Guile thread

im haveing problems with turtling boxers, they know i can punish the headbutt, so they jjust jump over them with j.mp which has really good priority, or block them. This goes on until they eventually build ip that super meter and im standing on egshells…

need help.

Throw sonic booms at random, but consistently ABC. Use c.foward, s.short, Sobat Kick to counter advance attempts. Walk in SBF are a must, try to stay away from the flash kick in this match up your referring to (i.e. your opp. style and your weaknesses).

[media=youtube]fgAwDqMLdA8[/media]

Gotta love those japanese sticks, anyways the easiest way to do it is by charging low then doing a reverse tiger knee/spin knuckle inserting the strong at down or down/back.

charge :d::df::d:+:mp::db::l::ub:+:k:

if you are really good and precise like a programmable stick !

charge :d::r::d:+:mp::l::u:+:k: !!!

Why does Guile have the announcers voice? I never knew why.

can someone list some guile block/poke strings. didnt see any in the thread

^^

In general, cr.:lp:, cr.:lk:, and cr.:mp: are his best moves to link from. Best moves to link to are cr.:mk: and ye old Sonic Boom.

For more stuff to try, read my SSF2T Cross-up, Link, and Combo FAQ on GameFAQs.com.

http://www.gamefaqs.com/coinop/arcade/file/583631/56217

Since I listed every possible link for Guile, this should give you everything you need from bread-and-butter links to making up links of your own if you want. Remember that moves that are great for linking from also make excellent tick throw setups.

I also wrote a similar FAQ for HD Remix and am still working on ones for WW, CE, HF, and Super. Any FAQs that I have out there so far, I’m updating, so be sure to keep your eyes open for announcements.

Is there any list of how to combo into Guile’s super? The way I’ve boon doing it lately is like this:

J.:hp: (charging :db:), C.:mp: (:df: :db: :l: :ub:) :lk:, :hk:

Are there any other good methods? I start with pressing C.:mp: after I’ve already input :df: :db: and then while the C.:mp: animation is going I input the :l:, :ub: and piano in :lk: :mk:

Can you combo it from a C.:mk:? I’ve been trying but can’t seem to cancel it or link it.

Love seeing when someone cancels into his super on GGPO. It’s pretty tough to do during a match for me unless I can dizzy them which doesn’t happen often.

Also, what is the magic to his cross up? Sometimes I can pull off:

X J.:lk:, C.:lk:, C.:mk:, sonic boom.
X J.:lk: (charge down), C.:mp:, :u: :lk:, :mk:
X J.:lk:,(charge down), C.:lk:, C.:lk:, :u: :lk:,:mk:

but a lot of the times I get thrown immediatley after the J.:lk:. I try to get it to hit as close to the ground as possible but even still I just get thrown, do people time the followup or do you just mash C.:mp: like hell, hoping it comes out then followup on reaction? That’s what I end up doing to get it to work most the time and balrog and honda make me very afraid to even attempt it so I don’t.

i have a quick question

i’m playing as guile and one of the tips against blanka is to rapid fire standing short. when i tried to rapid fire it, it gets beat by the slide. i know the standing short is supposed to beat the slide. i’ve seen the matchup on youtube and the guiles kick so fast it seems like it’s turbo.

is there a special technique to rapid firing? like do you use two fingers to tap the button? cause when i try to press it hella fast it’s nowhere near as fast

The secret of rapid fire normals is that you are interrupting the recovery of the move, so you will only truly have a rapid fire normal if you are pressing the button on frame one or two of the recovery animation. As far as whiffing normal moves is concerned, though, to get to the correct timing, I would suggest using two fingers and “drum to the beat”.

Bottom line, it’s all about timing. Rapidly pressing the buttons can only do so much. Perfecting your timing (rhythm) is what will get you better results, whether you’re trying to rapidly spam a normal, chain a bunch of weak attacks together, or link between moves right when the previous move finishes recovering.

So, as I always like to say when talking about this particular subject…

“Your problem is you have no rhythm, mon.” :smiley:
-Dee Jay

Timing > rapid button pushing (and I can usually average 10-14 button presses a second with my thumb or index finger. “Drumming” will get you more consistent results, though.)

was wondering this as well…

First n foremost, this thread is simply amazing!!!

I was wondering if this was necessary to do this as well. I was watching this Muteki vid to see if he did it but I’m afraid his hands were just to fast for my eyes [media=youtube]F98p0yNnb1I"[/media]

If anyone happens to stumble across dis old gem of a thread maybe you could tell me if most or all of the OG guiles used this technique. Thanks!

It only really helps if you want to[LIST]
[]have the enemy wake up on a boom and throw another one as soon as possible (do not use it on the second boom);
[
]answer a late jump in with a flash kick.
[/LIST]Else, you are better off simply using the normal command and moving the stick as fast as you can. Particularly, if you want to constantly throw booms, that method is strictly worse.

Thanks for the reply man. To change the way i throw booms after all dese years just doesn’t feel right, so I was jus trying to find out whether or not it was worth it. Kinda weird u said that you think that method is worse tho if you wanted to spam booms. I would think that’s the main reason 1 would want to throw booms like that. Care to help me understand y u said u tink it’s strictly worse?

Sure. It was explained by someone else, but I can not find the post atm. Anyway: the charge time is counted after you throw a boom. Thus, all it can do is help charge a flash kick even before the boom is released or make sure after a given boom you start charging as soon as possible. However, if you want to keep throwing booms as fast as you could, any frame you spend in backwards direction without charging, that is, just before you throw a boom, is a waste as it adds to the virtual start-up of the move. To better illustrate it, let us assume the charge time for a boom is just 4 frames, and the recovery is whatever less than that. Thus, the perfect series of commands for spamming booms would be


back - back - back - back - towards + punch - back - back - back - back - towards + punch - ...

which can be resumed as


(back - back - back - back - towards + punch) repeat

which means one boom each 5 frames. Now let us assume the human player is slower and his execution is such that actually demands a frame with the stick on neutral position when switching between backwards and towards. Thus, the series of commands, with the usual method, would be


back - back - back - back - neutral - towards + punch - neutral - back - back - back - back - neutral + towards + punch - ...

which can be summarized as


(back - back - back - back - neutral - towards + punch - neutral) repeat

which is one boom each 7 frames. It is worse, but hey, we ain’t machines.

Now, let us try to modify the usual method as in the pre-charge method, with the same execution limitation, to see what happens. For this, we will keep the same joystick pattern, but press punch as soon as we reach back. We assume we have this consistency to be able to press punch the very same frame we move the stick to the backwards direction, every time. We obtain


back + punch - back - back - back - neutral - towards - neutral - back + punch - back - back - back - neutral + towards - ...

which can be summarized as


(back - back - back - neutral - towards - neutral - back + punch) repeat

This might have given one boom each 7 frames, but there is a problem: the charge time for the same special only counts after you use it, which is when you press punch for the sonic boom. And in this situation one only has effectively charged for 3 frames after he or she presses punch, being that it was assumed that the move demands a charge of 4. Thus, one extra frame is needed for the pre-charge method, thus making it strictly worse when it comes to throwing many booms in quick succession. To make it as fast as possible, no pre-charge should be used, with punch being presses either in towards or neutral directions.

Edit: the merit of the content is for the one who has tested it. Errors or bad grammar is my fault.

Oldschool you rule!!!

Wow! Thanks for the explanation man! I can’t believe you took da time out to go into such detail man but I’m really grateful!!! Totally makes sense now. NO PRE-CHARGE METHOD!!! THANK GOODNESS!!! :woot::woot:

I seem to remember that Thelo also wrote a proof discrediting the so-called pre-char method.

I have found a source for what I have presented. A COUM’s post from 06-30-2008 points out Maj’s article about correct charge knowledge. I am happy to help, trinifella1, but once again, the one responsible to providing (and spreading) correct information was Majestros.

Don’t worry oldschool nobody’s gonna accuse u of plagiarism… j/k. But thanks for sharing it tho, really. Had it not been for u, i would probably have started practicing that nonsense

How can I do only cr. lp x1 or x2 xx super off of a cross up? I’ve seen Muteki do it off of two jabs, and a vid that was posted in the “wiki answers all questions” thread of a Guile crossing up and activating super after only one jab. I can only get it to come out after a minimum of three jabs.

From 1p side: Cross-up lk while holding :df:, cr. jab x 2, :db::d::df::r::uf: + jab ~ lk

I’m still practicing this as well. Look at the first few pages of this thread, you’ll see plenty info on this

Battosai, you served me 5 of these on ggpo tonight. Now I know what they’re called :slight_smile: very nice