You can do it as a cross up combo on Dictator.
What’s the exact combo?
scroll up.
c.lp > s.lp > s.hp > s.hp?
That shit is hard to land point blank from crouch, but on a cross-up? I thought you’d be too far out to double s.hp. I gotta try this out, it sounds yummy.
@ DemDaggers = s.lp > s.hp link isn’t too bad
[media=youtube]OWoxAV9K1_w#t=3m08s[/media]
1:18 in Gilley’s combo video.
[media=youtube]lato8FmMoIQ[/media]
Good looking out, bro :tup:
It seems Dic loves to eat s.hp > s.hp from that vid :lol:
I was baffled early on because I had been trying for so long to do links. I somehow managed to learn them from using Chun Li today instead of Guile. I don’t mash jab anymore so I think that helped.
Guile’s links are hard because most of them are 1 frame links. Other characters give you more frame leeway so its much easier to do, i.e. Boxer.
Not exactly related to Guile or how to play him but I do have a noob question
Every time I win an online match, I always get A for offense, and 95% of the time C for defense and technique.
Now, I’m still pretty bad, for example I played 1 guy last night for 15 games straight. The 3 games I won were like A C C, A C D, A C C. Where as all the games he won I dont think I even saw him get an A for any category and a lot of D/E.
I just dont really get how the ranking at match end works… not really important either… just curious.
I searched to try to find the answer but alas no luck.
why did they make guile’s ultra so useless and difficult to execute?
aa fk > ultra seems useless to me along with his other useless focus crumple into ultra or even ultra flash buffered ultra. i dunno why they made it so garbage =/ hey, it’s guile. nuff said tho, right?
I’m quite noob myself, but how I deal with this is generally neutral jumping until they get aggressive or jump into a less safe area for them to fireball from. At this point, if they throw a fireball, you have some more options like EX boom them or jump over it and punish them.
Train yourself to spot the animation start up of a fireball and immediately jump in and punish with j.rh > c.mp xx rh.fk.
A newcomer to Street Fighter might be best served by learning the ins and outs of Ryu. Learn the fundamentals. Become a fireball machine yourself. Bask in the warmth of SRK->FADC->Ultra.
Once you have a handle on how players better than yourself kick your ass, you’ll be in the best possible position to understand what works and what doesn’t against whom. There’s no better way to learn how to beat a character than to main that character.
Or you could do what Kich said. Yeah, just do what Kich said.:tup:
A friend of mine plays Ryu exclusively, so I decided to mirror match him, and it was a little depressing how much better Ryu’s AA, zoning, combo potential, and ultra is than Guile’s, and how easy all of it was to grasp having just barely touched the character previously (His several 500+ damage corner combo’s and ultra juggles…)
Then I remembered Guile’s standing fierce, the harbinger of ass beating, and felt better.
Learning to zone effectively with Guile is hard, especially against other people with projectiles. Contrary to popular belief, Ryu does not have a superior zoning game. Ryu has bad recovery on many of his fireballs, and a poor Ryu is subject to a lot of jump in’s. It’s also easier to see the speed of Ryu’s fireballs. Even vetern player have trouble spotting the speed of Guile’s sonic booms.
Learnin to zone and close space is a very advance tacitc, but it’s worth learning early. some things you can do is learn how to charge buffer, Gilley has a video on doing this on youtube. You’ll find that you can match people’s fireballs.
Sometimes you may want to wait and then match it. Try to get in a habbit of matching the sonic boom with their fireballs as they are throwing them out. When you do this you can get a free b.lk.
Learn to throw off their rythm by whiffing jabs, and strongs. Also whiffing b.FP has it’s uses as well. Whiffing these attacks will make them throw fireballs at the right time, allowing you to possibly safe jump over them.
When you jump forward, make sure you whiff air attacks and hold back, this way you should have half a charge when you land.
Learn to watch your opponent an their yellow flash. If they throw out EX fireball, just jump, it will miss you most of the time. In Guile’s case, it’s hard for other characters to react to EX sonic booms due to their overall speed.
This may be hard, but always stay within sweep distance of your opponent, especially in fireball ways. Make sure you know the range of their pokes especially their sweeps. Guile has excellent recovery on his sonic booms even from sweep distance. 'if they try to jump over them, in may cases you’ll recovery and be able to anti-air them with a cr.HP.
If you understand charge buffering, most shotos will not be able to keep up with your sonic booms. They will eventually move out of position and take risk to get a lead in the projectile war.
Sagat is the only one who can really match Guile’s firepower. Make sure you move in and out, neutral jump, and whiff jabs to match his tiger shots when you need to. Forcus his tigershots often, most smart Sagats will not try to get too offensive with Guile.
Vary the speed of your sonic booms when zoning. This will make it hard for your opponent to jump over them. When you combine this with whiffing normals, you can create a wall that's very hard for them to get through. When zoning, remember to move back and forth to bait them into jumping at you.
Of course I’m adamant about zoning. so I can talk about it all day.
I was unaware that Guile could keep up with ryu’s fireballs, I’ll incorporate charge buffering into my game for sure. I sometimes do it, but gave up kind of assuming that the fireballs would overtake me (plus I’m on a terrible game pad).
Thanks for the heads up man.
Yeah, I don’t think it’s emphasized enough to newer Guile players. Guile probably has the second best projectile game in the entire game. IMO, he’s second only to Sagat.
I believe sonic booms is the best projectile in the game, or it’s tied with tigershots. It’s definitely not losing any wars to fireballs.
I think people assume Guile has a weak zoning game because his projectiles require a charge. Charge buffering is a must for Guile, no negotiating there.
Now you want to do more than simply match shoto projectiles. You want to push them back with your projectiles. I think people get to hung up on light sonic booms far too much. Don't get me wrong, they're good, and they set up a lot of stuff but they are slow. In a projectile war, you want to get your sonic booms as close to their face as possible. You can do this by alternating between strong, light, and fierce sonic booms.
I think I should emphasize his fierce sonic boom the most. There is far more recovery built into it than the light and strong versions. There are some benefits to using it. It comes out fast, it has really fast startup as well. It will get in a shotos face really fast, and this will generally make them nervous. By the time they are able to match it, YOU HAVE ALREADY RECOVERED. The great thing is they are usually still recovering from their fireball. Use this opportunity to close space anyway you see fit. Fierce sonic booms should be done from about full screen away, never from sweep distance for sure, or you’ll regret it.
Once your opponent is confused about how to match the sonic boom, they may start using hurricane kicks to get through them. Throw a few test sonic booms are varying speeds, and then throw a light one, make them do something and punish accordingly.
At good distances, you can make shotos really scared. Remember, just because they don’t require a charge, doesn’t mean their projectiles are better. Most will get really frightened because their own fireballs have too much recovery.
Guile zoning game is really robust and deep in this game. I don’t think enough about his zoning strategies are emphasized. He can setup a lot of nifty stuff with his sonic booms, and really dictate space with them.
Also, remember to throw the occasional jab out there, just to face them out. In some TRF vids I’ve ever seem Guile’s whiff down strongs at close range and still had time to cr.FP. Just because Guile is low tier, doesn’t mean he still doesn’t have kick ass pokes.
But anyway, I’m getting off track. Whiffing normals is a really good way to change the rhythm of the projectile war, especially if you are using. Guile can safely win this war, even if he’s at a zoning disadvantage, due to this great recovery of his sonic booms.
Sagat is another story, his zoning game is just as good if not better than Guile’s. He still has recovery after his tigers, it isn’t a lot, but it’s there. I’m still trying to figure out what Guile can do to match Sagat’s zoning. He has some options there for sure. Need to play against more decent Sagats to figure out zoning in this matchup. Most Sagats I play against don’t know how to zone well with him.
Everything Branh says is true. Keep one thing in mind: it may not pay to let your opponent know right away that you can match him FB for FB. I’ve won many a match that came down to EX SB through FB for the win because they thought they could sit back and wear me down.
Indeed, you’re advice is much apprieciated Branh, thank you.
Branh is teh shit, didn’t you know? YJDK