Note that if you block Zangief’s EX greenhand and he FADC (and backdashes), you can FK or EX FK and catch gief during his backdash animation.
I tend to Ultra2 that on reaction :P…teaches him not to do that when I have meter
yes i agree. But say if you don’t have an ultra metre, EX flash kick or flash kick is effective. if in the corner then back throw is a better decision.
another thing is that after playing the ibuki matchup a number of times, getting out of her vortex is done by simply backdashing. This assumes she does the knife throw than starts comboing when she lands behind you. same thing with El Fuerte if he starts doing his command run and mix ups.
then again mixing up your escapes on wake up is the key otherwise ELF’s ultra can still catch you during your back dash.
Backdash before or after she throws her ambiguous kunai? I know how to do it with elf (I tend to forward dash though…had better results with him that way…maybe it’s placebo but I don’t get caught as often in the helicopter that way ) but I can’t for the life in me fight a good Ibuki with Guile.
when she throws a kunai as part of the vortex on your wake up, backdashing will often enable you to avoid getting hit due to the invincibility frames. just be aware that she can always go for a J LK cross up, but often than not a Kunai is thrown as part of her setups. Depending on the angles, sometimes the backdash will auto-correct where you backdash in the opposite direction from where you are facing.
Against ELF, forward dashing (from wake up) can result in you eating a slide after the command run so i tend to use backdash, which does autocorrect at times. This can be effective against attempted cross up tatsu’s which you will avoid if you time the backdash correctly
Backdash allows you to avoid a number of frontal jumpins on wake up if the opponent tries to make you think that a cross up is coming (of course this is dependent on the distance between you and your opponent), but then again always mix up your defensive options due to the various OS from various characters.
how to get close Sagat without jumping, i know Guile have shorter time for charge sonic Boom but sometimes i fall into sagat trap,
He spamming tiger, and i sometimes did mistake not release Sonic boom properly, I want jump attack and He do anti air like standing HK, or Tiger uppercut.
Are there is way to get close sagat beside knee bazooka or jump forward ?
thanks for answer this.
Focus absorb the tiger shots, and move closer to him, half screen preferably.
Check the first page of this thread, and look for Sagat. Great tips, especially the discussion part.
There is no 1 way to get in on Sagat. It’s going to depend on how your opponent is zoning you. But basically you want to close the distance without taking too much chip or eating too many tiger shots. Basically your goal is to get mid range and poke him to death, and get a jump-in if you feel you can. At midrange Sagat can’t do much, because his pokes pretty much suck and are too slow. This is where you can start to rip him apart. Close range is so-so, because he has a DP, and it’s hard to bait his DP at this range. Walk forward block is REALLY good. The key to closing the distance is to throw off his tiger shot rhythm. If he sees you walk forward, he’ll more than likely change his pattern, here you can play footsies and put him at a disadvantage.
neutral jump and forward sobat kick on lower tiger shots( risky)
Having checked the complete punishment thread and this match up thread I did not see much on Fei Long’s EX chicken Wing. Is it safe on block or can I punish it with a fk after? (Because it seems to be safe on block online)
i just learned yesterday that the chicken wing is safe, you have to stop it before he gets in on you.
lk chicken wing is punishable on block, but you usually see hk and ex chicken wing. which are both even on block
If you predict a chicken wing coming to catch your SB, you can look out for it and df.hk to AA it with a followup. Feels damn good when you land it.
Stuffing other characters’ specials till they don’t use it on you anymore feels so good. It almost totally takes away the special attack after you stuff them a few times.
Unless they don’t learn and they continue to use it…
I’ve had a couple people jump into my c.hp several times consecutively…
New stuff (for me) from the lab:
I always assumed this was true, but just confirmed it in the lab: auto-correct U2 can punish shoto corner escapes (kind of).
I say kind of because you have to be at like max step kick range (Guile’s roundhouse hop kick) for it to work against Ryu and Akuma. Personally, I’m the type of Guile who likes to be at max cr.forward range when they’re in the corner cause I can apply pressure at this range while AA’ing every jump. You can kick back at max f.hk range, but then you’re giving them a little too much breathing room imo.
Something I was experimenting with though is, if you want to stay in cr.forward range bu still want to punish air tatsu’s, you can back mk (backwards sobat kick) when you see them jump and think they’re going to air tatsu, then immediately auto correct U2 and punish them. This isn’t the best idea in the world though cause if they jump and DON’T do the tatsu but you still do the back sobat kick, you’re forced to block cause you don’t have enough time to anti-air. To be honest though, if you’re in the lead, I’d rather kick back at max towards round house range and try and shut down all their options.
With Sakura though, her air tatsu doesn’t go as far horizontally as Ryu’s and Akuma’s, so you can kick back at max cr.forward range and still be able to U2 punish her tatsu escapes. However, her tatsu goes higher than Ryu’s and Akuma’s, so while you can usually air grab or neutral jump fierce Ryu’s and Akuma’s, if you don’t have a back charge, it’s harder to punish her escape. However, you can stop Sakura’s air tatsu’s with neutral jump light kick. It’s Guile’s highest hitting air normal. You’re not really punishing her escape, but you’re stopping it, which is still extremely important.
anyone got any general tips for adon? i’ve been playing a gamerbee clone and losing for free.
i think people may have overlooked how bad this match is for guile. i’d honestly rather play vs dhalsim.
Ditto on the needing advice vs adon plz
yea but you’ve played the real deal lol. i’m pretty sure he beat dieminion too.
the only thing i’ve worked out is that you can focus his air jaguar…but not his ground jaguar. the ex one punishes booms for fun.
the main reason adon is so scary is because you can’t keep him away. jaguar tooth is a really nasty trap if spaced right. the ex one is even worse.
once he’s got a knock down, he can go for overhead neutral jump hk on ur wakeup (which i think is completely safe for him to do too). from there he’s gonna land and make you guess between:
another neutral jump kick (from which he can combo into ultra from if he works it correctly),
some kinda mix up with air jaguar,
overhead,
low short into combo,
throw,
rising jaguar (which might also be safe for him if he’s got the meter)
so yea, i pretty much know what he can do, i just don’t know how to deal with it/punish it whatsoever.
in summary, fuck adon.
Adon - I find that in this fight I sit on down-back charge more than other matchups. You should be able to see jag.tooth coming and punish it before it hits you. As Guile I like to air throw, FK, SB spaced properly or even standing jab works… honestly everything will hit it. You should never need to block it. EX.tooth is faster but still punishable by everything.
After playing Adon a bunch you should be able to react to his jag.kick and punish with FK. Can’t say I worry about overhead on wakeup really. Nobody I play (including me) can consistently link after it. Most important factor in this game is blocking properly, especially those nasty crossups. Remember that you can block jag.kicks crouching, only EX jag.kick is overhead. Adon has slightly low life so the longer you make the match last the better it usually is for you. I think once you figure out a way out of jag.kick pressure (FK, backdash) Adon is done.
^ i admit i didn’t know you could just hit him straight out of jaguar tooth with a jab. but i wouldn’t say it was reliable. i’ve been messing around in training mode and it’s been trading and beating both st.hp and jab quite often. so it’s pretty risky to try hitting him out of it if you ask me.
as for using flash kicks against his jaguar kick, i agree they seem to work very well. the problem i have with this though is that i personally don’t like tactics where the game plan revolves around relying on flash kick. it’s damn risky. plus the fact a good player will always work out a way to bait you into doing them. adon has the damage to really hurt guile for a missed flash kick. not just the initial bnb either. his mixups on guile’s wakeup are deadly.
couple of adon observations i picked up in training mode:
he can combo into ultra from full screen 2 different ways (ex jaguar tooth and hk air jaguar, rising jaguar, fadc, ultra 2)
j.hk, st.hp x rising jaguar does exceptionally good damage for something so simple (320hp)
both mk and hk flash kicks trade with ground mk jaguar kick. nice setup for sonic hurricane.
mk and ex ground jaguar kick punish sonic booms on reaction. this is the game changer, because even if you manage to block, it’s his way inside. from here he can go for whatever mixup he wants. like deteknician mentions, only ex hits overhead.
also, low air jaguar kicks (like cammy’s tk cannon) can punish booms (though it will trade with the boom a lot of the time) AND can combo into bnb/ultra afterwards.watch here:
[media=youtube]nVoHA-CWg04#t=1m26s[/media]
having said that, i tried hitting this in training mode for about 15 mins straight and couldn’t do it (the joys of playing on pad), so it’s unlikely you’re ever going to get hit by it unless you play against basically tournament level players.
(*side note: it’s very hard to tell the difference between this and mk ground jaguar kick. adon lets out a high pitched shriek rather than “jaguar kick”.*)
the more i find out about this match, the more i think it doesn’t bode well for guile.