I wouldn’t read into it too much. I’ve seen computer chun jump off the wall and upon landing immediately kikkoken. I’ve also seen compy guile crossup and boom immediately. Well… actually, that is possible… but not the chun thing.
I was trying to practice crumple > dash ultra today with no success. I normally always use my ultra after a crumple if it’s available just by buffering it through the dash… it’s not really hard to do. I’m just curious if you can strait up dash ultra from hitting a crumple though… it seems that the way the screen freezes after you hit someone with a lvl 2 FA it’s not possible for some reason. Curious if anyone’s tried this as well… could be useful for getting in 1 or 2 more hits from your ultra after a crumple, but probably overall useless. shrug
lol, I misread what you typed. I have been able to pull off backdash > ultra only a couple of times. The times I did it was when I was trying to do a forward dash > ultra. This is something I’ve been trying to remember to master but I keep forgetting to learn it in my training sessions. The reason why I want to learn it is because it will be a really good strategy if you’ve cornered your opponent. On knockdown you can charge up your FA while they’re waking up, they will probably jump up to avoid your FA. That’s when you backdash > ultra. If they don’t jump up, you still can just backdash to safety.
isn’t buffering the ultra from the dash the same thing as straight up dash ultra?
there’s two ways to do the ultra after a FA. You can…
one thing i discovered by accident was after scoring a 5 hit combo (C LK > C LP x 2 > S LP > B HP) against a G2-B Ryu was accidently dash cancelling forward the B HP. The subsequent attacks i did after was a C LP then another B HP (scored a counter hit when opponent tried to poke back) which ended the round and in turn the match.
Even then, it COULD be used as a surprise given that most of us Guile players rarely dash cancel normals. In theory i guess if you are in the corner and the opponent blocks the B HP and you FADC forward you can go for the throw to reset your positioning
That’s a cute setup - very practical. I also keep forgetting to add it in to my training sessions.
Buffering a move is performing the input for a special/super/ultra during the recovery frames of another move such that as soon as you’ve recovered, you can execute the buffered move.
A simple example would be Ryu buffering a dragon (SRK) into the recovery of a fireball so he can execute the dragon as soon as possible.
I use this on a regular basis against defensive players. Mashers and players with god-like reactions are the folk I don’t try this on.
Ok, I finally got it to come out. Easiest way for me:
**charge db, FA, tap back once, super/ultra **
-timing is tight for FA>back (any delay & the super/ultra won’t come out)
-this will register db as a back input, so you only have to press back once to backdash
-allow you to hold the charge as long a possible.
-the super/ultra motion must be done before the backdash animaition finishes.(shouldn’t be hard since its 26 frames vs 19 for front dash)
-try negative edge super/ultra after the FA first
Godly bait move for my wakeup! Didn’t think it was possible, but i was wrong.
Also means the a super/ultra charge can be maintained for 26 frames.:encore:
Edit: the super/ultra doesn’t come out if i actually absorb a hit right now, so i’ll have see what’s going on there…
I’m shit when it comes to frame data etc, and i dont really pay much attention to it, but least you confirmed that you can actually do it…good work:rock:
is it like :db::l::db::d::df::d::db::uf::3k:? in the same speed as forward dash ultra? I can do that prety consistently.
although I do have a question about dash ultra. gilley, you have said that if you throw a boom full screen and anyone attempts to jump it, you can dassh ultra on that ass. what is the timing for this? just be charging for ultra as soon as you let go of boom and wait to see them jump then let her rip? have you pulled this off in a match before? any pointers?
One way you can practice the timing is from full screen, throw a SB by doing db,f,db+p. Then throw out a c.forward kick(or 2 c.jabs) while charging a few more frames. This is a visual cue to tell me that I have my ultra charged. Then I just dash > ultra. I have pulled this off a few times in a match and always when I’m on the P2 side, because dash > ultra is really easy for me to do on that side. I would recommend practicing it on that side first.
I’m saying after the physical hit of the FA to land, crumple, and then follow with option 2. It seems like due to the “crumple freeze” of actually landing a level 2 FA the dash always comes out later than the input. I can hit option 1 after a crumple easily, all the time. I could just be an idiot, but I just couldn’t get post-crumple option 2 to work for the life of me.
If that youtube link actually shows the charge DB 55f, input FA, release, (crumple), dash, ultra… then cool. Good to know.
Here’s a worthless piece of knowledge that I just recently discovered. In the arcade version, if Guile throws a jab SB on one side of the stage and then follows it to the other side of the stage, the SB will disappear before it reaches the other side of the stage. There’s no effect like Dhalsim/Chun’s FB’s, it just dissapears on one frame. Back when I had my arcade boards, I had an idea for 3 FA’s in one combo that involved chasing a SB all the way across the stage. But since the SB disappeared, that screwed up my plans for the combo. It really looked like a glitch. In the console version the SB doesn’t disappear before it reaches the other side of the stage.
So I might be able to do that combo I was planning a long time ago. But with this info and the new stuff I found out about Guile, I might be able to do 4 FA’s in one combo
:db: Focus :l: :df::db::uf: :k:(:2k:)- New way I do it (easiest for me)
:db: Focus :l: :df::db::ub: :k:(:2k:)- This used to be the **only **way it works for me. in one smooth rotation
:db: Focus :l: :r: :df::db::ub: :k:(:2k:) - alternate for 8 gate sticks
I want to point out that when I absorb a hit, the Super/Ultra doesn’t come out for some reason. (still trying tho)
You can actually hold the db+Focus as long as you want, then tap back to backdash
Other methods i’ve tried worth mentioning
:db: :l: :l: :df::db::ub: :k:(:2k:) doesn’t work because i can’t do the inputs from :db: to :l: :l: fast enough
:db: (any move):l: :l: :df::db::ub: :k:(:2k:) tried this method because the move keeps me in downback so i can buffer :l: :l: but it’s inconsistent due to the recovery frames.
I hope someone can figure out a better shortcut if one exists.
This is not an easy execution folks. i’m just saying its possible & confirming what Gilley’s done long ago back when i thought it was impossible.
Side note: i can’t actually do this combo, but i’m sure its possible
charge db, close c.lk, close s.lp, far s.hp>Super
close s.lp is only 11 frames, far s.hp is 5 startup + 3 active = 19 frames, & Super will cancel the far s.hp recovery frames.
if anyone else can try to confirm please let us know.
for reference:
Forward dash > Super /Ultra
charge :db: :r::r::db::ub::k:(:2k:)
charge :db:+Focus :r::r::db::ub::k:(:2k:)
ah shit , Gilley is the guy who usually figures out how to do things before any of use :lovin:, so credit goes to him instead as well as Wongerhere who took the trouble to figure out the command input
first of all, mighty props to wongerhere. very good find. :tup:
I can do it pretty consistently now.
my method:
:db: Focus :l::r::df::d::db::l::ub: :3k:
key pointers:
must tap the :l: once. after charging :db:, return to neutral once and then press :l:
roll the stick from :r: to :ub: and tap :3k: as soon as the dash ends
step 1) must be done fast, while step 2) done slow.
It can be done after absorbing a hit. Absorbing a hit should not affect the timing at all. Still trying to find applications for using this after absorbing a hit. For instance, after a jump in… After absorbing a jump in, here is what happened:
opponent does jump :k:, cr. :lk: = the opponent can recover and block ultra
opponent does jump :k:, cr. :mk: or :hk: = too much reach, tags you out of backdash
opponent does jump :k:, throw = ultra will hit
as you can see, it’s not something that can be used for that situation.
however, there are probably other specific situation where this move can be used… I have found one situation where this move works perfectly. If a Dictator does a headstomp and follows it up with a :p: attempt, you will absorb the headstomp, backdash, and hit him out of the :p: for full damage. woot! :rock::rock::rock:
I finally found SF Anniv. for Xbox at Gamestop the other day. I was thrilled! I heard before that it doesn’t have Guile, but a clone called Remy. So I played him in training a bit and found that Remy’s c.hp hit the op in the air for a fk/super juggle. This leads me to my questions:
What if Guile’s c.hp launched like Remy’s?
This would give Guile an Ultra juggling move, but would it totally destroy his design?
After trying a few more times, i got the Super/Ultra to come out after absorbing a hit. Don’t know why its so hard for me, maybe i was doing it too fast?!
I’ve been trying this badass shortcut, but no go
:db:+Focus :r::l::db::ub: :k:(:2k:)
-just like a buffered SB for :r::l:
-:r: counts as :df:
-:l: for some reason doesn’t count as :db: tho ?!?! :looney:
The rules/commands to perform his super/ultra are…
step 1: charge DB ONLY for 55f
step 2: press DF, F, or UF
step 3: press DB ONLY
step 4: press UF, U, or UB+K
that’s why you can’t get the super/ultra unless you go to DB. F isn’t being treated as DF.
Step 3 is one of the big reasons why I mess up his super/ultra. The other reason being I press the K button one frame too early. In ST, Guile’s super motion was charge D, then F, B, U+K. This motion also let you use any of the diagonals for the inputs also, which is why you could do things like charge DB, DF, UB+K and still get the super. IMHO, the super motion was way more lenient in ST.
neutral jumping medium kick is a real good move because it catches opponents that are trying to move in who expect you to land somewhere else ( they thought you would do arching jump). after you catch them, you do c. jap, c.jab, c. strong, sonic boom