I’m not following you, Seth switching sides only takes away your SB charge… you can charge down-forward for a flash kick if you like. So if you were in db, he switched sides you’re now in df but still have FK charge.
What’s the difference between DB and D? It’s all a flashkick charge. I’m not entirely sure what you’re getting at… just try it I guess.
Hey guys Shadowloo showdown is next saturday in my hometown in melbourne. Wish me Luck! Justin Wong is in the same pool as I am, so I need all the luck i can get.Its going to be a biggest test i have faced since i started with SF4. Last minute tips will be appreciated!
There will be a live stream on twitch tv, so you guys can tune in to watch
Awesome, will look out for that stream for sure hoppa. Good luck!
KnuckleDu taking 9th place with his Guile @ UFGT8. Lost because he had no experience against Honda’s at all.
Well, it is mike ross’ honda we’re talking about, one of the best in the business. While he made some poor choices here and there, well, mike ross, you know? How many honda’s have you fought who actually wakeup EX buttslam at THAT range? Wacky.
Fun fun fun tourney, and my first major! There were a surprising amount of Guiles there actually… probably the 2nd or 3rd most played charatcer I’d say. I did pretty good. My pool had fubarduck and Wolfkrone. I went 2-1 with fubarduck, taking it against his Seth and Ibuki, then lost 2-0 against wolfkrone. I wasn’t too incredibly worried about getting into the semis, but then I had to go against EMP Hiro who was in at emergency registration.
I’ve never been so embarassed. I got straight bodied by Hiro, worse than Krone even, and the guy plays bison! I have just been playing so many scrubby bisons lately that my mind went on auto-pilot and I didn’t even take a round.
Hey guys,
I’m here to give you yet ANOTHER round of my questions! xD Okay so I’m learning about frame data and whatnot and calculating what is a 1 frame link or 2 frame link etc. What I wanted to know was:
(1)[FONT=Times New Roman] [/FONT]What happens to the frames of a move when you CANCEL it, e.g with the cr.mk into forwards.mp (Overhead) is that a true string?
(2)[FONT=Times New Roman] [/FONT]How many frames does a counter-hit add to your combo – and is it the whole combo or just for the 2nd move?
(3)[FONT=Times New Roman] [/FONT]I’ve been toying with backwards Sobat (to hit those attacking from the air and prevent them from actually hitting me in the process) into U2 as its a few frames faster than back dash, OR is an FADC Backdash faster (Again how does cancelling frames work out, e.g. how many frames would it add to a Kara-throw?) I don’t seem to be having an real success, does that tactic really only work perhaps when you DON’T do the Sobat because even that could add up to a safe-jump in the end?
(4)[FONT=Times New Roman] [/FONT]I can do dash forwards U1 and Super now but I’m unsure how to utilize it in a match. In videos players FADC through a fireball and hit the opponent – but I’ve tried, and I’ve calculated that with the dash and recovery of a fireball for a few characters and there is always few frames. Is that the reality of it – that it’s a READ and not a REACTION?
(5)[FONT=Times New Roman] [/FONT]What are some good ways to deal with dive kicks?
(6) What are some good ways to deal with people, simply WAITING for an SB so they jump in and combo? I discovered backfist is good with recovery , distance etc.
(7) What are some Alex Valle type thing. I mean I’m not American but it seems he does seemingly odd things like (I don’t know) Ryu forwards.mp overhead and then he uses the opponents reactions (to jump) and then SRK them?
Thanks a tonne guys!
Not a “pro” Guile player, but I can give my 2 cents on some points.
(1) The recovery frames are canceled, which means the next move starts immediatly.
(2) You gain one frame of stun if you counter hit with a light attack and three if you counter hit with a medium or hard attack.
(3) Not sure what your question is, but I mostly use the Sobat for far AA’ing and going over low moves.
(4) Depending on the range, you can focus through a fireball and Super his face while he’s recovering, on reaction, though it’s much easier if you’re predicting a fireball. Sometimes I also use it as a “one-time-only” gimmick. I great number of players just won’t respect a dashing forward Guile and will just press buttons when they see one and that will make them learn the hard way, but don’t rely on it too much, as the “mindfuck” won’t work twice.
(5) It’s a matter of range and which normals to use. I think st.mk is great and of course, FK FADC is always a reliable option for dive kick pressure. Crouch teching with cr.hp is good against the twins, not so much against Rufus. Sometimes I use jumping back HP to escape, but I’m not really sure if that’s a great tool, so don’t quote me on that.
(6) Bait and don’t get predictable. Mix up your SB game. Make them think they discovered your “pattern” and let them know they guessed wrong when they are greeted midair with a fist (or something similar).
AWESOME thanks man!
But to clarify, (1) how much frame advantage is added to unique attacks like Guile’s ‘Upside-down Kick’.
(2) How long do you have to cancel the cr.mk into overhead - I sometimes take too long and they block after the cr.mk?
(3) As for that Sobat question (my apologies), what I meant was people jump but their too close to be hit with the U2 so I’ve been toying around with a Sobat when they jump (not to hit but to space myself) and then U2 - what do you think compared to backdash (it also might
(4) You say Flask kick FADC against dive kick,but when I’ve tried Flashkick they get beat or trade (except EX done late will kill them it seems) – are you saying that even if you trade you FADC – is that why they say you should EX SB or U2 after that?
Thanks again!
For unique attacks, they follow the same counter-hit rules as the light attacks getting one extra frame of hitstun and medium/heavy attacks getting 3. So, a counterhit b.lk with guile would get you an extra frame of hitstun, while UDK would get you 3 extra on CH.
I’ve never had the target combo not combo. If the c.mk hits and you input the f.mp right after, I don’t know why you wouldn’t get a two hit. Also, it is not a solid blockstring. You can technically get hit with an invincible reversal in between the hits.
Doing a backdash U2 on reaction to a jump is something I think might just be impossible to react to. Hell, I have enough trouble just AA’ing with the thing on reaction as it is. That said, if you’re LOOKINg for the jump and using b.mk to space yourself, that actually sounds like a really good option. In general, I find AA’ing with U2 to be really hard after they nerfed it’s startup in AE.
Justin Wong told me after a few rounds with his Rufus, to not mess around with trying to tag divekicks with grounded normal AA’s and to either flashkick or to jump up and air throw or j.hk on reaction. It makes a lot of sense. The risk/reward is really in your favor if you stay off the ground. Crouch teching with HP like mcshine mentioned is a really solid tactic for catching divekick abusers, but it’s very important to mix up your escape options for divekicks because, yah, they are a tough nut to crack.
Awesome man, thank you!
What is a good way to Disguise my Sonic boom? i am always walking back and when i crouch i can throw sonic booms as well. when is a good way to not look so obvious that im gonna throw a sonic boom?
helps a bit to mix it up… walking back, crouching, standing jabs, back sobats, bazooka knees, step kicks… but they all leave you vulnerable compared to doing nothing between booms so it’s kind of bad if you do them habitually. One of the hardest habits to break is feeling the need to boom as soon as you have charge. I think most of the time that we get jumped in on is because we feel the urge to boom immediately when charged and since the opponent can also measure your charge time they will pick these times to predict your boom. Disguising is good but use it sparingly… concentrate more on unpredictable timing and not going into “auto-turret” mode.
Also, I was trying to bait an ex Greenhand from tony by using loud button presses, feints, you name it and nothing was working. Then, I tried mashing forward on the stick. It was the only way I could bait him. The sound of the stick going forward baited it. Awesome.
Also, for some reason, people love to jump after a b.mk more than any other normal I’ve noticed. A lot of times you can get enough charge for a flash kick.
funny because he told me i need to disguise them. ima try that.
Something I need to work on is maintaining the zoning/poke pressure, mostly when my opponent focuses/backdashes a lot. I panic a bit (ok a lot) when I eat some FA’s or whiff punishes and then feel like I can’t hit buttons. How do you deal with that?
Same thing happens to me. I guess you could say that the point is you shouldn’t be pressing all those buttons if you’re getting whiffed punished so much. Be aware of your poke range (like take a step forward before c.mk because the opponent is measuring distance to whiff punish). I think one thing to remember is that when it feels like you can’t press buttons, you can still sonic boom. Remember to treat sonic boom as a poke that beats most of your opponents buttons. Try forcing yourself to keeping booming in situations where you normally freeze up or simply stay patient, block, and look carefully for an opening
What’s the hurtbox/hitbox difference of cr.hp and close standing fierce? What I mean is I thought cr.hp was for covering the area RIGHT ABOVE you, then I discovered you just ‘jerk’ the motion and you don’t have to be fully crouched to do it. I use close standing fierce a fair but as an anti-air and I thought it really only hit to the upper-part of Guile’s body, but (1) according to this video the move (starts at 2:00) is almost identical to cr.hp (or is it the same animation entirely?!): [media=youtube]m2GOn-0Axek[/media] and extends above his head too? (2) Am I right, and if so what’s the point of using cr.hp at all/difference between the two moves then?
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If you actually pay attention you will notice that the animations for c.hp and cl.st.hp are very different
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What’s the point of using cr.hp over cl.st.hp? Crouching fierce has a taller/wider AA hitbox and hits directly above you and even slightly behind you where as cl.st.hp clearly doesn’t have that sort of coverage. More importantly, despite their similar AA capability for a particular angle, aren’t you forgetting that cl.st.hp is a CLOSE normal? You cannot do close normals on command unless your opponent is at the right proximity for it cl.st.hp to come out instead of far st.hp. This also requires you to stand up (duh) and lose your charge / get hit by things like tatsu or lariat. Cr.hp can be used to crouch-fierce-tech which is key tool against characters like Rufus to defend against dive kick abuse. C.hp has longer recovery and isn’t cancelable (takes 2 seconds to look at the frame data chart). The list goes on… not to be a dick but it’s a bit of a silly question if I’m honest… did you really think that one out before asking
I’m having trouble doing a full level 3 FA and then dashing in to do GHK (yes I practice) into FK especially on the smaller characters. (1) I’ve seen people do close st.hp xx FK instead - might this be better? (2) How many frames are persons TAKING the blow in a level 2 or 3 crumple state (I cannot find it on the SRK/EventHubs frame data)?