So i found out that the only Flash kicks that are Free trade ultra are MK and FK versions of the flashkick. LK Flashkick and EX Flashkick both beat out blanka balls on reaction…kinda weird lol
I need help with Claw: How do you evade his super?
I tried jump back, dash, stand still but he still grabs me, I just can’t figure out its properties.
good question, lol I always seem to get grabed too. I dont know where to run,lol
yeah! that always hits me! it’s rarely done to me but i think i always react the same way because im an idiot. (jump back roundhouse). on paper i think the best option would be a lk flash kick as late as possible. this would probably force the super into that swan dive claw thing, someone should test it >_>
If your max screen, then you can just do an early jump back hk and be all set. If he set up something like hp roll xx super in the corner, you have a 50/50 guess if he’s going to do it early or late. If he does it early, it will grab you out of air throw or j.hp attempts. A late one will grab you if you do nothing or try to do a grounded AA on him. Something you may want to try, and this purely a hunch, is c.mp. C.mp has a weird hitbox for tagging funky neutral jump attacks so it may work here. That and the fact that once I did the exact same setup I mentioned here on a ryu and he countered clean with c.mp leads me to believe it may work for Guile as well.
@Jimmy: Good shit man. Sorry for doubting you on some of that info. It’s just that I’m so not used to blocking non-ex greenhands and unsafe dhalsim slides, but your pretty spot on with your info. I recently had some time and went to the lab to find and re-check some punish info I’ve been meaning to. I’ve updated the first post in this thread up to Hakan.
Anyone else learn the hard way that Ibuki’s jump-in short kick (I think that’s what it was…) stuffs fk hard? I tried late fk, early, etc… and at most, it maybe traded once or twice. Even EX fk wasn’t hitting it clean.
Hey Slinkun, no worries man. I didn’t believe some of those when I was looking at the numbers either. And I wouldn’t doubt that there might be wrong info. Lord knows I’ve been wrong before. Ha.
On another note, I’ve realized that after all this time since Vanilla came out, I still have absolutely no idea how to beat Viper… I get so tired of losing to 50/50s. Should I focus the ambiguous burn kicks? I feel like any random viper/fuerte can scrape me at any moment with 50/50s.
I’m still having trouble against Balrog the same way I did in Vanilla, only now I have a decent, comboable ultra (U2). I’m at the point right now where it’s hard for me to imagine this match being anywhere in Guile’s favor outside of far range, and once Balrog gets in (there’s always that one time I make a mistake and he gets in close) then the fight goes south for me. I did get a lot of good insight from the opening post, especially Slinkun’s section.
I can usually handle the fight fairly well as long as I can keep Balrog out, and that’s my biggest problem. I mostly try to play the keep-away game while keeping the corner in mind. Any opportunities I get to safely jump over him (putting me further away from the corner) I take.
—is it still a good idea to throw out cr.MK in this match once he gets into range? I know I’m supposed to be aware of quick/psychic EX Dash Punches, but I feel like I’d be giving up cr.MK entirely if I do that. I don’t want to hold back on a move to the point where I stop using it unless I really, really need to.
—what’s the best way to “fake” a boom so that I can get a Balrog to jump in? I always change up my timing of throwing out slow booms, but I still feel like my opponents know EXACTLY when to jump. Now I’m at the point where they’re just so familiar with the starting animation of Sonic Boom that now they’re jumping on reaction, so what’s best used as a “fake” boom as mentioned in the opening post?
—after throwing a boom (and losing my Flash Kick charge) I’ve been giving Balrog wayyy too much space whenever he jumps in because his j.HP/j.HK often beats-out or trades (in his favor) with my anti-airs. The only times I feel comfortable anti-airing him is when I’m either following my boom and I’m almost underneath him as he’s descending (cr.HP) or I’m at max-range from him (backfist). That’s it. I never do any mid-distance anti-air attempts, and I never use d/f+HK, far HP, far MP, or far MK because 99% of the time they get beat out no matter how well I try to time/space them. Is that the right attitude to have?
—when cornered, does anyone ever actually try to do a (blocked) LV2 Focus into cr.LK x2, cross-up LK to get out? It sounds good in theory but I don’t like the idea of trying to outpoke Balrog up-close after a blocked focus.
—lastly, whenever I consider taking the offensive, I knock him down and use cr.LK on wake up. This is where I condition him to block a string of attacks and maybe later go for a throw. Should I stop doing this? Is it not worth it to put pressure on Balrog?
Any input would be appreciated. Thanks.
Hmm, I dont let a balrog in me easy, the only ones who can get in are the ones who jump on reaction but that is if they walk forward and react accordingly, if this is the case you are not backfisting to keep him guessing. If you are at long range and he goes around your booms, you are not backfirsting, if he is jumping over then at full range to advance, you are not following your sonic booms to punish his jumps in. You should expect a balrog to get in if he has ex meter mostly but you can use exboom. I dont pressure balrog on wake up, I get far away. If you are in the corner, c.mk and exboom on block pushes him back, use them.
guile v balrog is bare minimum 5-5. guile probably beats him 6-4 at the highest level. of course that is extreme generalising…but it’s how i see the match.
once guile builds full super meter, that particular round is hugely in his favour imo.
A little pressure on Balrog to keep him guessing on wakeup isn’t a bad idea. There’s always walk up block to bait a headbutt, which incidentally, also loses to low attacks. A well timed target combo on wakeup is pretty safe.
Also I use standing jabs for fake booms. Helps when they’re anticipating instead of reacting.
Good questions winback. As far as c.mk is concerned, it can be risky. If you know he has a back charge and has meter AND uses close EX rushes to (psychic) go through pokes, c.mk is a bit more risky. Even if he has no charge, his c.hk is just as fast, has just as much range, does more damage, and scores him a knockdown. This can make poking with c.mk risky, but it’s a still a tool that you have and should be used appropriately, if rarely.
I like this quote, since it highlights an important thing we should be doing when we attempt to grow as players. The answer is, NO, that is the wrong attitude to have. Unless your playing in a tourney or a grudge match or something like that, you should be using your time to experiment. I have said in the past…
“s.mk does crappy damage and makes you lose your charge. How could it be useful?”
“The risk/reward for even attempting j.lp makes it suck.”
I believe I also strait up called Syngin a liar when he posted that close s.hk was a good situational anti-air.
Point being is that these are things I use consistently that I never would have thought up on my own. So, when you hear that df.hk works good in a matchup for example, try it. If it doesn’t work the first few times, try it with different timing. Try it at a different range. Try it during a different setup.
Getting back on track though, there IS a range where rog can jump in for free, with a trade in his favor as a worst case scenario. The great rogs know this and try to spend a lot of time in that range. You have to mix it up. Backfists, neutral jumps, focus attacks, f.mk, or something as simple as patiently blocking. A lot of Guile’s make the mistake of handling this situation by trying to walk out of this range, but that just puts you closer to the corner since rog walks a bit faster than you.
For the blocked focus > c.lk > c.lk > j.lk thing, just try it out for yourself. Go into training mode and record Guile doing this, then try to counter it with Rog.
Lastly, the meaty c.lk thing. Just pay attention to meter. If rog has ZERO meter, then hell do it all day. The more meter he has, the more escape options he has too. However, a crossup j.lk or a deep j.hk on his wakeup is a safer option that nets you more meter, better mixups, more pushback, a possible corner escape, and more damage. In the case of either of these, if they are done correctly then you are safe no matter how much meter he has. They must be very deep. In general, I’m a big fan of pressing the advantage whenever able. Rog is no exception.
Far s.mp beats Rog’s jump-ins at very specific distances if done early. Not at his max range though. Df.hk works in Rog matchup, but you have to know the distance and timing, which nets you a trade into backfist/FK.
If he whiffs his jump-in, you can s.hp his recovery or you can time an overhead which will hit/trade with his c.lp. Or you can walk forward and throw him if you dare. There is no really safe way I know to AA Boxer at his optimum jump-in distance unless you can predict his jump.
hey, i’m a bison player and i’m planning to go to a tournament here in cali soon. i’m trying to identify the options every character can use to shut down the EX Psychocrusher as a getaway option on bison’s wakeup. For example, after the knockdown, ryu has jump in OS DP, chun li can downforward roundhouse and kick from behind, and she also has an OS c.hk or s.hk upon jump in.
What are guile’s options to beat this escape option? If you are extra generous, please let me know how you option select/straight up beat EX Devil’s reverse and teleport as well
ex psycho crusher > safe jump, block and flash kick punish
ex devils reverse > dont know
teleport > jump in OS forward dash > throw
but bison loses this match to zoning, not offensive pressure
thanks warahk. it’s true zoning rules the match, but it also helps to know how guile can kill bison if he’s knocked down if you don’t mind, i’ll also post this in the bison forums and credit you properly.
yeah, that’s fine
Guys, I need some help vs. Able. I know a really good Able player and right now it’s 40/60 in terms of wins against him. I can mindgame him pretty good but I need some tips!
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Windmill kick. When its coming at me what are the my options? If I see it coming early and I’m charging I can clutch a flash kick, but I need something quicker to get him out of it. Is there a quick normal that can stuff it?
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I don’t understand how Able can j.punch, land, and do a command throw and get me. Instinct and years of practice on various fighting games has told me if someone jumps in a attacks, and I block it, I should have advantage and be able to throw the opponent. When I j.attack with zangief then throw out a command grab when I land it whiffs, so why is it that Able can do it?
Am I missing something here? What can I do when Able does this? Is there an attack that will beat it out our should I just neutral jump when he jumps in?
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I know I can flash kick the tail end of a roll, or c.mp>fk, and I’ve done it quite a few times. But sometimes I’m not charged and I have difficulty dealing with the rolls. I try to c.lp quickly to hit him but sometimes he goes right through the punches. What other normals can I throw out that will beat the roll?
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Able’s U2 is frustrating, especially when your opponent is mind gaming you. It takes a lot of damage, has fa, can be held, can be cancled, goes 3/4 the screen instantly… I have a very hard time dealing with this ultra and so does my friend who plays blanka, and he calls it broken and I very much dislike it. I mean, the dude I play against switched to Able just because of it lol. Oh and I love how if I throw out Guile’s u2 I hear the Able player spam ultra and he gets me if he’s up close!
I know from far away I can ex sb, and from up close I can flash kick, but a lot of times because I’m focusing on normals I’m simple not charged and eat the ultra. I know I can bait, but I’d like to hear some opinions/setups/ideas on how to deal with u2.
- Would Guile’s U1 be a better choice than U2 in this matchup? If so, why?
Thank you advanced. Hopefully with a little info and practice I can do much better against Able.
Short tips from me. Folks with more time can color these in if they like.
- That kick, depending on range, is unsafe on block. You should be able to st.Fierce it.
- You can’t combo a tornado throw, same as SPD. They must have impeccable timing to catch you at the end of your blockstun. Try backdash.
- Throw the roll.
- Know your ranges and it won’t be a problem.
- Not really.
1.) stand fierce, but i normally block if i dont have charge. Also U2. Yeah, most variations of wheel kick are punishable, lk wheel kick is pretty safe though. punish with s.fierce > s.fierce
2.) every character has frame advantage after they jump in, if abel goes straight from a blocked j.jab to tornado throw there is a very good possibility that you cannot jab him out of it, even if timed perfectly. the most damaging way to punish a predicted tornado throw is to neutral jump. if you see a whiffed tornado throw follow up with: neural j.fierce > df.hk > flash kick. (338 damage 560 stun). if you have u2 stocked you can add that on as well. if abel does a normal throw or c.lk he can punish your neutral jump with u2 though. also abel can punish a predicted backdash with a full step kick combo. Also, in case you were unaware, normal tornado throw is throw immune, and ex tornado throw is attack immune.
3.) i like to use c.lk, c.lp, c.mp and throw, but flash kick is the best.
4.) even if you didnt have a charge you can build one during the freeze frame, you can always flash kick abel out of u2 if he is within range and you arent stuck in recovery. if you want to pressure abel but are afraid of random u2 use special cancellable normals. if you are sticking out a c.jab or c.mp during the freeze frame you can cancel it into flash kick when abel absorbs it.
5.) no i fucking hate u1. i also like u2 from punishing whiffed step kick, shitty jumps, and wheel kicks on start up.
further abel notes:
-Abel is a very simple character that reduces the game to nothing more than guessing. Assuming you both are aware of what beats what and both have excellent execution and reaction, Abel has to guess right significantly less than guile does.
-After blocking a step kick normal throw beats everything other than random ultra and tornado throw. This is very useful.
-c.mp will trade with cross up mk if it is not done well. flash kick will auto correct and hit cross up mk if it is not done well.
-try to get abel to whiff step kick and punish it. all abels constantly fish for step kick to get into gilbert grape range.
-s.mk is an effective anti air against abel at certain ranges.
-abel j.jab is gay