I heard a lot being said about unblockables… and I assume it was specifically akuma. I also know there are a couple unblockable videos out there for guile specifically… does anyone know what these are exactly?
Guile has much better normals against divekicks when he’s grounded as opposed to jb.lp. I don’t think Momochi would be using jb.lp as AA if he was using Guile.
I’ve never seen any unblockable setup vids of Guile yet, but if you go to training mode, set Ryu to autoblock and hit Ryu with a 2 x cs.lp combo and j.hk immediately, you’ll crossup with j.hk. That is however, assuming he doesn’t move after getting hit. I think it’s best to look for j.hk setups in the corner if you wanna figure out Guile’s unblockables as I’ve had it crossup some characters before.
A few pages ago, everyone was talking about Blanka and Honda unblockables… i.e. they throw you, then jump towards you and you can’t AA their jump in attacks. Such BS. I think there’s one with Akuma as well… just need to find the setup so I can recognize it (and not block). :tup:
Some unblockables or rather ambiguous blocking setups I’ve found to be easy to recognise are
Ken - F throw, 1 step backwards, j.hp. Backthrow into corner, whiff f.mk, j.hp. Crouching will make his hp whiff if he goes for these.
Evil Ryu - Almost the same as Ken’s first setup but using hk instead.
Bison - F throw, walk forward, j.hp. It’s fucking hard to block if done right. He also has j.hk crossup but it’s seldom used.
I think Akuma has a setup that Guile definitely has to block.
F throw into corner, dash forward x 2, j.lk. This hits front or crossup depending on when he presses lk. Can’t really remember but I think in certain situations, you have to block as a crossup but Akuma lands in front, just like Yang and DJ’s j.mk setup in the corner. I got hit by other shotos with the same j.lk setup before. Guile has answers to a few of his other setups after untechable knockdown. Akuma’s divekick can also be fucking ambiguous to block and crossup if they do it right.
One thing to note about these setups are that they are mostly character specific, except for maybe shotos’ j.lk in the corner setup.
Hope this helps.
what about the vegas that corner you and they keep on doing wall jumps to grabs. from playing tatsu, he told me that guile is fucked when vega corners him and he gets a grab. he can just do it over and over again, the best thing is to do a wakeup dash but vega can still OS his open arm to hit guile while dashing, you might reset yourself if you are lucky.
Ive yet to get out of this trap. Did tatsu say the best thing to do is dash? thanks man
Anyone know any solid CH setups with Guile? I’ve been catching a few people with cr.lp > CH.cl.st.hp > far st.hp/cr.mp variations as well as UDK > CH cr.mp sets.
Same here. I use U2 all of the time because it’s easier for me to do and fits my style as well. Can’t do the FADC > U2 but I still connect on it a fair amount. Mainly use it in fireball wars to catch shotos who are pretty near, get some time to clear my head and decide on what to do next, chip out a round/win (not so much now because I get hit by stupid wake up ultras because of the long-ish startup).
Option Select U1 works great for the aggro type players ,imo.
how do you OS that?
cross up j.lk> cl.st.fp
Hey guys.
One of the major problems I personally have is adapting quickly against new opponents, particularly in tournaments (and in some cases endless mode) where you tend to fight a wider variety of characters in quick succession. I know match-up knowledge is part of it (e.g. Ryu MU is different to Ibuki and so on), but I’m thinking more along the lines of mental preparation and re-focusing on the match.
Let’s say your first match is versus Dic (best of 5 or w.e) and you win. Your next opponent is El-Feurte - what techniques do you use to increase your mental endurance/stamina and how do you keep that momentum with you into the next match?
Deiminion in Grand Finals
[media=youtube]z6vdJuYhp7U[/media]
How come Guiles never play more rush down style? Why is it best for them to zone with sonic booms?
He is a charge char. When he moves forward it’s just all normals
Theres generally no reason to move forward, Guile is a wall, you need to go to him
I never move forward unless I’m too close to the corner.
Guile lacks the ability to special cancel his normals while walking forward, and nothing hits twice quickly. Therefore, Guile really can’t stop his opponent from focusing all of his offense when he’s got no charge.
shoryuken wiki aswell as eventhubs show LK Super with 1+2 frames startup, but I’m able to safe jump it with a 4frame safejump setup… is the data wrong or what am I missing here?
Basically, this can be answered simply as “LK super does whatever the hell it wants!”
Yah, on paper it’s a 3 framer. Despite this, it can punish some stuff that is only -2 on block. It can also, apparently as you say, be safe jumped. No one has quite pegged the exact reason why LK super is so weird yet. At least as far as I know.