Guile: Okizeme, freedom style

Sure, I can add more videos of setups to the appropriate sections above. I’ve been adding them slowly throughout the week and hope to continue, but having an idea of the kinds of setups people are most interested in would be useful. For example, I have a few new b.hp(cc) (CC Burn Straight) oki setup videos to add today.

If you haven’t already, I would recommend picking 1 knock-down that you regularly score in matches (for me it was FK) and I can work on helping you with that situation first. That way, your practice is focused and when you score a knock-down in a match, you’ll, at least intellectually, know what to do.

Update: I’ve added a couple more videos of example setups and fleshed out the Cheat Sheet.

The cheat sheet is probably the go-to for the most part. The upper sections will be used for more detailed analysis of the options and contain links to videos where the cheat sheet will be a quick look-up of some strong setups with options for CC or high-frame advantage. Strings are divided into knock-down moves, then recovery type and will, where possible, cover either KDR or KDBR with frame-kills for KD pressure if required.

Feedback is always appreciated.

Edit: I should note that the post is still “in progress”, so I’ll be researching setups and adding them once I’m happy with them.

Great thread syngin! Love your works on this, definitely putting this thread on my bookmark.

I have a request. Are there setups for meaty throws? If it’s not too much trouble, can you also add setups for meaty throws?

Also regarding your cheat sheet:

For KD setups, the c.mk is done right after the f.dash, or I have to whiff the s.mp from the KDR setup first??

Meaty throws are definitely on the TODO list - I’ll move them up and post some over the weekend.

Using that setup as an example, set the dummy to KDR, do the fk, dash forward, s.mp, done.
Then set the dummy to KD, do the fk, dash forward, s.mp(whiff), c.mk(whiff), s.lk(whiff), s.mp, done.

The KD setups are like a bootleg OS: you do the KDR or KDBR string, but if they opt to KD instead, just keep pressing the buttons after the pipe (|) to get your next pressure normal.

To put it in long form:

KDR fk f.dash s.mp
KD fk f.dash s.mp c.mk s.lk s.mp

That way you only need to worry about getting a read KDR or KDBR - KD will be free pressure.

Edit: I’ve added some oki throw action to the ex.boom and swing out sections. More to come. Maybe.

Added a few throw setups to some of the knock-down sections. Links:

https://twitter.com/melboyce/status/766234598091005952
https://twitter.com/melboyce/status/766235973847961601
https://twitter.com/melboyce/status/766237084709298176
https://twitter.com/melboyce/status/766238121520431105
https://twitter.com/melboyce/status/766239099023822848
https://twitter.com/melboyce/status/766240913773305856
https://twitter.com/melboyce/status/766242354164477952

Forgot to post a setup for ex.fk, KDBR/KD:

https://twitter.com/melboyce/status/766924448674881536

The “cheat sheet” on Github has been updated significantly.

Thank you for all your hard work! This stuff is really helpful.

Ahh, thanks guy - it means a lot.

Significant updates made to the markdown document in Github: https://github.com/weirdtales/sfv-tools/blob/master/gul_oki.md

Trying to this up a way to cross post the data so I don’t have to write it all twice.

A couple of new, interesting setups added, here’re the tweets:

https://twitter.com/melboyce/status/771980229598294016
https://twitter.com/melboyce/status/771990269931638784
https://twitter.com/melboyce/status/772000369190719488

I’ve started rendering the Markdown to HTML so I can post slightly more readable data to this URL: http://sfv.syngin.net/
I’ll be posting all data to that URL for the foreseeable future. I hope to retrofit changes to SRK as I get time.

After watching Daigo play Guile I was wondering why he would always use cr. lp as a meaty instead of st. mp - particularly after a flash kick ender.
After actually testing I realised that the cr. lp covers both normal and back recovery (it juuuuuuuuuust reaches them when they back recover) as long as you react to which one they do for the timing, which is pretty easy with a 4 frame button and when you don’t have to think about which normal to use.
The second benefit of this is that if they do a normal recovery, the cr. lp leaves you close enough that you can walk just 1 frame and throw, which will beat out 4 frame jabs, and if the cr. lp hits meaty then this tick throw will beat 3 frame jabs also.
The trickiest part is having enough charge after your dash that you can confirm the cr. lp into flash kick, but it isn’t too bad.