Guile: Okizeme, freedom style

I’ve been digging right in to Guile’s okizeme game for a few weeks now and am ready to see if an oki thread can survive in this fucking wasteland of a forum.
I’ll keep the first few posts updated with the results of any (hah) discussion and maintain links to videos for reference.

TOC
[list]
[] Flash Kick - this post
[
] Burn Straight / b.hp
[] V-Reversal / f+ppp
[
] Crouching HK / c.hk
[] Dragon suplex / f.throw
[
] Judo throw / b.throw
[] Guile High Kick / df.hk
[
] Swing Out / f.hp (target)
[] Flying Buster Drop / j.b.throw
[
] EX boom / Tempest
[*] Critical Art
[/list]

TOOLASSISTED
THX 4 OKI TOOL LOL

Okizeme? (pre-requisite knowledge)
Yeah, okizeme. Or oki. The means by which you can apply pressure to your opponent on wake-up. When you knock your opponent down, they have 2 or 3 means of getting back up: KD, KDR, and KDBR: knock-down / no recovery, knock-down quick-rise / normal recovery, and knock-down back-recovery respectively. Good (strong) okizeme setups allow you to apply safe or advantageous pressure on their wake-up and is the result of trial-and-error or by studying frame data.

You should understand the above, have a basic grasp of how frames work in fighting games, be able to read frame data, and understand what “meaty” means.

So knock-down and press buttons? Why all this guff?
All of the oki setups I post or talk about here are frame-perfect meaties - last active frame where possible, but 3f safe on block (at worst). At any point that is appropriate, you can go off-book, but these setups will yield good frame advantage.

Bill’s oki game
Guile’s okizeme situation is interesting (well, to me it is as I only play Guile, so maybe everyone is built like this and I just don’t know it) in one primary way - there is a very clear set of precisely tuned tools that Woshige and co. have indicated we should use. Make no mistake - this shit is spooky.

I’ll be referring to these normals as “sets” based on how fast they activate - notice they naturally group together at:
[list]
[] 7f
[
] 9f
[*] 12f
[/list]
You should interchange normals from the same set in order to vary your resulting options and advantage. Or use normals from a slower set for oki traps.
The normals in between those “magic” frame numbers tend to “slide” around in order to cover your more fuzzy options.

Note: most of Guile’s moves are active for 2 or 3 frames except for c.hp and b.lk - they’re both active for 5 frames and share the same oki space (frames 8 through 12).

FLASH KICK
Guile’s FK is a really subtle tool in this game - looking at the lk, mk, and hk versions only, they all add 1f delta to a number of properties which make them useful in different ways, yet they all have the same oki numbers (KD, KDR, KDBR). There is some fuzziness to the FK oki game based on how the FK hits. For ideal okizeme you want to connect with the first active frame - this will lead to frame-perfect okizeme setups 100% of the time. This, however, is not how Guile will always hit with FK, so knowledge of how to read the FK and adjust oki to suit is imperative.

Be aware: as far as I can tell, AA FK is a crapshoot, so all of your pressure is going to be manual. We can mitigate by using the right tools though.

1st active frame oki:
This is the foundation for Guile’s FK oki game. Learn this, then everything else is a delta.
KDR: +24f
Forward dash followed by s.mp is Guile’s best option here - and it’s ridiculous. Frame-perfect meatied s.mp is +5 on block, +6 on hit, +8 on counter-hit.
s.mp, s.lk, and c.mp all have the same last active frame, so are interchangeable options in this situation.
If you want to shift your response forward a few frames (leaving a small gap between wakeup and your 1st active frame), use: s.hp, s.mk, c,mk, or b.hp - these are Guile’s normals that sit between s.mp and the next slowest set.


Meaty throw:

KDBR: +29f

fk, KDBR, f.dash puts Guile at sufficient advantage that any normal which ends it’s active frames on 12 will be last frame meaty. There are four in that set:
[list]
[] b.lk
[
] c.hp
[] f.hp
[
] f.mk
[/list]
Additionally, they mostly recover on the same frame (the exception is f.mk which recovers 1f later). SPOOKY.


On block, sobat offers better advantage than bazooka (the best option is c.hp, but that only works in the corner):

In the corner, things get ugly:

Meaty throw:

Later than 1st active frame oki:
So, before getting into this, it pays to know a few things about how to use the FK properly.
Firstly, all FK’s have a period of full invulnerability.
Secondly, they’re all active for 12 frames.
Thirdly, grounded FK is the only place science exists - AA FK is tea-leaves and medicine woman territory.

If you’re combo’ing into FK, you should always use hk.fk - there’s no reason not to as its first active frame is the most forward of the 3. Outside of that, I prefer to use lk.fk as I find it easier to read the frame advantage I’m dealing with - YMMV.

There are 3 identifiable and reactable ways the FK can hit and you’ll use 4 different sets of tools to deal with the resulting chaos.
[list]
[] 1st frame discussed above
[
] 1st airborne frame each FK is grounded for a number of frames (lk: 1-3, mk: 1-4, hk: 1-5 (these are also proj. invuln. frames)) - the first airborne active frame is the fk that looks like it hit your opponent in the head.
[] somewhere in-between the distance between the 1st active frame and the 1st airborne frame is shortest on lk.fk, so lk gives you the most control over frame advantage.
[
] last frame is some magic “just clipped 'em” possibility - you should be able to tell visually.
[/list]
The effect of hitting with an active frame other than the first one is the same as a meaty - this is just a meaty without the wake-up component. Let us again look at the sets:

1st. AB FRAME KDR: ~+33f (3-5f added depending on FK button)
Consider first, the oki used for a 1st active frame FK: f.dash s.mp
As you can see above, the next slowest set would be: c.mk, s.mk, s.hp, b.hp
b.hp is my recommendation.


1st. AB FRAME KDBR: ~+38f
Here, options are limited to either s.hk or f.hk. Really, at this point, I’m just putting out a boom if I can get away with it.

In-between frame(s)
There’s a chance FK can hit on one of the frames between the first active frame and the first active airborne frame - as discussed above. In this scenario, we’re dealing with between 1 and 4 frames depending on which FK strength was used. Use the 1st active frame oki setups to build off: this will lead to things like s.hp/s.mk and b.hp for KDR, UDK and s.hk for KDBR.

last frame
Your options are limited and KD should probably just be eyeballed. Generally a dash forward and then feeling it out with tools like b.hp, s.hk, f.hp, and f.hk will be the order of the day.

Flash Kick Summary:
FK oki feels to me like the corner-stone of Guile’s overall oki game, but perhaps that’s because I started there.
Although I’ve not yet looked into what options might exist for AA FK, grounded FK oki is predictable and stable, given:
[list]
[] you use hk.fk where appropriate to ensure most consistent knock-down advantage
[
] you know how to spot the 3+ different types of FK hit
[*] you can react to or consistently read KDR vs. KDBR
[/list]

BURN STRAIGHT (CC)
KDR: +38
After a b.hp(cc), b.lk (KDR) Guile is at an advantage that the following set is useful for: b.lk, c.hp, f.hp, and f.mk.

In other words, relative to FK oki, b.hp(cc) b.lk (KDR) is nearly the same as fk f.dash (KDBR)
The frame data bears this out:
b.hp(cc) is +38 for KDR, subtract 28f for the b.lk => +10 adv.
fk is +29 for KDBR, subtract 18f for the f.dash => +11 adv.

So you lose 1f of advantage (which is a bit shit), but you gain V gauge (and remind your opponent that b.hp is the best looking normal in the game).

https://twitter.com/melboyce/status/760798414200115200
https://twitter.com/melboyce/status/761136423218978816

Meaty throw:
https://twitter.com/melboyce/status/766234598091005952

KDBR: +43
At this point, things get a little trickier as frame kills start to come into the picture (frame kills are moves used that intentionally whiff in order to take up time). Bazooka knee and rolling sobat both help to close distance and consume sufficient frames to allow oki.
https://twitter.com/melboyce/status/756048984737579008
https://twitter.com/melboyce/status/756051236734930944

Meaty throw:
https://twitter.com/melboyce/status/766235973847961601

Boom coverage
Because b.hp(cc) is sufficiently advantaged on knock-down, you can use lp.boom (KDR) or hp.boom (KDBR), dash forward, and still be at advantage. Tops!

https://twitter.com/melboyce/status/771990269931638784
https://twitter.com/melboyce/status/772000369190719488

V-REVERSAL
KDR: +27
This is 3 frames later than FK (7f set) and there’s 1 normal that covers that frame perfectly late: b.hp (DELICIOUS!)
You can pick normals from the 12f set if you like, just be mindful of the advantage.

https://twitter.com/melboyce/status/761858093252644864

KDBR: +32
After a forward dash, s.hk is Guile’s only option for a meaty and it’s not last frame (2nd to last, so +1 for meaty advantage). That’s still enough advantage to link a c.lp though.
If you expect KDBR, b.lk s.lp covers 32 frames perfectly.
https://twitter.com/melboyce/status/761859675125981185
https://twitter.com/melboyce/status/757136789186367488

CROUCHING HK
KDR: +3
Lights are the order of the day for decent advantage, but a middle can yield results too - just be aware of the numbers.

KDBR: +8
The 9f set (s.mk and s.hp) are the tools for this, but that’ll only cut the mustard in the corner. If you use c.hk midscreen and they back-rise, you’re going to have to use something like b.hp.
If you are in the corner, those two are last frame meaty which is really nice.

https://twitter.com/melboyce/status/758967523127664640
https://twitter.com/melboyce/status/758985258964398081

DRAGON SUPLEX / F.THROW
Basically no options on this. You trade oki for positioning.

JUDO THROW / b.throw

At +14 for KDR and KDBR, b.throw only allows for one frame-tight oki option: s.hk. Guile is, however, in range for c.mp xx boom, but that’s manual timing.

https://twitter.com/melboyce/status/759642593005228032

GUILE HIGH KICK / df.hk
GHK doesn’t find its way into many situations (thus far), but in the rare event that you land it grounded, there’s ample time to set something up. Really though, this is pretty niche.

https://twitter.com/melboyce/status/759679478830215168

SWING OUT / TC f.hp
KDR:

KDBR:
https://twitter.com/melboyce/status/766238121520431105

Misc:
https://twitter.com/melboyce/status/759682898865770496

Boom coverage:
https://twitter.com/melboyce/status/771980229598294016

FLYING BUSTER DROP / j.b.throw

Versus quick-rise, Guile gets nothing. Committing to KD oki will make Guile vulnerable to a full punish.
https://twitter.com/melboyce/status/759684064479555588

EX BOOM / SONIC TEMPEST

ex.boom at close range offers an opportunity to reset your opponent with bazooka knee:
https://twitter.com/melboyce/status/761813195388362753

KDR/KD:
https://twitter.com/melboyce/status/761810350329036801

Misc:
https://twitter.com/melboyce/status/759699053009436672
https://twitter.com/melboyce/status/759700506558115840

SONIC HURRICANE

CHEAT SHEET

I’m working on a cheat sheet off-forum which can be found here:

This is simply to make it easier to edit.

OKI KATA

Over time, I’ll design kata (patterns) to use as training exercises and link them here.

KDR001
Dummy: quick-rise (normal recovery), guard after first attack, 3f normal on wake-up, no stun.
Note: this should start with j.lk(cross-up).

KDR001.c1
Variant of KDR001 which adds corner ex.boom reset - start from mid-screen.

KDR002
Dummy: quick-rise (normal recovery), guard after first attack, 3f normal on wake-up, no stun.

KDB001
Dummy: back-rise, guard after first attack, 3f normal on wake-up, no stun.

i cant understand anything in this topic sadly

You sir have earned yourself a sticky.

Ask away - that’s the great thing about this format.

Why, thank you :slight_smile:

I mean, I was used to “after FK dash foward and B.HP”

This is a good example to open up a discussion of strong okizeme. In this particular case, we’ll assume it’s a grounded FK hit from close range - just to keep things simple and repeatable in the lab.

The fk puts Guile at +24 if the opponent KDRs (quick-rise) and +29 if they KDBR (back-rise). Guile’s dash takes 18f to complete, so after the fk then a dash, Guile is at +6 for KDR and +11 for KDBR.

b.hp’s frame data (start-up, active, recovery) is 8, 3, 20 respectively. This means that Guile is in start-up for 7 frames, active for the 8th, 9th, and 10th frames, then in recovery for 20 frames.

Looking back at KDR, your opponent is up and able to retaliate on the 7th frame after the forward dash and b.hp is active on the 8th frame. This means they have a 1f window in order to punish you - only an invulnerable or 1f reversal is going to manage it, so it’s a serviceable option. Note: if your opponent uses back-rise (KDBR), you can be punished as b.hp is active for 8, 9, and 10, but KDBR puts your opponent waking up on the 12th frame after the dash.

Compare b.hp in the above scenario to s.mp - s.mp is active on frames 5, 6, and 7. That 7th frame is when your opponent is up and able to retaliate, but also able to be hit - this means that s.mp is hitting them (assuming KDR) on its last active frame. Because the first active frame of that normal gives Guile +3adv on block and +4adv on hit, the third active frame shifts this to +5adv on block and +6adv on hit. If it’s a counter-hit (i.e., they pressed a button on wake-up) Guile gets +8adv.

Now, there’s nothing wrong with using b.hp vs. KDR after an FK - feel free to use this as your go-to. But, consider the situation after you dash and pressure:

b.hp: at worst Guile will be -1 (block) which means you’re giving up your turn (and you’re quite close range-wise). On hit, +2, and on counter-hit, crush counter knock-down.

s.mp: at worst, +5. On hit, +6, on counter-hit, +8. i.e., if they block the s.mp, you can use c.mp for a 1f trap, s.hp for a 2f trap, or b.hp for a 3f trap. On normal hit, you can link into c.mp and on counter-hit you can link into s.hp or b.hp (s.hp is best as you can combo after it).

Perhaps this is stuff you aren’t interested in learning - if that’s the case, it’s all good, just let me know if I need more video content with examples of setups you can apply that don’t require this level of investment. :wink:

That’s awesome man! Thank you very much for that post. Clarified a lot

To jump on this: I’m absolutely interested in learning it, but as I understood about 60% after reading your post 3 times (new to fighting games), it’d be awesome if you could suggest a couple of the more commonly useful ones just to get started with :slight_smile: (especially ones that punish the unbeatable Ultra Bronze guys… hah! … i’m only half joking :/)