Here’s another way of getting the timing down. It’s kind of a trick I learned from someone whom hit confirms Rog’s cr.lp links.
Pay attention to the cr.lp animation. When it’s retracting, hit the cr.mp input. you’ll get it 9 out of ten times.
Here’s another way of getting the timing down. It’s kind of a trick I learned from someone whom hit confirms Rog’s cr.lp links.
Pay attention to the cr.lp animation. When it’s retracting, hit the cr.mp input. you’ll get it 9 out of ten times.
:db:
Try doing this. charge :db: mp :r: :db: + lp :ub: + lk/mk, go back to :db: for charge, then ultra. This involves using buffering, which lets you have more time and makes it easier after SB to cancel into super as you only have to do :ub: + lk/mk to cancel into super, thus making it faster and easier.
The combo above is very hard to hit confirm if that’s what you want from it. C.mp > super, ultra does a lot more dmg without the SB and is also easier to execute and to do off a jump-in or after a FA, or even as a punisher for blocked/whiff SRKs.
Try doing c.mp > super, ultra like this. charge :db: :df: + mp :db: :ub: + lk/mk, go back to :db: for charge, then ultra. This method also utilises buffering the c.mp with the super inputs. It is buffering the super in this case since you’re pressing :df: + punch because :df: is a part of the input for the super command and you’re actually integrating the c.mp into a part of the inputs needed for super.
Common mistakes during the combo and what they usually mean:
C.lp hits but c.mp comes out but doesn’t combo. This means that you’re doing the c.mp too slow. If c.lp hits but c.mp doesn’t animate at all, it means you’re hitting c.mp too soon.
C.lp, c.mp hits but SB doesn’t come out. This normally means that your timing to cancel c.mp to SB is wrong. Another reason is you input the SB commands wrongly which I think would not be the problem for you since I assume you know how to do SB properly.
C.lp, cmp > SB hits but super doesn’t come out. This normally means you have to input the super commands faster after SB. Or it could be that you’re inputting the super inputs wrong. Try my method above and see if it works as it’ll give you more time to cancel into super.
Ultra doesn’t hit after super. This normally means you are doing the ultra too slow. The ultra has to animate right when Guile lands from super so adjust accordingly. Or it could be that ultra after super doesn’t hit on some characters in the new SSF4. I’m not sure about this as I got no time to test out on all of them. In this case, just use a character in training mode which you saw from videos that he/she can be hit by super to ultra in SSF4. Anyway, I didn’t mention ultra1/2 cos both can hit if you do it after super.
I hope the info helps and that you understand what I’m trying to say.
Oh I forgot to mention that super comes out easier for me for both combos above if I do super inputs first then :db: + lk/mk after it. The super comes out when I do :db: + lk/mk . The reason I do this is because super comes out easier this way for me, and it also helps to make sure I have enough charge for ultra. However, you will still have enough charge for ultra even if you do :ub: + lk/mk, then :db: immediately to charge.
I am not sure if this was a fluke, but Sonic Hurricane beat a crossup from Gief in the corner. I launched it in front of me and it hit Gief as he was landing behind me. I only got one hit, but the untechable knockdown game me enough time to get the hell out of there.
I never mained guile and I consider myself average at best. I see all this complaining about how cr. lp to cr mp is hard for people to do and they seem to think it’s unreliable because of difficulty. I was and am able to hit that 8 out of 10 times easily and I don’t main him. It’s not that hard of a link and if you keep your charge times in mind while doing these (always, even if you’re not going to super or anything try to keep your charge for practice) I don’t think any of these new combos or many of the old ones were that hard to pull off on reaction when your mindset is right. Guile has real potential in this game and some people are bitching about a couple tight links that you can just practice and they are cake. Of course I’m excluding all of gilley’s ridiculously awesome crazy corner combos and shit like that. These basic punishes and super/ultra combos should be muscle memory if your going to dawn the shades, if not dee jay is on the character select screen for you lol. Sorry I’m drunk and was looking for a topic I could rant on. If you disagree with me just disregard this post as I likely won’t remember making it.
Damn, you mean someone beat me to getting hate mail in Super already?
lol i can’t wait. i get more than enough hate mail on sf4 original.
My regular opponents in casuals and tournaments have now stated that Guile is more formidible fighter compared to his vanila counterpart, due partly to his increased damage output and Ultra 2.
I also found that the Sagat Vs guile matchup has changed somewhat as more of the sagat players i’m up against are using the Tiger Cannon ultra. Also they took away Sagats abilty to Juggle normal tiger shots, but he can however still juggle consecutive EX tiger shots.
Tiger cannon is still a threat particular if he lands an EX tiger shot in a fireball fight. but at Least SH gives Guile a good chance to score solid damage if done on reaction to an upclose tiger shot
Might not be too useful, but in corner against big guys (tested Gief):
j.HP, c.MP xx lp.Boom, Target Combo
307 damage
470 stun
It won’t combo, but toss a backfist in there afterward just for kicks.
Edit: This might work on everyone. I just landed it on Adon, but the jump had to be deeper.
http://www.sfframedata.com/walkthrough/pages/guile.php
Hmm can this be true? I mean i knew the cr lp was the same…but cr mk HAS to be faster. Also i felt the boom recovery wasn’t unified, and i felt that bazooka knee was faster too
Don’t believe anything from Prima. The ssf4 guide is so inaccurate it’s laughable.
In vanilla, I got maybe 2-5 a day. In about 3 hours of playing I’ve gotten over 20 thus far. Not to be completely negative, I have gotten a few positive ones as well but the sheer number has even surprised me. I hope PSN is ready to handle the load on my inbox once I start playing more consistently!
Well i do believe that cr lp to cr mp is still a 1-frame link, feels exactly the same as before to me. But, i just read that deejays recovery from his projectile is supposed to be FASTER than Guiles, which is a joke because i played against a Deejay today and it was much easier to jump in and punish him than i could ever do to Guile.
And having played that matchup i definitely feel Guile is the better character…shame about his cr lp however
haha LOVING the hatemail. I knew daigo picking guile was going to give me even more hatemail.
Played vs a guy today who got pummeled by my shades on shades off guile and he messaged me for a rematch, we played again and same result so I got the “I love how every SF4 player thinks there diago” and yes, DIAGO. New guile player im assuming? lol
Can guile do CH far fierce ~ Sonic hurricane? Acorrding to the frame data, it should.
Just eyeballing that has lead me to believe that someone copy/pasted the SF4 guile data to a SSf4 chart. It doesn’t look like anything is different at all… correct me if I’m wrong.
edit: Ok, just noticed that EX boom recovers as fast as lp boom in that chart, neato.
I think c.lp to c.mp is still a one frame link. Disappointing…I’m actually hitting this link less. I have to get used to the new timing.
Flashkick recovery still sucks
Makoto went for a cross up. I executed Sonic Hurricane when she was right above me and Sonic Hurricane auto-corrected and hit her.
Thank you everyone for your combo advice. I was able to complete all of Guiles Trials.
The best combo and most useful as well as most elegant is as follows.
Jump in HP
Crouch MP
L sonic boom
Crouch LP
Crouch MP
L Flash Kick.
Its gorgeous.
All the other high damage Ultra cancel combos suck…they involve unreliable techniques that will leave you open. The one I mentioned is all skill and no mashing or controller slamming.
Man, who am I supposed to believe??? Some people really do think that c.lp c.mp is still a one frame link while others have gone on to say it’s easier. Might just be a case of “your mileage may vary”.
I unno…his one frame link feels the same for me, no different at all. In vanilla though I practiced that timing like mad to where I was hitting it 8/10 times or so, so if it is easier I don’t think I really notice.
Also…lp. sonic boom same recovery as ex. sonic boom…wtf? Am I missing something there?
Hey man I played your adon last night. ggs. In regards to the frame data. I don’t trust it out and out. I’ll be reserving judgment myself.