Just do jump forward instead of jump roundhouse
If you do that then it won’t dizzy on hit, and I believe it will also not push Rog back to a range where you can safely throw a second sonic boom without fear of being rush punched.
http://img137.imageshack.us/img137/2581/rogcopytz5.th.jpg
Check this out. (click photo.) It shows the differnce in Rogs blocking sprite (RED) vs. his standing sprite (BLUE). The blocking sprite moves his body way back. I have to take a half of a step in just to hit the guy once he started blocking.
I did a little testing. Remember in ST you can get up/wake up into a your block sprite. If a Rog holds back to block, by defualt his whole body and damage sprite is moved back on get up.
Maybe whe you are jumping in the Rog player is simply holding back (not trying to BH or anyother thing), and thus is hit much futher out on your extended leg, and then is pushed back from where the the leg crosses the block, and not form where he got up.
If you think about it, that would push him farther out on your combo and cause your fierce to whiff or change to the far standing fierce. Maybe you need to jump a we bit closer? I am not a GUile a player so I do not know how this would help you. But it was fun to explore, I am no authory but it would make sense on why he is falling out of the combo.
Well, then suppose you space your jump in closer so that when he blocks he wont get pushed too far back.
The key question is, if he doesnt block, like suppose he stays in crouch, are you now so far forward that you will whiff your jump roundhouse over his head?
If this was the case I think it would explain my problems performing this combo.
But I dunno, I see Muteki and Kurahashi Guile do this consistently, and I could be wrong but I thought Wolf was doing this also.
Perhaps there is a small window of spacing where it works, but the above considerations explain why this window is so small?
nice explaination fatboy
regarding jump rh > close standing fp > fierce sonic boom combo:
after every knockdown i always attempt the above combo. obviously if you sweep balrog or if he techs a throw then this will not work. i haven’t really put much thought into this situation but i just simply find the right spacing for the jump-in and then hit balrog low and deep. from what i’ve noticed, my close standing FP usually whiffs if my jump-in was placed too far out. for the most part, whenever i whiff FP, my fierce sonic boom will usually come out. i don’t remember what happens if balrog just crouches while you are going for the jump-in.
success rate for me on this combo is about 60 to 75 percent. most of my mistakes come from mis-timing the jump-in rather than having incorrect spacing.
basically, there really isn’t a trick to it, just make sure you can get yourself close enough to do close standing FP.
mixup strat - if you pull this combo off balrog atleast 2 times in a row, go for a tick throw on the third opportunity/knockdown.
lol, yeah that happens to me alot to, I use j. foward kick + stand fierce+ sonic boom on rog as a meaty.
Btw: Wolf1 you were right about how much Guiles flash kick sucks ass in SF4, you basicly cant even use it as an anti air anymore and that is what guile is know for is his Flash kick and not to mention that SJSU SF4 has stiff ass P 360’s on them(i had hard time getting a flash kick out). I got really frustrated losing to freakin cvs2 and 3rd strike players at SF4…bullshit man, I expected to get a big ass 25 wins and take off like ST at the arcade, but nope not in SF4,:lame:
is this possibly a trade off? like brian stated, if you open with roundhouse and if the combo connects, it’s a guaranteed dizzy. if you open up with forward, you won’t pull off a dizzy but you’ll possibly have a better chance of connecting the close standing fierce?
You will have a better chance connecting the stand fierce after a jump forward kick yes but no dizzy.
I’d imagine the “small window” would be starting the jump-in about half the length of Sim’s hand closer to Rog. (going off of above photo) That way you don’t over shoot, but are ever so much closer to connect the combo.
I think Rog is one of the few characters in ST thats narrower while blocking and in defensive crouch.
http://img187.imageshack.us/img187/2279/rogcopy2kr9.th.jpg
In this image you have Rog’s three hit boxes. Neutral (blue), Back (red) , and Defensive Crouch (black). Compare it the photo above. Both defensive positions pull Rog back from his neutral stance.
LOL you fucker I just noticed your sig
How about j.fwd, low strong, sonic boom, low fwd.? that should dizzy and should give you the spacing you want and should be easier to connect. I think.
I tried all the combos of that sort that I could think of and unfortunately none of them actually fully connected mid screen on Rog.
im starting to become less consistent with the combo now.
damn I jinxed you lol
Im having some promblems with my guile play st lately, mostly ever since ive been playing guile i havent used any combos a al basically playing all my matches whti pokes and zoning, is their any way i can incorporate guile combos inot my game because its really hrin me damage wise.
Also is there anyway to punish dictators head stomp thanx.
Need help with this combo
crossup lk, c.lk, c.lk,/c.lp,c.lp, xx, super
You have to kara the super with lp right any tips on the timing?
Yes, but when you Kara you should enter c.short~c.jab+Up/Twds (or Up/Away depending on super motion used). That’s how you renda cancel the jab into the super. You’re tricking the game engine into allowing you to cancel chain combos into supers.
Hi, I have been playing guile for about a week, and found a new puzzle I can’t seem to solve.
I played against a blanka who had a relatively simple game. I could hold him off at long range, but he often managed to work his way in. Once he did, he would jump over my sonic boom, and do a very late J.Fierce. I have no charge, but I have time to block this. Sometimes he jumps again after this, but since I gave up the flash kick charge to block high, I block again.
When I do, he moves in, and invariably does his bite throw. After this, it’s a sweep-range standoff as I decide to save the flash kick charge and try to outpoke him, or throw a sonic boom and repeat the same thing.
When I try to beat the jumping attack with a normal (c.fierce or s.roundhouse with o.guile), I either trade infavorably, or lose.
I managed to get around this by holding forward when he jumps over the sonic, and sacrifice throwing his air attack - is there a better option to beat this?
Thanks for any help, this thread has been great.
Oh thanks i was actually pressing the jab befre I pressed the short…