Yea i agree, give that nigga a faster start up on ultra2 or increase the damage back to what it once was in Super. Guile really doesn’t need much, but honestly if it was up to me, I would really choose to have his flash kick give more meter than any of the suggestions above. Flash kick is such a risk/reward in sf4
1 frame faster start up, first hit hits behind to stuff cross ups, move some damage to the first hit, and increase forward movement and recovery. This will give him a much needed tool to avoid getting blown up by cross ups.
I use Ultra 1 against players whom like to OS crouch tech. Heck, I played WA Solid’s Ryu and Sakura (whom by the way is a really good player and rarely drops his links at all) at Next Level a couple of weeks ago in casuals and punished his OS crouch techs with Ultra 1. Not just once but a few times. I just buffer to downback and if I see a poke coming, it’s immediately up back + kkk.
EDIT: Here’s some food for thought: How many times have you done cr.lp x 2 outside of sweep distance and stepped slightly forward only for your opponent to instinctively throw out a low poke like a cr.lk or a cr.mk?
No, neither would work because the total frames of the normal+frames of hitpause would be too long. You have to input the motion for the U1 and press the 3k button within 26f. Both those attacks would complete after 30+ frames.
I remember seeing a video with someone doing a st.lp > st.mp xx super > ultra 1. Can you explain why that worked? Was it because st.lp and st.mp are a total of less than 26 frames?
Basically yeah. Close s.lp is 11f total and produces 8f of hitpause. That’s 19f. The startup of close s.mp is 4f, so that’s 23f. If it was far s.mp that’s 5f startup, so the total would be 24f. That’s just within the time needed to input a super. This is a really tricky input in general. It basically requires you to start doing the super motion somewhere when you press s.lp and s.mp.
EDIT: there was a japanese CvS2 combo video that came out a long time ago that did just this. No one could figure out how they did it at the time, but the input was charge db, n+lp, df, n+mp, db, ub+k
Hi i am a new guile player and I am confused with the stick input for all the supers and ultras, lol. Could someone show me the process through the number pad system? (eg 4[hold]6.p for sonic boom)
Hey all, I’m a non-Guile player and I was told that I should always cross Guile up on his wakeup because there’s literally nothing he can do except block or get hit. I’ve tried this and it seems true, but I heard from someone else that he can autocorrect flashkick. However, I’ve never seen the flashkick get autocorrected, it always seems to go the wrong way. Does anyone know the verdict on this particular issue?
You can always FA dash out as Guile on wakeup. Sometimes you take 1 hit from the FA absorb yet can still escape.
Players with very good execution can FA dash forward and dash in again with super to catch you off guard.
Just an example
You really just do it. There’s not much of a trick to doing it, although the delayed cancel on the c.mp makes it easier. Looking at the frame data…
you need 55f to charge for a FK
b+hk = 33f total
12f of hitpause on b+hk
4f startup on c.mp
8f of hitpause on c.mp
That’s 57f to do that whole sequence there, which leaves 2f of leeway if done as fast as possible, and you are allowed a few more frames by delaying the c.mp link from b+hk, or canceling c.mp on the 2nd active frame, so you can get up to 59f of charge(4f of leeway).
Don’t get me wrong, it’s not an easy combo to do and will take a lot of practice to get down as good as this guile is getting it. He probably practices it a lot to get it into muscle memory. This could also be easier depending on what kind of stick you use, but on a normal stick it’s pretty tough. It’s easier on something like a Hitbox.
I don’t have a setup to try this, but I’m wondering if it’s possible to wakeup with flashkick ~ sonic boom to beat something like Ryu’s safejump. I’m guessing that this won’t work because I’m guessing that flashkick has input priority over sonic boom, but what if you…
Charge DB > wakeup UF + lk~lp?
I’m going to guess that you can only kara into higher input priority moves, which is why Makoto’s qcb+p overhead chop can kara into karakusa. I’ll test this when I get a chance, but if it works, it’d be a pretty big deal.
@Slinkun
Hmm, that’s pretty interesting; looks like v-ryu has discovered another quirk with kara cancels. I didn’t actually know you could kara a non-EX special into another non-EX special. I looked into it and this type of cancel only applies to moves that have higher input priority and are flagged as “throws” in the input data. So, this really only works for command throws and things like Ibuki’s Raida and Neck Breaker.
Unfortunately, it has no applications for Guile. He doesn’t have any special moves with that flag, and while a normal throw does have higher input priority than a special move, you can’t kara into it after one.