Holy shit poor Makoto. Man, I feel bad for the Guile man. If they did that to her, The Blonde Flat top is gonna turn into gerry curls.
hypothetical situation here…
Guile has 3 bars of super ready for an EX RFA, doesn’t need to charge for anything to start…
c.lk > c.lp > far s.hp > EX RFA > UDK > c.mp > hk FK this does 304/520 dmg/stun
after the FK you fake like you’re going to throw them, then do
UDK > c.mp > FK this does 282/460 dmg/stun
this sequence will stun Blanka, Guile, Dhalsim, Vega, Bison, Viper, Rufus, Seth, Akuma, Cammy, Gen, Dan, Guy, Ibuki, Juri, Yun, Yang, Evil Ryu, Oni
when stunned, finish the combo with j.hk > s.hp > hk FK for 212 dmg
The entire sequence does 798 dmg for 3 bars of meter. I’m glad I put in time to learn UDK > c.mp > FK combo.
What if you open up with a CH Upside Down Kick > Cl.St.Hp xx EX RFA > Upside Down Kick > c.mp xx HK Flashkick?
I’m pretty sure that should take some high stun, no?
I think his point is where you could go starting from a crouch tech and confirming / escalating. Can’t exactly UDK opener all the time lol…
So guys, I was messing around in the lab & found this set up in the corner:
Back Throw, F. Medium Kick (For Shoto’s it doesn’t matter the timing, but for everyone one else delay it a bit), jump over ANY kick & it will cross up.
Works on:
Ryu, Zangief, Rufus, Balrog, T. Hawk, Hakan, Akuma, Guy, Ibuki, Cammy, Ken, Oni, Gen, DeeJay*, & Adon**
Cross-Up HK only:
Yun, Evil Ryu, El Fuerte, Fei Long, Yang, Cody, Sakura, Dan, Gouken, Seth, & Dudley
The rest, well, they wake up a bit farther than normal after they get up lol. Also, it might safe jump Ryu, I tested cross-up MK to see if it safe jump’d him & it does sometimes but other times it hits Ryu in the front.
*Delay the timing more for DeeJay.
**Adon’s fast wake up makes this super hard to do on him, however it does work on him.
huh neat. Is this right-side / left-side corner specific?
Works a lot better in the left side, but it can work on the right, however, I can barely get MK to cross up if its on the right.
wow thats godlike no one would expect that from guile
so just 2 weeks then we find out the actual changes… no one has any clue what the characters are going to end up like at this point.
thanks for posting those sequences gilley - that is something i have been really wanting to work on and i personally don’t hear much about from other players.

I think his point is where you could go starting from a crouch tech and confirming / escalating. Can’t exactly UDK opener all the time lol…
You’d be surprised how many people instinctively crouch/stand tech. lol
I’m looking at all these videos and…no wonder they thought Guile was amazing. They keep nerfing the balls out of everybody. No low invincibility on LK sobat? Hold that cr.mk Dee Jay you piece of shit Jamaican. Now you can’t keep me honest anymore!
Really though, wtf? Guile topest tier because everybody else is spilt milk.
Spoiler
I seriously feel like I don’t understand anything about fighting games. None of these changes make any chance. I can see why they did the nerfs on Makoto but shit, if there’s a character that deserves some bonkers, she’s the one. Well whatever.
hmm so everyone seems to be getting nerfed to shit… reward even slower style of play lol the game is already quite turtley especially charge characters facing eachother.
Played a few sets against Shiine and Capcom’s Hero Gouken. They’re both so different from each other. One strictly zones and will not let you in no matter what. The other abuses Focuses and unblockables like no tomorrow. Tried to go the aggressive zoning route and that failed miserably. From the looks of it, I’m going to need to study the character in the lab immensely. The only thing I learned is by picking up what kind of Gouken player I’m facing. A FADC-Happy Gouken is slightly easier to beat as they tend to dash into Guile’s far st.hp quite abit. Otherwise, the match up feels impossible. Even with U2 (which I rarely use).
Anyone have any pointers against Gouken?
All the good goukens I’ve played are the more defensive ones.
Typically in this MU I engage in a mid screen fireball war for three reasons:
-
inch my way forward into back fist range
-
sonic boom, dash crouch roundhouse at max range just catching him on a fireball start up. mix it up with cr.mk and overhead should they start crouching - standard boom follow ups.
-
to convince them that all I’m a d to do is sonic boom, then bait the air flip, boom air throw into a corner then mix him up on wake up.
If we’re both crouching, I’ll bait and counter with cr. lk/mk then flash kick/air throw him out the if he jumps towards.
I have found FA to be useful as a counter to his FA as well as catching those who like to throw out Goukens sweep. Udk away!
Lastly, there is a specific range you can empty jump safely over his fireballs and NOT get hit by his AA follow up. Unfortunately I’ve not managed to land it frequently enough but I know for sure it’s possible.
Yeah, I tried doing that but Shiine and CapcomsHero don’t fall for that. They’re preemptive and catch me the very second I move forward. They also never jump unless I’m knocked down. I guess I need to look up matches and see what I can find on their habits.
Full changes are out : http://www.capcom-unity.com/street_fighter/blog/2014/05/22/usfiv-final-character-change-list
Vitality decreased by 50 (1000 → 950)
Hurtbox on wake-up reduced
Air Throw range slightly increased
Crouching LP advantage on hit increased by 1 frame (+4F → +5F)
Crouching MK hitbox and hurtbox expanded forward
Reverse Spin Kick (4 or 6+HK near the opponent) hitbox expanded downward
Guile high kick hitbox increased downward
All versions of Flash Kick invincibility time extended by 1 frame
L,M and H FlashkickàFADCàForward Dash now -5F against a blocking opponent
All versions of Sonic Boom take counter-hit damage frames 1 - 20
Flash Explosion (UC1) start-up reduced by 1 frame (7F → 6F); damage reduced by 60 (510 → 4500; 2nd Flash Kick start-up now slower, less likely to whiff opponents who float high; invincibility frames reduced by 4 frames (10F → 6F)
Sonic Hurricane (UC2) damage increased by 30 (300 → 330)
U1 definitely nerfed from AE2012
really capcom? REALLY!?
GHK got a hit box buff downwards?
Didn’t think it needed a buff myself but find I’ll take it. But why downwards? Perhaps it can now potentially be used as a whiff punisher against standing normals? Possibly act as a poke depending on how big the hitbox is. Can’t wait to run it in practice mode!
Also lol @ U1. Capcom somehow managed to make the worst ultra in the game even worse. They should rename it to harakiri and change the animation to Guile pulling a pin out of a grenade, blowing himself up.

GHK got a hit box buff downwards?
Didn’t think it needed a buff myself but find I’ll take it. But why downwards?
It whiffs in many situations. For example, jumping HK/HP -> GHK whiffs on a lot of characters when they are dizzy, in my experience.
Curious how far GHK hitbox got moved downwards. If it connects on crouching opponents, it could be VERY good.
EDIT: wtf am I talking about, this is capcom we’re talking about. I guess I can dream