The matchup thread has the best crumple combos per character. Personally, with only a couple exceptions (t.hawk comes to mind) I always go for UDK follow ups to my crumples. Granted, they are super character specific and timing is tricky, but once upon a time I grinded out the combo timing, so I’m pretty consistent with it. It just feels so good to land those awesome character specific corner combos… I can’t help myself.
Oh, but yah, the GHK only works on big characters post crumple. If you can get s.hp xx flashkick consistent, that’s a great option that works on everyone.
I haven’t gotten around to remembering character specific variations yet but so far I’ve been trying to UDK combo every crumple… often times I go UDK > standing fierce but I’m probably just making it harder on myself lol. One thing I feel like I should stop doing is going for Focus -> UDK combos on stunned opponents… I wonder if it’s better off to do ___ xx flashkick to avoid further scaling?
I see, I was under the impression GHK hits all characters as long as your quick enough (but even if it did the window is so narrow it requires STRICT timing). I had already read your (awesome) guides on match-ups and whatnot, but I was under the impression that it was out-of-date because it was first posted back in late 2010 - the time of Super Street Fighter IV. However since you seem to be suggesting otherwise I’ll take another good look at it - thanks again
I have a couple quick questions for everyone, first are there situations where a lk.fk is better to do than a hk.fk (AA, combo enders, or FADC into ultra) I usually just use hk for everything for the damage. Lately a majority of my AA’s are getting stuffed clean, cr.hp and standing mp mostly but even my fks, Dudleys elbow jump in beats about everything I do as well as Codys and Kens (jp.mk i guess not sure), is this just a spacing issue or timing I cant figure out what I’m doing wrong!!! PLEASE someone help!
On a SF4 Guile related note, it’s very sad to see Seth Killian step down from his role as Community Manager at Capcom this week. I don’t know if this information is widely known knowledge, but Seth was one of the main components behind the Guile buffs in SSF4, if it wasn’t for him, who knows how Guile would have turned out. Thank you Seth
lk.fk has the most invincibility frames so it’s the most reliable for anti-air where as hk.fk has the least which means it trades often. Dudley’s elbow is super good but guess what beats it: lk.fk. Also, hk.fk pushes you forward the most and is not great for anti-airing opponents that are coming in from a high angle. Remember doing them late helps in maximizing the invincible frames.
HK flashkick = damage, long range punish, or purposeful trading for U2 juggle
LK flashkick = invincibility, anti-air reliability
lk.fk has the most invincibility frames so it’s the most reliable for anti-air where as hk.fk has the least which means it trades often. Dudley’s elbow is super good but guess what beats it: lk.fk. Also, hk.fk pushes you forward the most and is not great for anti-airing opponents that are coming in from a high angle. Remember doing them late helps in maximizing the invincible frames.
HK flashkick = damage, long range punish, or purposeful trading for U2 juggle
LK flashkick = invincibility, anti-air reliability
Thanks man, I’ve got a lot to learn I’m pretty bad… I feel like I’m at a point to where I’m very stagnant and just not getting any better. I don’t know where I’m messing up any more but I can’t seem to win either.
The only team that really gave us trouble was the one who got second. They had a so-so adon and a very solid Dhalsim. I kept properly baiting throws from sim in the corner, hitting him with UDK, then proceeded to drop the combo every single time. I feel like such a fraud.
On the bright side, I also got 7/8th on the singles side of that tournament. How many entrants were there anyways in that thing Darryl?
So (1) what does one do against a Gen with super and Ultra who is say only 2-3 training room boxes away from you/has you in the corner. Nemesys said very bluntly “block”, but I just wanted to get more elaboration. E.g. wait for the timer to go out if possible, flashkick st.mk and cr.mk on reaction, stock your own comeback super, or just block and just take the throws as opposed to crouch teching.
(2) When someone knocks me down I tend go from standing and then move the arcade stick back crouch. Often times when the player is close they try to throw me but it whiffs, now I BELIEVE this was in SF3 and your throw invincible during your crouching state or something? What is happening - is this part of “crouch delay”, or “slow crouching” (http://wiki.shoryuken.com/Super_Street_Fighter_IV/Game_Systems/Crouch_Delay)?
***(3) ***I’ve been reading the SRK frame data allot but I didn’t realize until recently there is allot of advanced info (http://wiki.shoryuken.com/Super_Street_Fighter_IV) like as someone told me on SRK recently most jumps startup in 4 frames. Does anyone know how many frames frames crouching takes? I ask becuase I’ve seen people throw almost point blank lp SB’s and the opponent jumps and they instantly do a cr.hp but they jerk it or whatver by not fully going into crocuh to get the upper reach of Guile’s arm. I THINK I could be doing this but I keep going from a FULL crouch to standing then jerking the cr.hp.
The ranges are different. Back air throw has a vertical throw range, and the front air throw is more horizontal. The serve different purposes, but generally back throw is good for when people are right over your head. The front throw is most situational, but basically it’s good for long range jump ins, or as monster mentioned a good way to keep someone in the corner. The backthrow has more applicability, as you said, it’s a safejump setup in addition to being the more reliable of the two air throws.