Oh, and personally I’m excited about the extra 1f invincibility on all flashkicks.
It means that against characters without wacky jump attacks (eg Cammy EX divekick) I can use hk flashkick instead of lk flashkick for bigger damage. I NEVER use hk flashkick to AA currently just due to the risk of it being beaten clean. While the damage is nice, the REAL reason I’m excited is that for characters WITH funky jumps (eg Evil Ryu), I can feel more comfortable using lk flashkick without it getting beaten clean by divekicks and the like.
The issue I have with flash kick never working properly in SF4 is that as a charge move, it’s already handicapped to begin with. It’s like, I have to commit to a loss of mobility for several seconds (completely telegraphing it’s availability btw) to use a move that will probably not work and leaves me wide open if it fails or I guess wrong? Use 2 bars to fadc it to make it somewhat safe or to attempt a difficult execution into U2 that does crap damage if it even hits? Seriously, in the video I linked earlier, why shouldn’t it have hit in that situation? A shoto would’ve gotten an easy srk to ultra right there for way more damage than a flash kick would dole out. Doesn’t add up or make sense at all. Even with auto-correct, folks can still bait or safe jump it, or just walk up and sit next to Guile after a knockdown because he can’t do anything other than try and fk fadc dash out.
To be fair, HK flash kick did have pretty ridiculous range compared to almost every other AA special in sf4. The amount of screen coverage is pretty huge and when I play a shoto it feels my DP range is very limited. On the other hand, it sucks that the reward for landing a far HK fk (which is often the result of careful sonic boom spacing) is just 80 damage. Can’t even bump it up by using EX meter.
You are right, not many will agree with you, the inability to properly respond to a crossup is frustrating for any guile player, capcom could let the arc at the end of the flashkick hit the opponent just as the his super does, and it will be a bit of a risk if not done properly, but, it will deal just a bit of damage, nothing over powered, very good normals and quick recovery on his sonic boom, are not just enough, for his lack of special moves, and the new nerfs, no comeback potential, low stun, ch on sonic boom, does not compensate for the buffs, the character now needs more than ever a way to respond to a crossup, besides DWU, but that is just my opinion, I love playing Guile, but I would really consider another character for tournament play, casuals are OK, cause I love the character, and enjoy using it.
Try the pc mod, the 1 invincibility frame on all flashkicks, it’s good, you will immediately, start using HK FK, for the added damage, sadly that one more frame, makes the HK FK trade not as good, as AE2012, basically on AE2012, you could easily trade HK FK, trade and launch a sonic boom ex or an U2, now, is not that easy, you have to do it too early for it to work, and on some instances, EX SB or U2, do not land, I would have preferred the 1 frame invincibility on LK and MK flashkick, and leave HK FK as it was on AE2012, but that is just for my taste.
Oh yeah! I always forget about delayed wakeup lately! This is the most nonsense time to talk about the flashkick auto-correct problem just for that reason. It has never mattered less despite still being annoying.
As for the HK flashkick trade reliability… well, I can guess that I say it doesn’t effect me personally. I still trade lk or ex flashkick every now and then, and I always have that EX boom charge on the ready to combo, but I’m never actively thinking, “Oh, now would be an ideal time to AA trade into EX boom for the unique damage vs. health ratios at this moment in time.” Too much thought for me. You guys know me… always keep it simple.
Although, I guess, it will effect my wakeup. I normally use HK flashkick on my wakeup so long as I’m not at a serious life risk. The way I look at it, if I’m going to FADC it anyways, it serves a really great purpose over LK. If the opponent throws a meaty, it will just about always trade, landing more damage for you, saving yourself a couple bars, and allowing a followup if you so desire.
It will kind of suck not to have that option anymore, but at the same time, I will take simple, “I damage you, and I take no damage,” when compared to, “I do a bit more damage, but I also take damage.”
Last rant about this, promise (or maybe not… lol), but it’s also worth pointing out that the situation at :37 wasn’t even a damn cross-up situation. Guile wasn’t knocked down, he had his charge all set, let FK fly… and completely went the wrong way. Chew on that, Capcom/Combofiend. =P
Ultra 1 starts up in 6 frames. Definitely doesn’t auto correct at all. Flashkicks feel the same. Also doesn’t autocorrect as much as I thought it would or should. His airthrow range is beyond wow…like seriously…it’s very wow and shocking how far it reaches. Up close, cr.lk > cr.lp > Close/Far St. Hp is a really combo string on block and hit. Spam it like crazy and there’s not much people can other than get pushed out or comboed and then pushed out.
They must have increased the airthrow range since the last time I played it at super arcade. The airthrow range increase was minor. It wasn’t nearly as big as it was in SF4/SSF4. Maybe they put it back to 1.25 range.
It has to be at 1.25 range because I was grabbing JWong’s Decapre out from ridiculously huge ranges and out his air normals as well as well as air specials. Apparently, he was getting angry about it.
Decapre’s bnb is cr.lk, cr.lp, cr.mp xx flashkick > fadc > airthrow which leads into a hard knockdown and then follow up with scramble mix ups.
If you block the first normals, a few players were cancelling their crouch mp into her Scramble and divekick straight at you. You can focus her divekick as it doesn’t armor break. You can also GHK her right out of her scramble as she goes perfectly right into his boot. Anti air cr.hp gets stuffed as well as st.hp or any other AA normal.
Ah, and that health nerf is a real bane to Guile. Decapre can finish him out in two huge combos easily. Spoke to Combofiend about the health nerf and his response was, “because he’s really hard to get in on. His increased airthrow range, extended invincbility on his flashkicks and extended hitbox on his cr.mk will make it even more difficult to get in on him.”
I played a good set of games and never traded with flashkick or was stuffed out of my flashkicks once as I was doing them meaty. They rarely autocorrected though.
wonder if airthrow range is the stealth buff they were hinting at… from small increase to redonculous. Would be a little anticlimactic if it was though…
Huh. It would be a neat return for air throw to get buffed like it was in vanilla or super. It really was CRAZY back then. Grab rufus out of divekicks from half screen away, hah!
Not that I believe it until I get my hands on it though. Capcom’s flip flopping on buffs and nerfs like a nervous politician.
I really don’t understand capcom’s logic with giving guile buffs, but then nerfing him at the same time. I really could care less about the buffs he got, if he’s going to get 950 health and CH on SB nerf.
Thanks for the info Nemesys_Syndrome, appreciated. Sadly, I am not excited with the Guile we got in the current build, and also think combofiend response is nonsense. Just a few changes and all the emotion I had with USF4 release, is almost gone, console release is just around the corner, and all points to the current build, being the final version.
Is it just me or is Yun gonna be even more hellish than he already is (for me anyway)… I just remembered his damage buffs combined with our health nerf will be fun times