Because it has this weird reversal start-up property, Guile’s super is really useful if Akuma tries his vortex. It will beat his dive kick on wake-up and has decent damage to boot. Very useful for clutch moments and general GTFO (which is always useful for Guile against a dive kicking opponent on wake-up). At the very least, it can get you out of the vortex and reset the spacing game - again incredibly valuable for Guile.
So I would definitely recommend stocking a super against Akuma…and probably other dive kick/vortex characters too.
Generally speaking, it is important to have meter because of the options it gives you - so try not to waste it whiffing EX booms/ FKs.
That reminds me: it’s also possible to cancel crouch roundhouse into super. Don’t really know how useful it is seeing as the super whiffs, but I pulled it off semi-consistently (~40%) of the time in training mode whilst trying to see if it was possible to cancel standing roundhouse into super. Kinda cool, but can’t think of any real application…maybe useful as a kara super? (I can’t remember if it can be done on whiff - will check again)
It is very useful, But I have been stung so many times by him getting to the ground on cross up situations and not getting the lift from the super the second hit will wiff. Good Akumas will feed you Raging demon for your 4 bars.
Same with seth. I find building a super destroys his life bar. Also a big reason why I still use u1 against him.
I have a vid where I destroyed a seth on 2 whiffed dp’s trying to chip me out . I will post it as soon as I get the chance. Its not high level play, but funny as hell.
Yeah, that’s exactly the problem I’m having too, and I have no idea what determines whether it’ll work on a crossup or not… if anything other then randomness. I’m a little worried on using it on Akuma with his palm setups, but it seems pretty handy on the divekickers at least.
For anti-crossup super it’s really just timing. It’s like detecting whether your opponent is safe jumping you or not, if they jump late enough you know the super will land but as time creeps by you just know it wont work. Jump arc dependant too of course.
Anyone knows what he’s hinting to? I’d be very curious to have ideas on dealing with turtle Goukens too… I’m a mediocre Guile but that’s one matchup I’ve been struggling with a lot if they turtle.
The Viper and Gouken match ups are especially hard, because Viper has easy ways to get in, safe pressure and is the cross up queen(Guiles worst nightmare), For the Gouken match I think you just have to play really aggressive sure you’ll cop a parry or two but it’s better than trying to outzone him.
Hey guys I have a couple of questions for you Guile masters.
How to deal with knockdown pressure, it seems once I get knocked down I have alot of trouble getting up safely.
How long did take you guys to master Flash kick FADC Sonic Hurricane (To be able to pull it out on will)
A follow up on that last question I have been practicing for ages but I can’t seem to get the Ultra to come out after the dash any tips?
4.I keep getting blown up by command grabs what is the best defense against them (namely Abel, Gief and Seth)
On a side note, I’ve decided to make the following my midscreen Level 2 Focus crumple punisher:
FA Level 2 > Upside Down Kick > cr.mp xx Flashkick (293 dmg, 315dmg w/EX FK). It’s simple enough where it works on everyone and I don’t have to worry about character specifics.
What does everyone else use for midscreen punishers?
I’ve seen Gameouttt also use this frequently as a UDK follow up but I find the charge timing ridiculously strict… even in training mode I have almost no success rate with this
I still use c.mp xx FK unless I’m feeling confident in which case I’ll do UDK xx c.mp / cl.st.hp xx boom. Adventurous I know.
I’m back on the forums after a lengthy absense. If I state the obvious or anything like that forgive me since i havent had time to read all the posts.
@ Nemesys_Syndrome on the FA Lvl 2, if you are in the corner you could do say C MP > LP Sonic boom > S LP > C MP > LP sonic boom > CHK and then go for wake up mix ups.
I like to add as part of the mind games is walking up to an opponent during their wake up to make it look like you are about to throw. During this situation, you could use the UDK > C MP > SB but be wary of reversal happy players.
using a UDK to follow up a jump in attack can work wonders on crouch teching opponents.
Got the privilege to spar with Pwnilee7 (Guile player as well) on AE PC. He was relatively good and extremely aggressive. Very good reads on my sonic booms until I started becoming random with my booms which kind of threw him off. Still though, Solid stuff. lol
Hey guys. Got trolled by some Honda spamming Butt Drops. I tried jumping back hk and mk and air-throwing but it wouldn’t work; LOL been a long time since I’ve been trolled. Oh how I miss the good ol’ old days with Alex’s stomp! Thanks.