you CAN, in fact, kara throw with crouching normals. tested with e ryu. 3.5 extra range with cr mk. it’s a legit, but very difficult, technique.
How do you beat a very good Cody player?
Has anyone here from Europe played ladnopoka yet?
Maybe in a FT5 or FT10?
If so how well did you do vs his Cody?
The way he plays Cody I just can’t find a way to keep him out.
I can keep any other Cody player out except him.
He told me that only 1 Guile player has actually beaten him so far in a set which I did watch and that was Imstilldadaddy 4 months ago.
But ladnopoka has gotten so much stronger since then and these days when I am playing him I can’t even win a single round in a FT10.
He always reacts on close range SBs on time with his EX moves, he uses unblockables and fake cross overs on Guile all the time which are hard to defend because
he has so many options after a jump in etc
Seems to me like a horrible MU for Guile vs a patient Cody player on this skill lvl.
It would help a lot when someone shows me how to beat Cody players on this lvl.
Ladnopoka’s PP range is 5k+ PP on Xbox if any1 is interested, he is always friendly and has a good sportsmanship,
anyone who would like a challenge or help me out to understand how to adapt to this MU feel free to add him for a FT5.
I have already read a lot about MUs but not everything always works out when you actually play online especially vs
someone who play Cody that patient.
It shouldn’t be very easy for Cody to EX through booms. Make sure you are throwing a good amount of pokes against him, because in general, Guile completely dominates the ground game here. Make sure you are throwing out plenty of baits like s.lp, c.lp, c.lk, or even crouching and standing back up rapidly a couple times can make it harder for Cody to react easily… especially when you mix in good pokes like s.hp, backfist, s.hk, c.mk and f.mk. In general, Guile’s pokes beat Cody’s pokes as well.
Look for s.mk as your all-purpose anti-air when you don’t have flashkick charge. It bops him pretty clean.
Don’t forget your punishes either. Just about everything he does can be punished by s.hp (zonk) or c.mp xx boom/flashkick (EX slide). Even a blockstring ended with criminal upper can be reversal EX flashkicked.
It’s a big “real estate” match too. If you score a knockdown, he can be crossed up in a few scenarios so you can get all that tasty screen to work with.
hi guys just starting to pick up guile, have always played him as a 2nd but since I just hit A Rank as Honda I want to make the journey for Guile as well. Trying to go about things the same way I did as Honda and coming here for all the best info, I was wondering if you guys can help me out with a few things because this section is quite overwhelming and contains even more info than that Honda section.
1. What in the hell is UDK? can’t find it anywhere! lol! nvm found it in the combo guide, it its upside down kick
2. Right now I am using cr. MP-> Flashkick to punish stuff like SRKs on block, or cr LP -> flash kick to punish stuff that is only -3 or -4. is there something better I can be using? My execution is pretty good but I am used to Honda who doesn’t require any links only cancels. read the combo thread! super useful!
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I am using cr lp xx cr lp xx cr lp xx Flashkick as a hit confirm, although it’s a bit tough to hit… sometimes i miss the flash kick. i think i just need more practice with the timing, i noticed some players just mash the LP button like 4 or 5 times (even though it only has to be hit 3) to help get the timing right before activating flash kick, anyone else doing that or should i just try and dial the timing with 3 presses?
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last question, i have been using cr LP/MP -> sonic boom as an option select kind of like ryu’s cr mk->hadoken but i find a bit of a disadvantage because it forces you to lose your charge but at least lets you keep your down charge, or is it not really worth it to burn your charge for the extra small amount of damage from the boom?
Thanks guys!
With all due respect, you have clearly not played Ladnopoka, he’s perfectly able to EX through a boom. Sadly!
I’ve beaten him a few times Liang, for a while we were trading wins last year but he’s really accelerated and become awesome. I’m afraid it’s me you have to blame for him putting so much time into the Guile MU
Slinkun is correct in what he says, Cody really doesn’t do well against Guile’s pokes (Ladno especially finds cr mk hard to deal with), and I find fishing for st hp if he tries to fadc a boom is dead handy.
the trick to playing Ladno is building up a little bit of a life lead. Make him come to you and sooner or later, he’ll have to jump, and then he is yours. ST mk is great against him.
What you cannot let him do is corner you. Ladno has optimised his combos and you are likely to get put into a 50/50 and knocked into stun. It’s possible to not let this happen, as Slinkun says.
I am using cr lp xx cr lp xx cr lp xx Flashkick as a hit confirm, although it’s a bit tough to hit… sometimes i miss the flash kick. i think i just need more practice with the timing, i noticed some players just mash the LP button like 4 or 5 times (even though it only has to be hit 3) to help get the timing right before activating flash kick, anyone else doing that or should i just try and dial the timing with 3 presses?
last question, i have been using cr LP/MP -> sonic boom as an option select kind of like ryu’s cr mk->hadoken but i find a bit of a disadvantage because it forces you to lose your charge but at least lets you keep your down charge, or is it not really worth it to burn your charge for the extra small amount of damage from the boom?
Thanks guys!
I would suggest you just stop doing lplplp xx fk and start getting used to doing c.lk c.lp c.mp xx sonic boom and then swapping the boom for flash kick when you begin to consistently land the c.lp > c.mp 1-frame link. Right now you are doing a high risk low reward combo with 3 or more LP. If ur gonna play it safe with jabs instead of the c.mp link then just stick with boom. You need to start working on the 1-frame link early so you can learn it asap.
Regarding your “os” I’m not really sure what you mean… Are you saying you’re doing it in situations where you don’t know of the c.mp will connect but you do the boom motion anyway in case it does? Its not really worth it for regular boom but in if you get a really good read like on boxer ex rush punch it can be worth doing it with flash kick. However even if you use boom you are losing down charge because SB can’t be executed at down forward… Its usually not worth it.
ok great thanks for the help I will start using that combo instead. is it hard to hit-confirm as a poke for you, or do you mainly just use it to punish stuff that is -4?
ok great thanks for the help I will start using that combo instead. is it hard to hit-confirm as a poke for you, or do you mainly just use it to punish stuff that is -4?
It’s near impossible to hit confirm into a cancel but if I’m focused I can stop myself from canceling (or at least fadc the FK) if I mess up the link and it gets blocked. not too hard to counter-hit confirm into another c.mp though. Canceling into boom is generally safe, it’s just going into FK that you need to be careful.
i see, so its really just more or less a slightly better punish than MP xx Flash Kick. I wasn’t sure if people were on a level where they just always tap out that rhythm when they see an opening for cr LK and if they see it landed they continue the combo. Maybe I will try that but use sonic boom so I don’t get blown up if I mess up the cancel.
So to start out, I am finding i basically need these tools to play the character fairly decent:
- situational Anti-airing (unlike honda who can just ex headbutt everything)
- crlk cr lp cr MP-flash kick for punishing -4
- cr. mp flashkick FADC U2 - do you need to learn it dash forward and backwards?
- crumple combo UDK - st HP - Sonic Boom - Backfist (does this work on everyone?)
any other BNB type combos or hit confirms that I should know about?
- situational Anti-airing (unlike honda who can just ex headbutt everything)
- crlk cr lp cr MP-flash kick for punishing -4
- cr. mp flashkick FADC U2 - do you need to learn it dash forward and backwards?
- crumple combo UDK - st HP - Sonic Boom - Backfist (does this work on everyone?)
- Yes. Don’t forget about the extremely good far st.mk AA for anything that doesn’t come in from high up.
- You’re not supposed to punish with that if you know it’s going to hit because then you’re risking the tough link. One problem with doing the confirm is that you push the opponent away which makes the flash kick hit outside it’s sweet spot for less damage. If you know they did something that is punishable then skip the lights and just do c.mp flashkick. The lights are just hit-confirms (with the c.lk being a crouch tech).
- You don’t actually need to learn this as a priority because it’s so weak and difficult. It’s more of a luxury combo that can help in situations when you desperately need damage. Generally forward dash (with a slight pause) unless you’re doing it into the corner where backdash is needed.
- Against some characters the s.hp will become far st.hp and the st.hp push back will usually make backfist whiff. Remember this is also a 1-frame link so you might be better off doing UDK > c.mp which is a 2-framer. Even then the backfist will only hit larger or cornered opponents.
Besides these, you can try to use Guile High Kick > Flash Kick / Backfist to punish bigger mistakes like blocked DPs but beware that it doesn’t hit crouching opponents.
ok! Yeah I need to incorporate st. MK because I noticed sometimes I am whiffing st. MP or cr. HP… DF HK comes out a little bit slow its hard to use as an anti air but it’s hitbox is pretty amazing. I just need to practice the character more and learn the situations. it just feels weird for me to lean forward while crouching, something i need to get used to.
Also good to know its ok to punish with cr MP xx Flash Kick because i am obviously way more confident with that combo, i have been using cr LP LK MP xx sonic boom as a poke in my matches and it’s working out fairly well its not such a big deal if i miss the cr mp (sometimes you catch them pressing a button too when you mess it up and “frame trap” them). will have to try out GHK xx Flash Kick - backfist too seems like it’s worth an extra 50-100 damage
i was getting a bit discouraged this morning trying to practice Flashkick FADC U2 it is actually pretty damn hard i was considering switching back to pad and trying it because I am having a really hard time getting it consistently but that is good to know its not a 100% necessity… but I would really like to get it down in the future. I haven’t tried it with the forward dash yet, maybe it’s a little easier. the ultra2 is a pretty useful ultra compared to hondas and relatively safe and better players aren’t going to let you flash kick them (now that I think about when, when facing guile i have never seen anyone use that FADC against me because I would never jump in on a charged guile in the first place) but if they are jumping in anyway I can do the flash kick into super or flash kick into u1 which is not really that hard.
as for crumples im probably just going to do flash kick until I get the hang of those combos and know which situation i can use them in, i can do them well in training but they are kind of hard in a match and i really dont know the matchups yet.
Do you have any recommendations for which pokes you use? I have been using cr MK a lot and it seems to get punished a lot. also st HP is a pretty good poke too, i haven’t really found much use for the other ones other than cr lp when they are close and cr lk when they are bit further back but not quite the range of mk.
Always punish dps with df HK flash. Be careful with Ken’s lp srk. It recovers quickly and I find cr mp flash safer.
great tip!thanks, I was practicing my FK FADC U2 this morning, still struggling with it, although I manage to hit it at least a few times every training session, I just think my major issue is the last part of the command hitting the back forward back forward gates, i seem to miss one of the forwards ones quite a bit… I was doing some thinking, and I was wondering if you can just practice the last part of the combo on it’s own,
My input was charge downback, then back, forward, back, forward + PPP , and I can’t seem to get it for the life of me. Does it not work this way? I can’t understand why it wouldn’t. This would be great if I could at least practice this way and then combine the combo but it doesn’t seem possible, maybe my input is wrong. Thanks again for the help guys.
Wow this place got so quiet. looking forward to the 2013 update guys? I do hope they make Guile a bit more fun to play as Dieminion suggested. I’m thinking this is going to be another good version for Guile (just like super was). I expect a lot of the classic characters to be in the top tiers in this version (Ryu, Bison, Guile, Chun, Sagat). For the most part, vortex characters look like they are all getting nerfed. However, Ibuki seems to be hidden from the nerf radar, so I expect her to be good in this version too. The twins will probably get some of their stuff back too. Can’t wait.
I am hoping Guile and Honda both get some damage buffs at the minimum for sure, Something just click for me in training and I am hitting the FK FADC U2 like 1 in 3 now, I think I was inputting it too fast, feels really good to land that shit
I read in a Capcom Unity thread someone asked Combofiend to recommend Guile’s Ultra II to be restored to SSF4 status, Combofiend instead pushed for a one frame faster Ultra I…LOL
1 frame faster? Finally, the buff I’ve been waiting for! U2 is for suckers!
You know what? Let’s toss the sarcasm aside for a second and play around with this idea. How would you make U1 viable in high level play? Currently, the only matchup I use U1 for is Bison due to the big damage EX scissors punish. Even then, I think U2 might still be better due to random flashkick FADC. So, how do you make U1 viable?
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Startup. Obviously, I find 1 frame speed up laughable. Maybe it could AA slightly better, but at a high level, no one jumps at a U1 stocked Guile with a down-back charge, which is why U2 is so good as a mobile AA, because people WILL jump in on a mobile guile. Then, startup buffs only serve as punish tools. Maybe a 2 frame startup buff, bringing it to 5f startup, would allow it to punish a good array of things whereas 1f does nothing. Stuff like rufus divekick > target combo becomes U1 punishable… provided it doesn’t crossup… unlikely still but a possibility.
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Change the motion. Giving it a BFBF motion like U2 would make it DEFINITELY viable… however, only changing that would make it a bit overpowered IMO and the motion doesn’t stylistically make sense. Style aside, I think it would be a viable buff ONLY if you lowered the damage on it to where it was still higher than U2 but less than it is now. However, again, stylistically, I could never see anyone changing the motion this way. Stylistically, giving it double QCF makes sense, but it would be WAAAAY too overpowered then unless you severely nerfed startup. Maybe a double half circle forward or back would work though, since the motion would be difficult to buffer and do on reaction to a jump… a similar theory to why they kept dhalsim’s super that way in HD remix. I could see THAT working… although it would still need a speed or damage nerf to balance it.
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Damage. No. The redistribution of damage in super made it hit appropriately and it still wasn’t usable. Adding damage wouldn’t be a solution.
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Pushback. Now I’m just shooting completely out of left field. What if on block, the last flashkick pushed the opponent completely to the other side of the screen and both flashkicks were a true blockstring? This would make it a YOLO ultra that could only be punished very situationally… by abel U1, EX barcellona, and other quick max screen things. Also, this idea is stupid.
Looking at all these and leaving the “just make a new ultra” idea out (double whole circle grab!) I think the best idea is honestly the double HCB idea. It honestly makes sense stylistically and with some nerfs I could see it be pretty balanced. Oh well, too late to suggest it now.
Also, 1000 posts! Woo!
I read in a Capcom Unity thread someone asked Combofiend to recommend Guile’s Ultra II to be restored to SSF4 status, Combofiend instead pushed for a one frame faster Ultra I…LOL
http://www.youtube.com/watch?v=Rs116k9leNo <-- around 50 minutes into this video they talk about the things submitted to Capcom Japan for Guile. They also mentioned buffing up the damage on U2, looking into autocorrect, and(for some strange reason) looking into Guile’s close s.HK.
If U1 gets 1f faster startup, that will make meaty c.MP > U1 possible. If U1 gets 2f faster startup, that will make counter-hit c.MP > U1 possible. If U1 gets 3f faster startup(which it wont) IT’S ON!!! Combo time!!!
One thing I didn’t suggest they do to U1 was to change it’s juggle potential so that FK > super cancel > U1 would be possible. That could be one possible buff to the U1. Another way they could possibly buff U1 is to give it ridiculous invincibility. I think it should probably have so much invincibility that it beats EX DP special moves(akuma/seth). Give it like 20+ frames of invincibility.
I suggest the last hit damage decreases and the first hit increased. U1 should be a reliable get out of vortex free card. The beginning flash kick should have a hurt box similar to Juri’s wheel kick.
1 frame buff would compliment.