Guile: Q&A thread - Ask simple questions here instead of making a new thread PLEASE!

Maybe this punish will only apply after an enemy gets stun. You have to be in the right place tho, so you can land the full combo and be confident that you will nail it. Again, it is a high risk to take and if you already gave the enemy a 3+ combo for the final hit stun, the scaling will not be worth the risk IMO. My suggestion is use BNB, if possible do s.hp xx FK only after a level 2-3 FA. Maybe add an ex-FK for a little extra.

Question, have you guys tried it from a neutal jump? I think nj.hp>s.hp xx FK comes out easier than nj.hk>s.hp xx FK. I like to do this on wake-ups against non dragon punch characters, why? noone expects guile to do a Sakura type of jump, if you nail it you do really good damage, if the enemy blocks it you can do a back FADC. it is something that you can do from time to time but the timing is even more strict I believe.

sorry if this question has already been asked in this thread. i would’ve searched first but srk’s searching engine throws me off… especially with that damn 60 seconds between searches.:wgrin:

i’m starting to almost be consistent with guiles fad>super/ultra. but regardless of the fad part, i can’t seem to do his super to ultra combo with anything but mk super. i hear a lot of people say you should use light super for it, but i can’t seem to do that as well as i can with medium super. are there any disadvantages to this method? should i practice light super into ultra? or is it okay just to stick with what works for me?

thanks yall.

use lk super if your opponent is in the corner, mk super will cross your opponent up and you wont be able to ultra. mk super is usually better because it puts you closer to your opponent and allows more hits of the ultra to connect.

other than that the only advantage lk super has in super > ultra is in punish situations, it starts up a frame faster than mk super

cool i appreciate the info warahk. another question is have is about my general gameplay style. i find that i rush down a lot, trailing a light sb, then on jump-ins and cross ups i’ve gotten into the habbit of doing c.lp>c.lp>c.mp>hfk/sb. once in a while i whiff the link, but i’m working on that. i try not to use that combo for punishing, instead i just keep the simple c.mp>hfk. are there any other combos i should be aware of? i can never find a situation where i’m comfortable to use s.hp>hfk. is this a practical combo that people use? it does nice beefy damage but i just don’t know when it’s safe to use. so at this point i’ll just ask this: am i doin it rite?

EDIT: looked up some other combos that were along the lines of c.mp>fk/sb and practiced a few. the only one that stuck out for me was s.hp>hsb. got the execution down and went into a match to try and use it mixed with c.mp>fk and the results are good. really helps and forces the opponent to guess where to block. i’m sure none of this is new for most players but i’m happy to have discovered this strategy for myself.:smokin:

Is it possible to cancle a sonic boom and then do fad ultra? will there be enough charge time?

i wouldn’t think so due to have to charge again right after the sonic boom and canceling it with ex focus dash gives you no time to charge. the only way i see it possible is if you crumple you opponent after canceling sb to ex focus… which wouldn’t be the same as fad>ultra. but don’t take my word for it, never tried it. and i’m not exactly a master at guile. people are always finding ways to do weird shit that i’ve never even thought about so wait for someone else to confirm. i’d like to know for sure too. untill then i’ll try and find out for myself in training or something.

I need help with this corner combo: 4) J.:hk: > C.:lk: > S.:lp: > C.:mp: >SB. How do i go from S.:lp:>C.:mp: without losing my charge for the sonic boom do i need to PLlink for this combo to work?. Also say i want to FADC the Sonic boom to repeat the same combo C.:lk:>S.:lp:>C.:mp:>SB which sonic boom do i have to finish the combo with so i can fadc after it because sometimes when i try to FADC a :lp: SB it wont cancel.

Heres an example of the combo im talking about: [media=youtube]iy8cXMsV29E&feature=related[/media] the combo starts from: 5:11

  1. Once you jump, start holding db for the sonic boom charge.
  2. Land
  3. db + lp
  4. b + lp
  5. db + mp

IIRC, the s.lp --> cr.mp is a 2 frame link. You may plink it, but if you’re used to Guile’s 1f links, then the s.lp --> cr.mp should be a joke.

If you want to be able to FADC from the boom. Use hp.sb. Since you’re FADCing anyway, the recovery shouldn’t matter.
5. f + p for boom.

Technically, it can be done…

:db: > :r: > :lp: ~ :r:+:mp:+:mk: > :db: (hold for a second) > :mp:+:mk: > :r: > :r: > ultra

There. Done.

But if you’re asking whether Guile can go directly into ultra off of a focus cancelled sonic boom then that’s a definite no. Guile’s dash alone is approximately somewhere in the 20’s (in frames). You need at least 55 frames to gain a charge.

Thanks it works:bgrin:

hi, i’m new here and i’ve been lurking in the Guile thread for a long time…i used to play Third Strike and i’m an above, above average remy user and now that i’m playing SF4 i’ve been using Guile (i’ve used Guile and Charlie before of course) for a while and thanks to tips i gained here i’ve been winning some matches in my local arcade and my friends line up just to beat my Guile. the question i want to ask is do you guys have any tips on linking lp --> mp…i’ve been reading and watching a lot of videos about plinking (i even watched sonicflash’s vid) and all but i still can’t get it…do i have to look for some animation/s or does it have a strict timing…i can do links and kara in Third strike before with Remy with ease but i’m really having trouble with links with Guile…I would appreciate your help guys…thanks

Let’s say you don’t want to do plinking in a combo and you’re doing it in training mode.

If you’re doing it properly (turn on input display) and you’re going for the cr.lp ~ cr.mp link, it’ll display:

mp+lp
mp
lp

To make the cr.mp connect in a combo requires a bit of timing. You can mash the cr.mp out… maybe sonic can explain more… or perhaps I’ll post up a video…

Any tips for dealing with charge characters? I’m 1:9 vs balrog even though every rog I know says it’s in guile’s favour. Punches/balls/headbutts tend to be too fast for me to zone and since they do nothing but hold low block it’s really hard to get any pokes in.

Here’s another way of doing it. Go into training mode…and practice the following inputs consecutively…

:db: :lk: :lp: :mp: (Use Abel as your training Dummy and put him in crouching with auto block on. Do the string over and over…don’t try to cancel into a boom at all. Try to feel out the inputs and timing. If Abel blocks the :mp:, you need to speed up the :mp: input slightly. If the :mp: doesn’t come out, you’re inputting too fast.) Should roughly take about an hour or two and you’ll start feeling the inputs.

Once you get that part down…then start cancelling off of the :mp:. Just remember to pull forward > back as soon as you see the :mp: come out. Don’t try to pull it beforehand. Otherwise the mp will fail and not come out at all.

a totally newbie question because I haven’t checked, but playing SSFII lately, I can advance forward while keeping a back charge by doing b + mk, which is bazooka knee. I heard in IV it’s only f + lk. Did they take out the ability to knee forward while having a back charge (b + lk)?

which poke comes out faster cr jab or cr short?

when I play SSFII and am put against a Ryu AI, he can stuff my FK’s with a j HK. That’s changed in IV right? In order to get the FK stuffed they gotta be pretty low (meaning I perform it really late)?

Check the comments in bold up above.

Hi I have traouble against Chun Li, especially those that play offensively. Her cr.HK comes out so fast it stuffs my pokes or cr.mk. And when she is crouching the majority of jump normals whiff. Any useful tips is appreciated. (I did read the page in Guile’s Strategy and matchup thread, but it’s been a while since it was updated I was hoping for some tips that may not be covered.)

Also everyone says guile owns dictator but how do you diffuse his barrage of lk.scissor kicks? They are pretty safe on block and before my jab or cr.lk comes out I’d get hit by another.Though I get the feeling this has more to do with lag then anything else.

hey rush,

Against chun you want to play super defensively. You want to avoid footsies as much as possible in my opinion. like you said her sweep really shits on guile. If you get a knockdown, by all means safe jump and apply pressure, but my goal in this match up is to get a lead and keep her out. It is really hard for guile to rush chun, but it is also really hard for chun to move in on guile (until she gets a knock down). If you jab boom and chun hasanshu’s on the same frame you can still focus absorb and dash through it for a free combo. This mean you can pretty much spam boom for free, especially because her jump arc is so floaty. Also, CHUN BEATS GUILE.

Against dictator after the first blocks scissor kick it’s usually best to keep blocking. if dictator does scissor kick > c.lk xx scissor kick he puts himself at a distance where he cant do another c.lk. At this point jab boom is pretty free. He can ex scissor through it with good bufferring i think, but thats really risky for him. Seriously just jab boom and hold your ground as best as possible in this match up. fade away sobat stuffs a lot of his normals and slide and scissor kick so i recommend that too. If you throw a boom and he focus dashes through it just mash throw, this will beat anything he does unless he throws as well, then youll throw clash, then you can boom again. If he jumps c.fierce and air throw are your primary anti airs (mostly just c.fierce). i like to cross up bison if i knock him down and go for frame trap mix up, but it might be smarter to just play super defensively the entire time.

Step 1, listen to Warahk.

Step 2, also use backdash on occaision after a block LK scissors. The only thing he can punish a backdash after a block LK scissors with is HK or EX scissors… both of which are ultra punishable on block. So backdash the pressure a couple times, then if you get caught blocking LK scissors a third time, block and look for a tick throw. If he HK or EX scissors, ultra punish if you have it, c.mp xx flashkick if you don’t.

Thanks for the tips, hopefully chun matchups will finally see some improvement.

I am interested to know if guile has any moves that’ll force stand an opponent when hit. This is because df.HK in SSF will put them in a juggle state according to Gilley. In SFIV the kick whiffs on crouching opponents so if you can force stand an opponent then the possibility of ending a combo in df.HK can open up to more possibilities. The only one that I can think of is EX SB, are there more in guile’s move list?