I dunno man he clearly said meterless Nina into Ryu combo. The fact that you can perform this combo with no meter at all still remains true and that’s what makes pandora so dangerous. Look at it this way: How much meter do you need to set up a pandora combo?
It’s funny when I see the phrase “I wish” when all you have to do is give Capcom feedback. An update is not unlikely at all.
Does any Guile player find the distance window for his cl. hp irritating? One jab and you already get far hp. This is dumb. Also why is knee bazooka back OR forward lk? His pressure would be way better, if he could walk up and use cl. lk easily. Do Guile players use the forward lk knee bazooka anyway?
Knee bazooka serves one purpose which is to advance while keeping backcharge. You don’t ever want to hit somebody with it.
Walk up standing cl. lk is fairly easy to do, it’s just practice.
cl. hp is like that in SFIV as well. Most of the time it doesn’t make that much of a difference, especially not in SFxT because you can just boost off of something like rsk, fierce. If you want to cancel and you’re worried about the range use cr. MP.
I just read that you can also use it for tick throws, but that move is even worse in SFIV. Guess I will just practice to leave the stick at neutral when I use cl. lk, thanks for the hint.
Meh, I would love to do cl. lp , cl. hp xx and a sonic boom that causes less push back on hit would be sick as well. With all the crazy damage in this game, it would be fair to give Guile these options. He is at 900 HP, might as well give him more damage as compensation.
Got this crazy cross assault idea in which a partner functions as a meat wall which pushes the opponent back towards Guile for sonic boom loops. Add a reset into a super art and it’s good to go. Sadly I don’t know anyone I could team up with
It’s punishable. You don’t really want to be using it for that. You can use sobat kick though, it’s safe and has low invulnerability. It’s a way over stuff like low tiger shot, low juri fireballs or a Ryu attempting low - forward fireball constantly. On hit you can’t combo off it but you’re at a fair bit of advantage so you can attempt frame traps with cr. strong.
If you want to do meterless damage it’s possible to do stuff like RSK, cr. strong x2 xx boom or RSK, cl. fierce xx boom, low forward > sweep or st. roundhouse, launch. With the first combo it’s probably possible to end it with a flash kick but I haven’t tested it. If ever I landed a boom on a cornered opponent I’d do GHK, cr. strong x3 xx flash kick which is good damage.
It has 4 active frames. Does that mean you can be at 0 on block at best? Also regarding rolling sobat. Is it possible to link anything afterwards, if you happen to hit it up close and at later active frames?
It’s only +1 in SFIV but I believe I saw Diemineon land a cr. short off it once with perfect spacing. Guile’s short in 4f in SFxT not 3f and I don’t think it has the same range either but Sobat is at more of an advantage so it could be possible. Personally I’d just be trying to keep the pressure on with something like cr. strong x2 xx boom on block or boost out into something on a confirm.
Since when in my life did super arts not take two bars in this game?!?!? =_=*
I already know it takes no meter to set up some Pandora combos. THAT ISN’T THE POINT. The point is that, even with Pandora, the possible meter you could have used goes up to six. Even in Pandora mode, meter used is meter used. It doesn’t return, it’s not infinite, it doesn’t make EX moves and supers cost 0 meter, so it’s not a meterless combo. This is just basic comprehension at this point…
They moved the G-Finals to today. SF X TKN is the only game that doesn’t finish tomorrow. That alienated feel…>_>
I know. I hate the corners and edges. The arcade machine that I play 3rd Strike on is circular and smooth, but when I borrow sticks, they feel like they’re in hexagons, squares, or octagons. I don’t like it. =/