Yah… I’m thinking of trying me some poison when I’m done trolling with Hugo.
She looks like an offensive-minded Guile.
Yah… I’m thinking of trying me some poison when I’m done trolling with Hugo.
She looks like an offensive-minded Guile.
This vid talks about plinking lp tech around 11mins. And you can see the Evo champ’s scrubby Guile in action in some online games. If the opponent knows you’re using it, he can just throw your jab active frames if he can time it. Or he can just use a frametrap to beat it.
Slinkun, do u mean this plinking lp tech can handle Abel’s f.mk dash forward setups? I thought Abel can just tornado throw to beat it.
BETTER NERF GUILE SOME MORE
Officially calling Poison Tumblr Guile or Guilo Police.
In regards to dealing with Evil Ryu’s divekick, I went back to test things out and Guile’s best response is all about range. Basically, in terms of where you’re standing (in large training stage squares) when E. Ryu peaks right before dive kick:
Within 1 square or less = tag him with a cr. hp at the beginning of the dive kick OR walk or knee shot under him and punish with st.hp or close st.hk
1 to 1.5 squares = close st. hk
past 1.5 squares out = st.mk or st.mp (the uppercut version). st.mp seems to completely beat it clean.
Whatever you do, do not back dash Evil’s dive kick. You’ll get blown up. I agree with crouch fierce. You just have to stay cool and collected, which is hard in that match up.
@rexell, what I was talking about with Abel was on Guile’s offense. UDK is a really solid tool against abel, beating a few of his wakeup options and giving you a fat combo. I always thought this would force Abel to crouch tech with his slow c.mp, which would make it easier to open him up with s.hp frame traps. Alas, the best Abel’s plink tech with jab as both a fast option, and a UDK beating option.
IMO the main issue with E. Ryu’s divekick isn’t necessarily the divekick itself, but the jumping mixup he has with divekick or j.hk. The thing is, it’s really easy to hop into training mode, record ER doing divekicks and AA him easily every single time. In a real match, it’s a bit trickier. In order to grounded AA his divekicks properly, you have to AA a few frames later than a normal jump attack. This can be hard to watch for in the heat of a match.
That’s why I say to go for j.hk AA whenever you have the presence of mind. Way less risk involved if you have the reactions.
Unless there’s something I’m missing?
Played LilEvil’s E.Ryu at ECT2014. Worked so hard to get him down to 15% health (counterpoking, whiff punishing, hard anti airing, etc). Ends up getting a hard knockdown. GG. I’m done. Unblockable, rinse and repeat. Ended up being so mad that I clean called out “cheap crap” and walked away.
Definitely. You can out play a decent Evil all match and die from one mistake. Its beyond frustrating.
Yeah, with all the different setups, there is of course no “cure all” to dealing with every situation, just options against the dive kick itself if you happen to be lucky enough to see it coming.
A quick aside…
It’s nice that we are talking tactics again instead of whatever buff/nerf lists. Super refreshing.
One thing I noticed with E.R.'s divekick is that in order to grounded AA, the proper timing to hit c.hp or s.mk is right after he actually does the divekick. This adds a reaction element to it. Since he has a little hang time when he does it, the proper way to AA him is to wait a certain amount of time and then push your AA.
In practice this is much easier said than done. I’ve eaten j.hk > combo > unblockable > stun > another unblockable > death just for hitting my c.hp too late anticipating a divekick. However, I do think there may be some what of a universal timing for it to where you AA with the same timing EVERY time, leading to an always trade with j.hk, and an always clean win against divekick. Not sure though, haven’t tested it… it would be easy enough too… but there is problem only 1 frame’s worth of error on the thing.
Quick question “sorry in advance slinkun”, but is this the first time capcom has done a health nerf based on defensive capabilities of a character. I understand and have seen offensive characters get this, but I can’t think of any character getting a health nerf because of defense. Just something that’s been bugging me.
Remy had shit for health and stun in 3S. He was also one of the worst characters in the game.
Yah, but Remy was bad for a lot more reasons beyond his health and stun. Specials not gaining a lot of meter kind of hurt him… the opponent would build more meter whiffing buttons and parrying his zoning than he would gain BY zoning. Dumb sauce.
As for the health thing from defensive capabilities… maybe? I don’t know really, I don’t keep super close track of stuff like that. I know that in Vanilla, Seth had crap health and great defensive capability with yoga sniper and junk, and when they removed that they gave him more health… so that’s kind of a reverse engineered answer to your question.
Put together a Red Focus Combo Video with Guile using the USF4 PC Mod. I know for a fact these work as I was executing these at ECT as well in the training room. However, the damage output that the Mod is giving me doesn’t seem right. Looks like the damage scaling is beginning way too early or something. I’ll post it up shortly later today.
Btw, it seems like Guile can combo into Red Focus off of St.hp and Sonic Boom only. Everything else is too slow.
Even c.mp?
Yeah, I couldn’t get Red Focus to hit off of cr.mp. I tried several times and it wouldn’t connect.
EDIT: Just realized something. I think you have to hit with the later frames of the cr.mp to get the Red Focus to connect.
Something along the lines of Cl.St.hp > Cr.Mp xx RFA or Cr.Lp > Cr.Mp xx RFA should work.
EDIT 2: Thanks to the cr.lp > Close St.Hp Link…it’s easier to link a GHK after a sonic boom on half the cast in the corner as he stays closer to the opponent. It’s still a 1 frame link as the only way I was able to get it to connect was with a plinked Hk~Mk input.
Just to note. The highest damage I was able to pull out without Ultra is like 493 dmg using all 4 meters. 466 using 3 meters for Red Focus only.
And it works on everyone midscreen
CH Upside Down Kick > Close St.Hp xx RFA > Close St.Hp xx HK Flashkick
Is UDK, c.mp xx lp.sb RFA also possible?