Yea, it was easy as soon as I figured out that was what needed to be done. I kept doing the super motion as soon as I hit him with the punch to cancel. Soon as I waited and linked…boom 2 tries and completed.
Just can’t believe I never thought to link the super…
You’re missing the point here. Execution wasn’t the key. I can do these trial combos with my eyes closed. The problem was I was executing the super as soon as the punch landed to cancel it…that can’t be done. I also tried to get the timing down to link LK -> LP by practicing LK ->P xx flashkick, COULDNT BE DONE. I was doing it too early. I was really thrown off when the other gentleman suggested that IT is possible to link so I kept trying over and over when it clearly ISN’T possible.
As soon as I learned you dont cancel the super, I waited ti’ll after the punch was finished and got it in 2 tries. That’s all I was saying. I was really thrown off when the other gentleman suggested that IT is possible to link so I kept trying over and over when it clearly ISN’T possible.
Once again, I was just stumped and never thought to actually link it. Once I did…boom finished.
**I just tested cr. 2x LK -> cr. LP Super in SF4 and it works. 318 dmg 9 hits. Even cr. 2x LK -> s. LP Super works.
I also did cr.LK -> cr.LP Super, & cr.LK -> s.LP Super 323/345 dmg 8 hits so make sure.
You said cr.LK cr.LP Flashkick, which is not possible. Specials have diffrent properties than Supers. At least that how I interperated it, but I guess you’re talking about something else.
**
Oh wow, so your methodology on doing combos is based more on frame data and looking at things in a more stricter frame of mind rather than just feeling it out. That’s pretty amazing actually. I just try and get a tempo going and then start working with muscle memory. I guess that’s why it doesn’t click with me why it was hard to do. (granted it was really hard for me the first time to finish hard trial 5 but again, once I got the feeling and timing down it was just practice after that. I also attributed it to the fact that I was never competitive with SF until 4 so I was getting myself wrapped around the concept as a whole.)
Nah I don’t look at frame data unless I’m trying for new combos. I didn’t even look at it for this until I realized the damn link isn’t happening to see if it was possible or if I’m being sloppy. I just never thought to link a special or a super in the game.
Correct, but you didn’t Cr LK -> Cr.LP XX super or XX flashkick, you linked them. I was trying to cancel, it’s already been cleared up.
The only reason why trial is hard is because of your position after the cr.lp. To nail this combo, start with deep J.RH, wait slight moments, then start the cr.lk x 2 cr.lp. It will give you better position if done correctly and linking super will be a lot easier. Granted you have done it now, still useful for those who want to know.
Yes, if you do a jump deep j. roundhouse you get closer to the opponent, I’m not sure if that makes it easier though I had no problem doing it without it. I think the key is just knowing what to do in the trials. It wasn’t that I couldn’t perform the action, it’s that I didn’t understand it.
IIRC, Guile’s kara throw was the st. roundhouse in vanilla. Never used it, so I haven’t seen it if still works. From what I remember, it barely gave Guile much range, in comparison to Ken’s kara throw.
Seriously I’ve been losing more matches in SSF4 than in SF4. I play guile like in vanilla but just can’t pin down what’s wrong, I jab and still can’t recover fast enough to block a slide and st.hp whiffs alot more.
Also I cr.mk and the animation showed clearly my boot connects with the opponent but it reads as a whiff, anyone else had this happen to them?
My BP is at 4400 and PP at 1800. That’s just horrible.
I need some advice about plinking with one of Guile combos: jab, jab, strong, sonic boom
I feel like its a lot easier to link the jab to strong in Super than it was in Vanilla. And I’m finding I seem to connect it more when I just straight up do it rather than plink it. I don’t know why but plinking can sometimes mess up my timing a little bit. So my question is really just how some of you guys do it. Do you plink it just to be safe or is it so easy you just do it normal.
I realize that when I say I connect the link more without plinking its easy to say to just do it that way if it works for me. But what I wanna know is if any of you would suggest that learning to plink it would benefit me in the long run, because easy or not plinking would double my chances of not fucking up the combo, which would be really handy if I were to do a Flash Kick at the end instead of boom. (which would get punished hard if I mess up and wiff a flash kick.)
Any advice on the patter would be very much appreciated
seeing as they’ve changed the sonic boom charge time, it’s now way easier to just do jab x 3, sonic boom. or maybe forget the jabs and just go straight for cr.mp, boom. i’m considering reverting to doing combos this way because it’s safer than missing the linked mp. the mp hit is the part of the combo where you’re going to eat that reversal mash scrub dp/360/ultra if you mistime it. you can be reversed out of a jab too, but it’s way safer than the mp. because of the new charge times, jab x3, boom is much easier than it used to be on sf4. this also goes for deejay and chun too.
there’s nothing i can really say about how to do the cr.lp, cr.mp link. i don’t plink it, though if i want to do an ex boom at the end of the string, THEN i’ll plink it. just work on the timing, there’s not much i can think of that will make it any easier other than just keep practising. simple as that. i’ve got it down to about 80% consistency. but i’m thinking of dropping it altogether.
Yea at this point I think I may just start doing it without plinking. I was around 75% - 80% accuracy and then a friend suggested I plink it but once I started doing that I started messing it up a lot more, I don’t know why but it just messed up my timing. Same goes for in the corner doing mp. boom lp. mp. flash kick/boom or upside down kick mp. boom. Once I threw plinking into the mix my consistency in combos went way down.
I hadn’t thought of just doing jab x 3 now that the charge time is so much faster. I’ll have to try that in training to see how it feels. Also is it just me or is far standing lp link to far standing hp. waaayy easier to do now?
is this thread invisible to some of you people? or does the fact that you’re more important than everyone else mean that your questions deserve their own thread?
you can’t its unpossible. (FA’s don’t work either)
show me a link to that video please.
they are prolly using b+mk which works well for keeping back charge.