small jumping arch. I found that the flash kick, S MK and S HP to be effective anti airs. the C HP in Guile vs Gen fights is not your go to move when anti airing IMO

Yep, a piano link.

:tup:

I’m not sure what thread I mentioned this in, or if I even mentioned it all since i can’t find it. But technically with the b.hk ~ mk kara link, could you technically piano b.hk~mk~lk to increase your chances of landing it perfectly even more?

I think it was in the video thread. Piano-ing hp~mp~lp will only yield one hp so it’s the same as hp~mp.

With the leniency in the input timing for SF4 vs. SSF2T, it feels like 2 is as good as three. One thing I have noticed with a lot of players as I watch the input for my replays, a lot of Shoto’s basically use all three K’s in lieu of their K button. I’m going to have to start practicing my piano playing. :slight_smile:

In training mode, the combo I did (in the corner) using all four bars of super was:

Lvl 2 FA > Dash forward > B HK > S HP > EX Sonic Boom > cancel into Lvl 2 FA > Dash forward > C MP > EX Flash Kick

Sometimes I stuff up the Lvl2 FA after the EX boom, given that timing is critical here

The damage appears to be scaled back somewhat, so In my view you would get better Mileage out of doing say short combos like C MP > Ex Flash kick or B HK > S HP > LP Sonic Boom > Backfist after the lvl 2 FA.

If I’m understanding right, you can “link” a B+HK into S+HP? If not, I would think you’re risking serious reprisal if you whiff it? If so, that makes things VERY interesting for our boy Guile…

Yes, you can link these on a meaty b.HK, which is easy after a FA crumple.

FA2 (counter) or FA3 (hit) dash forward, then start the combo with b.HK.

A combo I’ve been practicing is b.HK > (close) s.HP xx LP sb | EX sb.

See this post on FA followup for examples.
http://forums.shoryuken.com/showpost.php?p=6553977&postcount=155

Here’s a quick question in regards to the FA2 (Counter) follow ups.

Is it possible to…FA2 (counter) dash forward, b.HK > c.mp xx lp.sb > dash forward > c.lk, c.lp, c.lp xx RH FK/EX FK?

Edit: Or to better throw out after the second forward dash…a c.lk, c.lp, c.lp, FK >>Super?

fa2 doesn’t need to be a counter for a crumple - only an fa1 needs counter to crumple.

The dash after the lp.sb is too slow. This, however, will work:

fa2 f.dash b.hk c.mp>lp.sb exc f.dash c.lp c.lp c.mp x

where x is one of:

  • fk
  • super
  • mp.sb>super ultra
  • fk>super
    etc.

Unfortunately using that many EX bars you need to get there, I’m assuming only the FK is viable as an ender.

Tried the combo last night. At the most you’ll get an EX Flash kick as an ender but then again you’re probably better off saving those bars and doing a RH Flash kick instead.

Then again, here’s a question I need to throw out there. (And I really hate referring to a video that’s so popular out there), in Gilley’s extremely popular Guile combo video, how is he able to follow through with the sonic booms? What exactly is he doing? Is he FADC’ing after every sonic boom?

Which combo? Sometimes he’s using a FADC on his sonic boom to continue a combo, and sometimes due to the hit box of the opponent he’s able to continue the combo. On some of the beefy characters like Gief and Abel, you can get a couple in.

I was practicing the FA crumple dash into a b.HK > s.HP xx LP boom, but I think I found it easier to just do a crumple dash c.MP xx HK FK. Also I really need to work on my timing for the FA2.

Can somebody elaborate into how it is feasibly possible to throw out a super/ultra after whiffing a grab?

Isn’t it impossible to grab while holding :db: :d: :df:? (you jab punch/kick instead)
Which means you can’t grab while charging :db: for super/ultra?

You should be able to charge after a whiffed throw attempt. I’ve done it many times - except I don’t usually try for an super/ultra, just a normal sb/fk is good.

On a side note, Guile’s ultra sucks (universally known, I trust).
Fought a Ryu last night and he did fb as I was getting up. I did Flash Explosion on wake up. First kick nicked him and all subsequent ones were blocked T-T.

Poor Guile, has an Ultra stocked and it’s not even good for anything… maybe except chip damage kill, but that’s only… 4 hits? Or was it 5…

I can see charging after a whiffed attempt, but you’d have to charge longer, after the whiff ends…

In other words, you can’t unlease the super/ultra immediately after the whiff attempt, which is what hes asking right?

If theres something I’m not understanding, you can show me step by step. But I’ve tried to input a throw in training mode many times, and only jabs come out. It would make sense too this way, it would be the creators way of making sure you can’t throw without leaving your crouch block.

If he blocked the second set of the Ultra, it just means your calculations were off as to how far he really was. Should’ve stuck with EX FK for knockdown instead of pulling out the Ultra at that far of a distance.

The Ultra is not poor or doesn’t suck. It’s how you set it up in the first place. Incorporate Ultra setup strategies (e.g. FADC>Ultra, late AA Ultra) and wake up Ultra under certain situations. Know when to pull it off at the flip of a second as opposed to telegraphing to your opponent you’re going to pull it off.

On a side note, Dan’s Ultra goes right through Guile’s super and Ultra. Apparently, Capcom gave Dan a 5 second window to successfully execute his Ultra and blow past the opponent. 0.0?!

After realizing how Guile’s focus attack is pretty okay, I’ve incorporated it into my game a lot more, which leads Ultra being landed a lot more frequently.

Greatest thing about doing the Ultra after a focus attack is you literally can do it at the last moment before your opponent hits the ground. Seriously, I used to miss Ultra a lot after a focus attack because I didn’t charge enough (I was too worried I would miss my opportunity), but after some testing, I found that their body can be flat on the ground, but if their head is still falling, the Ultra will catch.

I have a question, when I try to do Guile’s cr. hk >> Ultra, I always get super, I mean I haven’t even once gotten ultra. Is this because the cr. hk is still going? Should I press hk and hold and then immediatelly after press and hold lk and mk and then release once I do the ultra motion?

if your motion is db,df,db+hk,ub/uf+3K… what’s happening is… your canceling the c.hk to super…

remember that you cannot cancel a move to ultra with guile… so even if you press 3K… hk super will come out… as hk has the highest priority for those.

if you really need to do cr.hk > ultra… let the cr.hk animation finish first then do the ultra…