Forward dash to U2? How do you manage to do forward dash without losing your charge? unless you bazooka knee forward… doesnt make sense to me.
Gonna try the jump forward MP… didnt know this.
and the devil’s reverse… such a pain in the ass against a good bison player. If they do it low to the ground, they can be air thrown… if they are smart, they will download you and then do it sooner and nail you while you try to air throw them. Usually cr MP works but not always. I will try the focus attack but if they land and immediately do a st HK, im done. I’ll give it a shot and see what i come up with.
The person i play against the most is a really good Bison player on XBL. Il upload a match where i do what im talking about.
It’s a dash ultra. The buffer window for U2 allows you to squeeze in a dash.
This is basic general information by now. If you’re really having issues on certain things like Dash Ultra still, then I advise heading to this thread for all your questions.
SSF4 Guile FAQs
yes, i guess im a scrubby noob. I will look into it. Thanks
As a Guile player, the hardest matches are the ones where you can’t throw sonic booms. Matchups like Blanka, Fuerte, Viper and who else?
Also when you go into these kinds of matches what is your general gameplan? Do you try and rush them down? Do you just try and play a mid screen footsies game?
Hp boom can make it a lot harder for Blanka to slide on reaction to SB instead of the lp version, if you use it at the right distance.
As a Blanka player I think HP Booms are the easiest to slide because of how slow the recovery is.
With Jab boom I have much less time to react.
Jab booms are worse against guess slides though.
If Guile throws a hp boom right at the start of a round or a little closer from that distance, Blanka can’t really react with a slide when he sees the boom animation. But lp boom at that distance is just asking for a slide.
How do you not use SB with any of these three? You just have to be careful that’s all.
Blanka - stay outside his slide range and throw out cr LP in between to nail any ex cannonballs. Be aware of when he is charging or not for a cannonball. Strategy is to simply react and punish his attacks. Learning to defend his crossups is crucial. If you don’t, you will lose this match.
Fuerte - again, dont spam booms, but this is just a bad matchup overall. from a distance booms should be ok if youre smart about it. Fuerte is still one of my hardest matchups. I would imagine rushing down being the strategy but if he knocks you down, youre in for a beating. So I try to jump all over the place.
Viper - again, i can’t imagine not using SB to win this match. I prefer fierce SB here, but in between use sobat relentlessly to clear ground and avoid any seismos. your priority shouldnt be zoning and throwing booms either, thats not what im saying. Your goal should be to rush her down… but not using SB would be a mistake IMO
Have you figured out the best way to deal with it yet after block? They can always throw you after hit, or do a standing HK after the reverse for max damage.
Jump toward MP works like a dream against Bison stomp kick. Don, are you on PSN or Xbox?
what are the properties of seth’s tanden engine? i’ve never fully understood it. i just know to block if i think he’s going to uppercut or backdash/jump back if i think he’s going to spd.
reason i ask is because i’ve been using seth recently (albeit very scrubbily), just for learning purposes, and i got mash dp’d a lot when i’d try to do a tick spd after a blocked tanden. do different strengths of the move have different plus or minus frames? would help me in my guile game to know what the deal is with this.
What the hell, Wikum? Go ask the Seth forum!!!:wgrin:
i thought it was such a noobish question that even the guile forums would know the answer.
What can I use to punish Oni’s slashes?
I can tell you the non ex are command grabs(cant be blocked) and the ex behaves as a strike(can block). Thats all here
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Seth
I am sure the Seth peeps will know more.
Its always a guess for me too, how to know what one he is using other than ex flash? distance?
hard to punish, easier to interrupt before it hits with a low jab, boom, or crmp. not sure about the EX tho
I seem to recall them being something like -4 or -5 on block… right? I seem to recall using reversal flashkicks as decent a decent punish against one of the versions… I’m pretty sure at least a couple versions aren’t safe. They can be interupted though fairly easily as previously mentioned.