Was there supposed to be? And what did you do to test if there were any changes?
I’m pretty sure they either slowed down his dash speed, or shortened the length of it, because I have a crossup happy Ken who focus absorption + dash worked well against, but now I still get poked and then it turns into a reset instead of completely avoiding it.
I don’t think it’s autocorrect; you need to input it manually. One of GeoM’s recent videos displays the inputs he does…
I need to look at it closer. It just looks confusing as heck. lol.
:db::d::df::r::df::d::df::r::uf::u: + K O_Oa
Or something ridongkulous like that.
AFAIK, manual correction isn’t anything too magical. Say you’re in db and they cross you up, if you don’t move the stick, you’ve just done a db to df. From there, just complete the rest of the motion as you normally would. i.e., a manually corrected u2 is: db (they cross you up) db f+ppp.
Wouldn’t we be able to use the same methodology with sonic booms to stop those dreaded crossup tatsu attempts or better yet those Viper crossup bk’s? If we applied the same scenario?
Possibly; I’ve had a good few booms come out on cross-up as I like to use s.lp as close aa - with the right timing it’s a lp.boom. If you look at the hit-box for a lp.boom (http://img.ly/system/uploads/000/361/873/large_ssfiv-guile-lp.sb-1af.png) you’ll notice that sb has a really long hit-box and Guile’s head is back. If he spins on his right leg (from the cross-up), it’s possible that this could work as a defensive option.
Edit: bear in mind that sb is a 9f start-up - that’s slower than most other options (normals).
Regarding viper’s cross-up bk, doesn’t the bk absorb 1 projectile hit?
I just tested out the anti cross up sonic booms with Ryu doing crossup tatsu’s. Surprisingly, it hits just about everytime. It’s almost hard to miss. lol. You’re right. The bk’s are “banished” but only from where the flame is. It’s kind of hard to aim cuz of how ambiguous her hk bk is. It travels like right over and makes the sonic boom go the wrong way. lol.
So I went to my first tournament last night (8 on the Break), it was probably one of those fun experiences of my life (got to shake Chris Hu’s hand, Arturo Sanchez borrowed my stick, got to see Dieminion/Kdz/FlashM/Dr Chaos etc etc.). So, aside from the mad personal hype of seeing these people for the first time and having the experience, from a performance level, I was actually pretty happy. I didn’t feel very nervous or anything. My first match I almost won, I mis-timed a s.mp and instead of trading he just beat me clean on his jump in and then slid in for the kill (it was cody, his c.mk). But I took that to the very last game to the very last round. My second match I just got dominated, he was clearly a better player. He played Rose, and I felt like I was at a disadvantage. With no problem matching my booms (occasionally tossing them back at me) and c.mp / c.fp to keep me from closing in, I wasn’t 100% sure how to approach it. On my last round I started getting a feel for how I -thought- I should handle it, IE: The standing Guile approach of footsies. I got him to about a quarter life and after I landed a knockdown, went for a cross up, he popped orbs and Satellite > Soul Threw me for the win.
Had an outrageously good time, everyone was insanely nice, the atmosphere was just wonderful, can’t wait to go back. I think I may take a train up this time for convenience since it lets off right across the street of the place.
Someone needs to get in touch with IPW about the Guile section in their guide: http://iplaywinner.com/guile-ssf4
Pretty bad…
The stuff they have here is absolute crap.
it wasn’t exhaustive, but it wasn’t bad. It’s just a general overview of the character.
If someone new to ssf4 wanted to see what the character was about, there would be no harm in reading that.
Like… “Back Medium Punch” given that… that is standing medium punch?
Was there ever anything posted on Guiles damage increase / decreases?
far s.hp: 120 -> 100
sweep: 110/140 -> 100/110 (stun reduced to 100 for both hits)
far FK: 70 -> 100 (stun doubled, 100 -> 200)
boom chip: 12 -> 15
I am a fairly new guile player although I would classify myself as getting close to intermediate skill.
What I can figure out is on most combo lists for guile, ex moves are almost always deemed a waste of meter burn. Guides keep saying guilds ex moves are really good, but if I’m not using them in a combo what should I use them for?
I use ex boom for zoning and burn most of my meter there. Sometimes ill use it for ex fk but rarely. Guides tell me never to combo into them. And I’m still practicing fk xx fadc u2. So what should I be doing with my meter?
They’re better for stand alone usage. EX Flash Kick is outrageously solid anti-air, EX Sonic Boom dominates fireball wars.
Ya, like kich said, EX boom for zoning and EX flashkick as an awesome, damaging anti-air is really about it. Safe flashkick FADC is pretty important to reset match pace, even moreso now if you can get it to combo into U2 consistently. Worse comes to worse, save it and use his super. Guile’s super can be used for some advanced punishes and escapes.
The reasoning behind not using them in combos is pretty simple. Take, for example, j.hk > c.mp xx HK flashkick compared to j.hk > c.mp xx EX flashkick. The second combo adds a measly 16-18 damage for one meter. Just not worth it.
Now, I will say, I have used EX boom mid-combo. Mainly against chun. Then, the only combo I’ll use an EX boom on is during crumple > UDK > s.hp xx EX boom. I feel like the extra 30-ish damage is a little more worth it, especially when taking chun’s low health into consideration and that it pushes her a bit further into the corner. Even then, I’ll only do that if I’ve got meter to burn.
Unless the EX version is enough to finish off the opponent, I see no reason whatsoever to use EX flash kick. Using EX boom in combo is a waste, because you could use Lp Sonic boom and follow it up with Back fist for more damage, better spacing while retaining similar momentum of an EX sonic boom, and I am sure that Lp Sonic boom -> Backfist works on chun (and pretty much everyone caught by UDK -> St.:hp:) on the above combo by Slinkun, but hey, to each his style I guess.
Using Guile taught me how HUGE a 2 bar is, and how great help it is against close range situations, and not to forget how a super bar can change the tide of battle, giving me (and Guile) a comeback potential when needed.