Hey guys. I was wondering how in the world do you do cr. mp, sonic boom, cr. mp sonic boom in the corner. I don’t understand how to get a charge quickly enough to do the second boom, but I see ModInside do it as well as NuckleDu. I even tried doing the Sonic Boom ending in back to get maximum charge time and I still can’t do it. What am I not doing?
Theres a technique called delay cancelling, where you cancel a little later than usual to increase charge time. You can also use charge buffering too for extra help. Just experiment & I’m sure you’ll find the right timing.
i am not sure if doing cr mp - sb -cr mp - fk and doing the same variation but ending with sb is the same deal. i feel easier with the fk ender for some reason. what you could do it after you jump in and press your cr mp immediately slide your back input to front and then quickly to back (for sb) or db (for fk) Also you get the sb without pressing any punch button if you slide from back to forward. After you done this first segment then the second part. Press cr mp and try to cancel in its last frame. This is also the trickier part. Try delay cancelling cr mp to sb or fk in training. hope this helps ;p
Yeah, that combo is not easy. It’s all about timing and practice. Just getting comfortable with delaying your charge cancels as much as possible. Like Fly mentioned already, charge buffering helps alot.
EDIT: Best way to get comfortable with the delayed charge cancelling is by using Dudley/Deejay/Abel in the corner. Because of how far their hurtboxes reach, you can visually time your cancels easier.
Just got back from NEC.
LV3 Focus --> Dash --> Shades --> Ultra 1 combos. 100% damage.
(*everything in the above statements are true except for the last two words)
(**tested on Ryu & Sagat)
Hey guys, why do combos like St.LP + St.LP + St.MP xx LP Boom + GHK ETC work? Specifically the LP Boom to Guile High Kick part, I thought that LP Boom is +10 on hit while GHK starts up in 11 frames so the combo shouldn’t be possible or is my understanding of frame data all wrong? Please guide me wise ones.
Spacing. The frame data assumes you are hitting someone on the first frame of the attack. The s.lp > s.lp > s.mp pushes Guile backwards far enough that the SB no longer is hitting on it’s first active frame, but instead on a later frame. The Sonic Boom has traveled just a slight distance. This gives Guile more frame advantage on hit. If you want to go to the extreme end of the spectrum, think about how Guile can be 1/2 screen away, throw a Sonic Boom, then he has enough time to land a jump attack, which is at least 40f startup. This means Guile would be +40 frame advantage in this situation.
Hmm very insightful, thanks a bunch.
Has anyone done or seen c.lp combo into U1 yet? This is one of the most significant changes Guile can have.
Is pre-charging imputs
punch
right
left
or
right punch
left?
Also I having trouble doing the Cr Short, Cr Jab , plink crouch strong x flash kick. I can do it sometimes but I have trouble pressing roundhouse when I plink crouching strong so I use short flash kick. Would short flash kick be a decent substitute? I’ve noticed I can do a meaty boom afterwards…
For pre-charging are you talking about sonic booms. From the player 1 side of the screen it is back(held), right, back then punch, that way you’re already holding back for the next boom to come out. As far as flashkick substitues, I can’t recommend giving up 30 damage. What I would do, even though it’s not completely safe, is practice that bnb, but replace flashkick with sonic boom until you have the timing down. It’s a lot less of a gamble at lower levels.
Thanks for the reply!
I have yet again
oops! Fierce sonic boom right? Well I mean I have another question, how do I improve? I can do BnB (not consistent) , I did all the trials, if that means anything. (that unfortunately does not equal skill)what do I practice in the training room? Just Bnb and advanced combos? I can’t even anti-air consistently or do enough sonic boom pressure. Help!!! I feel like giving up guile already and I just practiced days trying to learn his bnb. (still need practice)
PS How do you do faces?
*Flash Explosion (UC1) start-up reduced from 7F to 5F; invincibility time decreased from 1-10F to 1-7F; damage reduced from 510 to 450; 2nd Flash Kick start-up now slower, less likely to whiff on high air opponents on hit; during activation, if opponent is behind, corrects to face the opponent
Sonic Hurricane (UC2) damage increased from 300 to 330*
Changes from the Capcom Cup build of USF4. It sounds like they’re doing what combofiend told me they were going to do. They’re going to play around with the startup/invicibility on U1. I told him that if they’re looking to balance it, I would rather it have less invincibility and keep the 5f startup than to have high invicibility and more startup. Less startup is better for what they’re trying to make U1 become. They’re trying to make it an AA ultra and they want Guile to have something to stop crossups. If you increase the startup on U1, then you will make it easier for people to safe jump or crossup U1. No one really uses Guile’s U1 for the invincibility anyways, it’s always used as a big punish for unsafe moves. The 15f of invicibility was pretty sweet though.
I’m not sure what the hell they’re doing with U2 lowering the damage 20pts. though. I heard that combofiend wants to fix the juggle priority on U2, maybe that’s why they’re lowering the damage some. He wants stuff like super > U2 to make the U2 do full juggle hits possibly. Currently it’s only like 3.
So, I think double ultra could be viable with Guile in USF4. I think having an easier link and better poking game makes up for the loss in damage.
I don’t think easier links really has anything to do with double ultra being viable or not. As a Guile user who exclusively uses Ultra 2, I can’t see myself using it again or double ultra for a number of reasons.
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Just like how Ultra 2 scares fireball users when it’s stocked, ultra 1 will scare characters who rely on easy crossups. With the new wakeup mechanic, at least at the start, people aren’t going to be very confident on their setups, so the fear alone I feel will help him a lot in the areas that I think are his weakest.
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I’ve downloaded the MOD that allows his cr.lp to be 5 frames on hit and it’s pretty simple to land cr.lp into ultra 1. As someone who never uses ultra 1, I managed to land it 3 of the first 5 times I tried. Also everytime it didn’t link (twice), I just got a standing LK instead, which is disapointing, but not punishable. So you seem to be able to end a failed combo into ultra with a st.FP which can create a frame trap :).
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The damage for cr.lp,cr.lp. ultra 1 is still only about 376. Doing only 60% of that makes it near pointless since the super safe. crlp.crlp.cr.mp-exflashkick is like 245. As both guile’s ultras seem to be more about punishing rather than utility, I find that he’s not that great for both ultras, just because they now both punish jump-ins, and they both can now be comboed into, there’s too much overlap.
It’s going to be matchup dependent for sure. For example, against Ryu, and Sagat, U2 will still probably be the ultra of choice. With bison’s EX scissors being a better tool, U1 will be the better choice there. I’ve always been a big advocate for using U2 in every matchup for its utility and mobility, but now it becomes a much tougher choice… as long as U1 keeps the whole weird turnaround thing I have yet to see.
What would you pick on Adon, for example? There’s a match where I could see double ultra being really good. U1 could prevent weird crossup wakeup shenanegins while U2 could punish jaguar kicks while walking back. Abel? His crossups would get hurt by U1, but having the extra damage off of reversal flashkick > FADC U2 at the same time would be great.
Akuma would be a tough choice… I would think sticking with U2 would be the best choice since most akuma players will be keeping their setups pretty safe, even against a 5f ultra. Rufus would be a tough call, so would the twins, Ken maybe… I’m excited to see how this turns out.
I just feel that being able to hit confirm into near 400 damage with Guile for no meter outweighs the benefits of any raw ultra.
Wait what? Hit confirm into 400 damage with no meter? Outweighing raw ultra? What is this 400 damage meterless hitconfirm?