I’m finding it harder to do the c.lp to c.mp link. The timing is much different now…
I was doing some trials today and I have to say Guile seems to have improved alot. You can pretty much mash jabs into flashkick now, and cr jab -> cr strong seems way easier. Along with the Sb charge time he just seems faster in general…maybe its just me but cr Fierce seems more reliable and the RH stepkick seems faster…
No prob. I just double checked, high AA lk.fk to Ultra is still fine. high AA Super to Ultra is still fine. The juggle property/potential of both is the same. I think U1 will have its moments, but U2 is just too nice; it is hard to not like the sheer usefulness. Plus, the FADC SH is a pain but could be great.
It’s just you. However, one thing I’ve noticed (and this may just be me as well) but the flash kick hit box is significantly better. Frequently catching people with rh.FK when it used to not. His whole upper body is part of the hit box instead of just his feet now.
Like I said, the writer of that guide does -not- know what he’s talking about.
I can’t test SSF4 for you, but i can try to explain Blanka’s example. Buffering only applies to Supers / Ultras in SF4.
Blanka Surprise Forward(KKK) can cross up into Super / Ultra.
Blanka can’t do horizontal ball, however he can do vertical ball which looks exactly like horizontal ball.
In theory, it would not be logical to give Specials a 26 frame window to complete a move, bc it would allow for some crazy combos, and accidental Specials.
**
I would like to know if Capcom altered SSF4’s dash properties to hold charges, because that would make FA backdash sonic boom a new tool.**
I’ve still only used short flash kick and wait deep.
Umm…Guys…If his Sonic Hurricane is 1+7, that means 8 frames of startup.Counterhit far fierce gives 8 frames of advantage…So does CH far fierce ~ U2 work?Or have they nerfed the frame advantage far fierce gives?
probably old, but you can airthrow bison from his ultra 2.
Eh?
[media=youtube]hsY-cGlBpK4[/media]
Don’t know if that has to do with anything that guy posted a pic of, I didn’t catch what point he was trying to make but if you’re talking about FK into SH, it’s totally possible. I can get it down after an hour of practice.
So does anything besides jumping attacks and FA combo into df HK? I’ve been wondering about this and not seen anything on it yet
even the FA>high kick is very situational/character dependent. very wierd kick family man got. you ought to hit when opp is very near but you get clean ‘counter’ hit on face becoz of the slow ass startup. I think in super, peeps gonna lost life lead in no time just trying to land that kick and it cannot be helped as it got so much potentials now. you ‘will’ be tempted to use that shit. so far I can land that kick on blanka vertical ball that try to cross you, gief lariat, bison jump in, chun li got floaty jump as well but for some reason she always beats guile kick clean. any thoughts?
it’s interesting because i’m sure that a lot of you guys avoided guile’s high kick because it seemed way too risky and situational. but luckily enough for me, i’ve been using it very often in original sf4. this move is mainly for big characters like: rufus, abel, balrog, sagat, honda, t.hawk, hakan and zangief. you can also use it against bison and the shotos. but it’s pretty risky to use against ryu imo, so i wouldn’t bother. it’s great on certain characters neutral jumps. it beats zangief’s lariat. i can only imagine it’s improved since sf4, so if i were you guys, i wouldn’t sleep on this move. learn how/when to use it. i think it’s a very handy tool.
Two pieces of bad news:
-Im basically sure low jab -> low mp is still a 1 frame link. If I put my stick on autofire, the link only works about half the time. Autofire presses the button every second frame (since if it was every frame, it would just be like holding the button down). Also, I dont believe you can plink this link, because low short and low jab both chain to low jab. So if you hit the plink any earlier than the normal link, youll just chain a low jab or short. So to me, this low jab -> low strong flash kick combo doesnt seem worth risking honestly.
-I still dont get how to do FADC ultra with a backdash. Apparently its possible but its really hard so far. But anyway, with a forward dash I can do it, with a small delay on the FA as you guys have said. But here’s the problem: If you delay the FA like that, you are now at serious disadvantage if they blocked your flashkick. Like, they can easily jab->combo you, or dragon punch, or whatever. So random flashkick FADC->forward dash ultra doesnt seem like a safe tactic at all. Unless theres a way to do it without the FA delay…
Thanks again dude! I had to know about this since Seth made that comment about Guile’s U2. What would’ve made his U1 any better aside from the bulk of the damage being done on the last kick? It sounds to me like Guile’s U2 is still his best bet against most of the cast but I’m sure U1 still has it’s uses.
For example, since his c.lp > c.mp combo is easier (for some more than others by what I’m hearing) We can now more reliably get off this potential golden combo:
j.hk > c.lp > c.mp > super > ultra
I’ve been using the Super into Ultra combo alot in my own Guile game. It does respectable damage but finding ways to land it was getting hard. I could do the deep jump in roundhouse and do the same combo without the first jab but charging it was really strict. Plus getting in deep was hard enough as it was.
Why would you not be able to plink mp? We’ve been doing in vanilla… As for hitting the c.lp ~ c.mp xx FK link will help you a LOT. After my execution got better (thanks to playing offline for an extended period of time), the c.lk > c.lp ~ c.mp xx FK were game winners for me. IMO, if you don’t want to go for the FK, you can always go for the sonic boom, which is the safer bet.
The delay could come as an advantage. I doubt your opponent’s reactions are that fast. There’s still going to be a sensing processing time before your opponent can react to it. (Assuming blocking) Your opponent will see the FK > FADC, but the fact that the FADC came out still needs to be processed by his mind. Unless he was totally expecting you to do it, then no, it wouldn’t be advisable. On the other hand, even if you follow through with the rest of it (i.e. so Sonic Hurricane), might not be bad… take some lumps to connect with an Ultra? Why not.
hmm, maybe Im wrong about the plinking comment, Ill have to try that again.
But I dont think reacting to FADC forward dash is so hard for your opponent. After all, its something they’re going to be looking for when they’re pressuring you. All they have to do is mash jab and they easily hit you, and can combo. Or dp… maybe even throw.
oops double post.