Guile thread

Projectiles typically have 34 (turbo 0) frames of block stun. I’m not sure if there are exceptions besides Ryu’s super.
For HDR, I have the following:

Hmm, between that info and what you have listed in http://www.pedantic.org/~nate/HDR/misc/jumpinfo.html, it seems that you really have to keep a close distance to people if you want to keep a corner trap going. A mix between theory right now and what I’ve seen the Nakano/Kikai do, but if you’re spaced approximately at the 20 frame mark, your recovery is over as they start 34 frame blockstun. You have enough time for a whiffed bazooka knee (32 frames) and then cr. jab hitbox shows up 2 frames after they are out of blockstun to start a new blockstring.

I think it will take some experimenting to find the right spacing and strength of booms to use as well as mixup to keep them from jumping over a boom. But I definitely need to be closer than I have been, which is good to know.

Boom travel speed is easy to calculate using the memory X positions as the units. Keep in mind the amount of units on the screen at one time is 383 (this is the left edge of the screen to the right edge of the screen). Also keep in mind that the character dummies can never be exactly on the left edge or right edge of the screen. In Guile’s case he is always +40 or -40 from the edges. so if you wanna calculate the distance with guile standing all the way on the left side of the screen add 40 to left screen edge’s position (or just use his X position). If you’re on the right side of the screen you’d subtract 40 (or use his X). You must also add or subtract 64 units because that’s how far the projectile starts on its first active frame in front of him. So here’s an example:

Left screen edge = 358
Guile’s X Position = 398 (358 + 40)
Boom starting position = 462 (398 + 64)

The boom’s center axis starts at 462.

[LIST]
[*]LP Boom: Approximately 2.116666666666667 seconds to travel one full screen
(Approximately because it’s measured when the center of the projectile is at the screen edge, not when any part of it is)

Travels at 3 per frame (383 / 3 == 127 frames)
127 frames to travel full screen with the center of the projectile touching the left screen edge until the center touches the right screen edge.
[/LIST]
[LIST]
[*]MP Boom: Approximately 1.595833333333333 seconds to travel one full screen

Travels at 4 per frame (383 /4 == 95.75 frames)
[/LIST]
[LIST]
[*]HP Boom: Approximately** 1.27**6666666666667 seconds to travel one full screen

Travels at 5 per frame (383 / 5 == 76.6 frames)
[/LIST]
You could take it further by getting the X-offset from the projectiles center so you can get the projectiles edges and get pinpoint accuracy on when it would hit a specific point.

Wow that’s incredibly in depth, good food for thought.

Block stun value is the same. I’m not really a frame data, but I just play by feel. Recovery for all versions feel the same, and all have use, depending on the matchup and your spacing.

O.Guile and N.Guile sonic boom speed feels exactly the same, no difference there, although I wish O.Guile had WW’s Guile’s faster charge time, that would be nice. Throw in his superior cr.forward from CE too while we’re at it.

Wow ww guile has faster change? You learn new things everyday lol.

Did you actually tested that eltrouble? No offense but I think you’re wrong… I say that based on this site which has all the input info for HSF2. As you can see all versions have to charge for 60 frames (minus HF guile, which have to charge for 61 frames, but thats the same in practice).

I was told the charge time was faster in WW by some of the OGs I talked to. Maybe it just felt that way do to the slower speed? No offense taken.

WW Guile’s charge time is indeed 60 frames. It’s at memory address 0xFF8447 in the rom (SF2). It starts at 0x3C (60). His flashkick is also 60 in WW.

Pasky you must be Asian.

Papasi was telling me that Pasky is also left-handed.

Hahahaha.

^^^ It’s true. When pasky plays, he does a reach around with his right hand on the stick and his left on the buttons. He told me he could play normally, but he just likes reaching around things to hold the stick. Hey, what ever works right?

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Watch out for this guy on supercade, he is just plain nasty. Hope you guys enjoy this set as much as i did watching it.

Love the Ryu-Guile dynamic of course, I could watch this matchup all day. Surprised to see you using ST Guile. Great gameplay from both, so many close rounds.

Haha, damn you paid for dropping the Muteki Special.

Ooh, jab jab kara super!

Oh there’s the CE Guile, and out comes CE Ryu, just going back in time.

Kurahashi uses the standing hit recovery into flash kick trick here (fHZWfSi7g1E at YT, 22:50). How exactly is this done? I remember some explanation in NH2’s blog but I am not sure if I could get it right.

For some reason, Guile has a standing hit animation when you charge db and then move to df on impact. So, charge db, df right when the jump-in hits, then up + kick.

Nice set Mars. Any reason why you chose to play AE over regular ST?

Also, why do you dislike the Ryu v.Guile? I think it’s one of the best matches in the game. CE/HF Ryu can be more of a pain though :frowning:

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Little nice set here as well. Check out Doc Holliday on supercade. Solid DJ.

I like the varity of character versions in the game. Also to note, a lot less trolls. As for ryu vs guile, It just feels ryu has an unlimited arsonal and guile just feels so limited. If when using other versions of guile, it feels more in ryus favor just because of the tick throw setups and safe jump. Just my opinion.