Nice autocorrect super. I’ve tried it too but most of the time, it gets blocked lol.
I think you could have maybe stopped that Honda’s momentum to a certain extent by AAing his hk/ex buttsplash with c.hp. As for the lk buttsplash on wakeup, FA backdash makes it hard for him to punish on reaction.
I haven fought Hondas online in a long time so I can’t get record any vids. If you watch for buttsplash, it’s pretty easy to FA backdash on reaction if Honda’s butt is coming down on wakeup, which means he’s doing it early. Sometimes it doesn’t crossup so you have to watch for whether it’s a crossup and dash away.
If Honda does it late, then it’s better for Guile to block both hits of buttsplash. As for frame advantage, I’m pretty sure Honda can’t do anything except for his special moves after you block his hk/mk buttsplash cos Guile’s normals beats his normals after buttsplash. From my experience, most Hondas will go for another buttsplash if you block a lk buttsplash.
Looks like your Guile game has really levelled up! I’m linking a lot of the decisions that you made and also really like that you’re playing around a lot with s.mp as an AA. Only advice I would have is to play more lame vs. Honda. O mever walk forward in that matchup unless I get a good read on a backfist.
Also, a bit off topic for this thread, but who’s going to EVO this year? I think this might be my first one.
Thanks Slinkun and Rexell for the feedback. I actually went into training mode early on today and found out just how vulnerable Honda is on the way down - if you’re spaced correctly, you can tag him with pretty much every AA including GHK and even air throw. I think however I will stick with cr. fp (less hassle and it does the job amazingly well - thanks again!).
The st. mp stuff came about from me repeatedly eating Honda’s jump-in slaps. In those cases, st. fierce often lost out right and I would get counter hit, so I started using st.mk. But then I played a Honda that would use another air normal (I think it’s lp not sure) that would cleanly beat that too, and so I stumbled on st. mp (landing it clean is extremely self-rewarding!). Now I look forward to them jumping in on me cus I have an answer for it.
The best part is, both of those AA’s (st.mp and st. mk) work just as well against the entire roster (ibuki, rufus and abel in particular) - ironically, sometimes I forget cr. fierce’s reliability and end up using the wrong one lolol!
I would really like to enter Evo sometime soon and definitely try and enter more tournaments on the whole this year.
I got mixed results with s.mp as an AA which I think is due to being too used to c.hp. S.mp seems to be pretty fast from start to end and I always fuck it up lol. But it has saved me a number of times as a last min AA and still hits the opponent fully extended. Works pretty well on Gief’s early j.mk if he does it pretty near and also Dudley’s elbow drop if done at correct distance.
It also works well against divekicks that hit around chest and not head level, which is where Guile would trade if he does early s.hp. But it’s like you have only 1 or 2 frames to pull it off clean against fast divekicks. It’s pretty hard to do this cos you have to do it such that it hits during the uppercut startup, like when the fist is at chin level on a standing opponent. B.mk also works wonders against divekicks, especially those at the highest point which shits on c.hp.
st mp works great if you get the timing and distance down… distance is just a little further than cr HP, but still inside of st FK range. I like charging a boom for chip damage when the distance is perfect. i think youre right about back MK as good for AA for dive kicks… i do that and neutral jumps which work beautifully. on late crossup i just try to block. This is the problem with st MP: if you abuse st MP too much, when they are closer than you think, his crappy close st MP will come out and you will lose… so i just use it for nailing distal shoto limbs. Mastering the distance is important. I think close st FK is great when youre unsure of st MP distance, but most people use cr HP. Close FK is much more viable if you arent successful with your distancing bc close st FK will still punish as an AA whereas close st MP will not.
I have a comeback with my Guile making it back with like little to no life left against a Dudley whom had almost full life with normals and sonic booms only. lol.
here is some stuff from a live stream from sunday. I made plenty of bad (and i mean really bad) mistakes during the tournament. Criticise me and give me feedback on what i could have done better
I think you would have won if you had punished Akuma’s whiffed sweep since he whiffed that a lot and he’s not good at s.hk distance too. More jump forward/nj attacks to AA him. I find doing a nj in anticipation to his s.hk works well without overusing it.
Also, many players fall prey to SRKs after the opponent hits you with a lvl 1 and dashes in SRK. Guile is at a disadvantage here as his c.lk is 4 frames. In this situation, cs.lp(3 frames) can punish these(not all characters though) if you mash it. Think back to Vanilla days when Boxer could get a comeback on this and you’ll see what I mean. I think most players are too used to late teching nowadays that many have forgotten about this.
2nd match last round. You could maybe have got another last chance if you threw out a super.
Nice late airthrows on up close demon flips. I’m too used to 4 frame airthrow that I keep forgetting that airthrow can grab like this when I play nowadays.
I also hate Boxers that go all random just like in the Nagaiminoru match. There were a lot of jump-ins on knockdown that he could have FKed. Wonder why he didn’t.
Thanks for input and i’ll definitely bring that onboard. i got hit with the SRK after lvl 1 FA as i was trying to late tech.
Also, i want to ask you, do you find the UDK to be more useful in AE 2012? I find that a number of players i have played in the past few weeks are eating it on counter hit and that i can no longer get thrown during the startup. I have have been using a bit more now
it could be used to set up tick throws too (eg UDK > C LP > walk up throw). this only works if the first 2 hits land since many opponents i find usually block with the expectation that you will follow up with a SB. UDK catches backdash too i found. against SRK mashers you need to be careful when using it.
other then that thanks again, and it is clear that I am no where near the level of you guys at this point in time. I will be on stream at the next outing so stay tuned guys.
UDK wise, I still find it useful on those old characters it used to be effective on e.g Bison, Viper and those without 3 frame c.lp. You have to attempt throws for it to be effective and we Guile players don’t usually go for throw. Still pretty useless in Shoto matchup unless you get lucky cos of their c.lk and lp mashing.
Dash in UDK is also a useful tool once in awhile for me especially in the corner. I think it adds a threat to his comeback game but there’s no reason to throw it out and expose himself to risk if he’s leading. And also you can mix up block when UDK hits or get blocked sometimes cos I find a lot of players like to reversal the c.mp link.
I think you’re a good Guile player as you got good sense of zoning and you can handle pressure a lot better than me. Also, against Akuma, don’t always jump if you’re trying to close the gap around 3/4 screen. They are usually defensive and are looking for the jump to demon. Walk forward till you reach his sweep range and sometimes they’ll whiff a sweep cos they didn’t expect the walk-in as Guile is a charge character.