Guile’s st.hp has that Pow! factor. Digs in so fiercely that not only does the character feel the pain, everyone else feels it as well.
Pretty interesting though that it used to be his far standing jab in WW. lol.
Guile’s st.hp has that Pow! factor. Digs in so fiercely that not only does the character feel the pain, everyone else feels it as well.
Pretty interesting though that it used to be his far standing jab in WW. lol.
Gen’s Bullhorns move doesn’t count. No one uses it, no one sees it. No wow factor even if it lands Hasn’t had any exposition yet.
I think sagat’s cr.hp is pretty similar. Also has that BOOMSHAKALAKA factor to it.
Jump in Lp beats or trades Dhalsim’s B+HK anti air.
Really??? I am pretty sure I’ve tried jump lp vs Sim. Is the timing strict?
Nah. Nevermind. It doesn’t work too well against his B+HK. Well, it trades mostly. lol.
On a side note, I have question regarding Guile’s sonic boom. I should probably know this by now and this is probably a really dumb question overall but…
I know that the recovery of his boom is fast but I feel like there’s a point where you can make his normals come out faster after throwing a boom. Almost like immediately after throwing a boom with about 1 or 2 frame difference.
I recently landed the following combo on Ryu in the corner.
CH Close St.Hp xx Boom > cr.lp, cr.mp xx boom > DF HK > HK Flashkick.
I slightly delayed the second boom cancel off of cr.mp and the DF HK hits almost at the same time as the boom with about 5 frame difference. Am I imagining things?
Whilst I am nowhere near qualified to answer this question, I too have felt that sometimes normals seem to come out quicker. Also, I really wanna know if there’s a definitive answer to this, so BUMP.
Another redundant question.
The frame data shows moves on hit/block. What about when a move whiffs? Is the recovery the same or different? Purposely whiffing a normal to score a counterhit off of a follow up normal.
Ex. Close st.hp (whiff) to CH cr.mp xx boom.
Yes, it’s called recovery frames. You are describing the difference between frame advantage on block/hit and recovery frames (on whiff). http://www.eventhubs.com/guides/2008/nov/13/guile-frame-data-street-fighter-4/
EDIT: I think
Been beating alot of air to air normals with neutral jump light punch lately. Had to go and take a look at the hitbox for this somewhat quaint little move. I’m kind of shocked at how big it really is.
^ @ Nemesys,
Yeah man, I’ve tried this move air-to-air against this local Sagat I play with. Since he was abusing the jump-in elbow to beat my c.hp, I’ve experimented with this normal with some success.
I’m sure it also applies to Dudley’s jump-in elbow as well since it may have the same properties as Sagats.
Just a question … why do I never see Guiles using the close HK as an proximity AA against unsafe cross ups & neutral jumps ? I know that cr.hp is faster and got this incredible hitbox … but 120 damage is 120 damage !
The normal does has everything for a solid proximity AA --> 6 frame start up / 3 active frames / wonderful AA hitbox / 120 damage …
I am playing Adon as my main … and his close HK is basically the same normal but with 7 frame start up … and it does work really really good against neutral jumps mix ups & tricky cross ups (anti DP jump ins).
cl.st.hk is indeed pretty decent / underused but there’s a slight risk that you will accidentally get far.st.hk or UDK and I think you’re basically risking getting hit by a crossup if you flub it so there’s only a few situations that really call for it. The opponent basically has to be jumping over you in a way that Guile has time to turn around and get the kick out before the opponent’s crossup goes active. Blanka abusive crossup jumps, Honda butt slam, Bison headstomp crossup shenanigans in the corner, etc. It also takes some significant awareness and confidence that it will hit.
Well … I can see your point … I will just try it … with Adon I got the feeling when I can use it and against what kind of jump ins … so I am pretty sure this will not be the problem … what could be a problem is that you need to get neutral to not input UDK.
Does the close HP also does reduced damage when it hits as an Anti Air ??? From everything else the close HP also looks like an awesome AA button … but if it does the same damage as cr.HP than I see no use for it.
Hi, I’m a 1000pp-4000bp guile player and I’m having a hard time using all my AA options, I usually use cr.hp, FK, Airgrab, st.hp for AA. I noticed from lots of guile players that they use st.mk as an anti air and I think it is crucuial in the ryu/ken match up, the angle which the jump to get the kick is pretty weird, the cr.hp always whiffs or doesnt come out when they do this, and theres lots of other examples I can think about.
When I’m in training and I record dummy to jump in I can do it no prob, however in high pressure situations(pvp) I find that I focus allot on constantly having a charge for jump ins(for FK,cr.HP) and when I do the st.MK I end up doing B.MK which doesn’t seem like a good AA. Its like I became a charge addict that constantly wants to have a charge. How do I go about doing st.mk?
When is it okay to NOT have/go for a charge as guile? From all the videos, forums info that I’ve got, they constantly pressure the point of always having a charge, but it feels like there are some moments where I can let go of it, please help!
^^
I know dem feels bro
The heat of the moment AAs are one of the hardest things to do. As is learning to let go of charge, especially for a Guile player.
Fortunately it is something that will happen over time as you get more confident playing and learning match ups etc.
But to help you fast track that, just remember Guile really opens up as a character when he isn’t charging. I’d suggest having a look at some cvs2 guile videos on youtube, that’ll show you a glimps of the pressure game Guile is capable of and some insight into the psyche of a confident Guile player. Granted he’s a lot more limited in 4, but the basic principles are the same.
Beyond that, I’d say drop some gameplay footage if you can. It’s so much easier to give feedback that way and as someone who.'a experienced this himself, you’ll be surprised just how faster and how much you will earn. We won’t bite