wow I just did a search, WAY more vids of Hiko has surfaced. However, his Guile is weird. Not sure what to say about it, but I guess he must win with some consistency since he was able to reach Grandmaster ranking with Guile. He just, unh, seems too aggressive for his own good. Drops a lot of matches for no good reason. Oh well, still nice to see videos of the legend, and I still like seeing a grandmaster Guile because I honestly didn’t think one exist. Now if only Yazu could reach grandmaster and get a shit load of vids out there, I’d be in heaven
Heyo. I’m new to Guile, but I’ve devoured a lot of information in a very short time here on the forums. However, I did not see anything about b+LK or b+MK. I was wondering about the application of these moves, particularly b+LK, when trying to apply corner pressure.
I was thinking that you would be able to get a few blocked sonic booms in for chip damage doing something like:
j.HK, c.MP, light SB (+6 on block) into b+LK, c.MP, SB
Basically, just the idea of using b+LK to move towards the opponent while charging enough for another sonic boom. I thought I remembered Dagger doing it in one of his Evo videos to apply ridiculous corner pressure, but I can’t seem to find the video right now on youtube.
Is b+LK truly punishable on it? Does that move have any use aside from closing a little space while still charging back?
Righto buddy. The setup you mentioned is one of the examples where it has some use. It’s very dangerous to actually make contact with. Granted: if you DO hit with it, most opponents won’t really know what just happened and won’t capitalize fully on your mistake. Also to note, since you have some knowledge of frame data, is that if you hit with the tail end of b.lk’s active frames, it becomes unpunishable… although you are still technically at a disadvantage.
But for the most part, ya, just scoot yourself forward with it. Getting too fancy with it isn’t the best idea.
Wow. I can’t believe that that move is so horrible. Good to know about the late active frames though!
So is it even possible for Guile to keep up sustained corner pressure of any kind? I guess FADCing light sonic booms then dashing close again is his only “true” option? I need to find those Dagger G Evo videos. I know I saw him lock someone down pretty good, though, as you mentioned, it likely was not a true lockdown… more like him just putting general pressure on someone and them defending it.
I’m having trouble doing these 3 hit combos: J.:hk:>:S.hp:>FK J.:hk:>:S.hp:>SB. I can do it fine when i do it without the J.:hk: but when i try it with the :hk: it wont become a 3 hit combo and i like this combo because it does more damage than the BNB J.:hk: C.:mp:>Fk or SB. Its a PLink combo
good luck on that combo man, it is the strongest guile combo but the timing is so precise that during a regular game you will never expect for the oponent to take de j.hk . If you hit the j.hk by the time you react and try to finish this combo you dont have enough charge and you wiff your s.hp or fk. The only way I use s.hp>fk is after a level 2-3 FA. I have never tried the j.hk> s.hp> SB. this one is a bit harder.
Monsterer covered it essentially. J.hk > s.hp xx flashkick isn’t too terribly worth doing for a few reasons.
Charge timing is strict.
Landing jump-ins is rare.
Landing a CLOSE jump-in is even rarer.
Landing a close jump-in that hits DEEP enough is rarer yet.
There’s no shame is sticking with j.hk > c.mp xx flashkick. I challenge anyone to find me a match of a pro japanese guile who uses that s.hp jump in combo in a real match.