I think Guile’s footsies are so much better than in SFIV. I find myself using Guile’s c.MP and c.MK a lot more than I ever used to. I assume they adjusted the hitboxes, because now I feel like I can help keep a Blanka at bay, and I can compete in the footsie space with Ken and Ryu, which was next to impossible in the previous game. I constantly got outpoked by shoto characters and it was frustrating. I think better footsies has really helped my game out.
During an epic weekend of offline play, i spent some time finding out the right times to use the DF+HK as an anti air. Ona 45-50 degree angle seems suitable on a number of characters Against boxer the GHK did trade on many occasions on this angle but a backfist followup still nets you solid damage.
still trying to ascertain which characters this will not be suitable against.
Had money matches against one of the top sagat players in melbourne and won 2 of the 6 matches I played. The videos will become available once my friend has uploaded them and from watching them, I really should have won 4 of those as I fucked up at critical times and lost my cool when my C HP didnt land when my opponent ending up doing an empty jump from the angle where the C HP will miss. But i had to scrap hard for the wins without doing anything flashy
Sagat matchup i believe is still slightly in sagats favour but not much.
Unfortunately, I haven’t. I am landing the CH.cr.mp often enough to where I can recognize the Counterhit and immediately start buffering the super motion out. It’s the damn 1 frame link that keeps throwing me off. Perhaps I should consider plinking the far.st.hp instead of just straight shooting it.
Ya, plink everything. Haha. Really, I think i better idea might just be doing CH c.mp > c.mp xx super. The motion is easier, the link is easier, and your only dropping 30 damage. The only issue might be range. I was fiddling with your combo for awhile the other day and just couldn’t get it working consistently. Again, probably because the link is tricky as well as the motion.
As far as df.hk is concerned. I think they definately made it’s hitbox better so it will work on things more consistently than in vanilla. However, I think it’s main drawback is the measly 2 active frames it’s got going for it. It having slow startup is bad enough, but I think it’s the active frames that really make it stink. It really means that it’s a pretty dangerous move to use against anyone who can use different moves to alter their jumping hitbox or air trajectory. Also, it fails to be effective against jumping attacks that hit sooner or later than normal. Cammy’s cannon strike comes to mind as a move that “hovers” for a second, blanka’s j.hk hits super early, etc.
I think obviously, any character it worked good on in vanilla, it will still work or be even better. Honda and gief are the two big ones I can think of, but it also had uses against rufus (predicted divekick), viper (could hit a max screen SJ burn kick), boxer (great at max range jumps), and dictator (although it felt like you had better options). The seemingly better hitbox makes it easier to peg higher priority jumps too, like shotos j.hk, although I imagine altering their jumps with tatsus or j.hp would shit all over this AA. Might work better on chun now too… but I doubt it. I could see it working on Abel with some success, but I imagine his crazy j.lp would crap all over df.hk.
I still imagine it would be useless on characters with go-to high priority jumps or air shenanegins… like claw’s j.hk, blanka’s and Gen’s speedy jumps, Cody’s j.hk, Guy’s elbow, Juri divekicks… come to think of it, a lot of new characters have pretty nice jumping options. Might still be good against Dee Jay, Hakan, Fei, Dudley, Gouken, and Rose… but i don’t really have much experience with their jump-ins.
I guess I’m going to have to practice plinking more. The only two plinks I use is b+hk > mp~lp xx sonic boom and st.lp, st.lp, hp~mp links. I’ll switch over to using CH cr.mp > cr.mp xx super instead. It is way more consistent and easier to land than the st.hp. Although I do have to admit, practicing the link for 2 hours straight in the training room has decreased my execution time considerably. Being able to execute super/Ultra 1 against Jump in’s (pulled it off on Dudley’s jump in once) and actually being able to super in between Akuma’s cr.lk, cr.lp, cr.mk xx hado (obviously between the cr.mk and the hadoken).
On a side note, I do strongly believe that DF+HK should work perfectly against Chun Li’s floaty jump in.
EDIT: After further testing tonight. I found that CH cr.mp > cr.mp xx super is way more easier to pull once I see the Counterhit cr.mp land in.
CH cr.mp > cr.mp xx super = 446 dmg
CH cr.mp > cr.mp xx super > ultra 1 = 646 dmg.
That is a shitload of damage. However, i dont use ultra one and honestly I can’t bring myself to switch considering how good Hurricane is but that is a discussion for somewhere else =P. I just can’t pick an ultra based on the fact the only way to land it is by using your super lol.
what’s the startup frames on sonic hurricane? been trying to beat it with my own ultra…
I pulled off a shinryuken on his ultra, but i wasn’t up close.
1+7, are you not able to look it up yourself?
i am able but i don’t get the “+7” part… what’s that mean?
I think Guiles sweep should be mentioned in the normals section, and also the fact that it can be FADC’d alot people don’t know that, and I’ve never seen it mentioned anywhere.
Speaking of which we should add a list of all Specials and normals that can be FADC’d with Guile
all his specials can be fadc’d…and FADCing his normals is stupid and a waste of 2 ex.
Also, AOS- 1+7 = 8
fancy addition. the 1 is the ultra freeze frame and it take 7 frames after that until the ultra hitbox is active.
Well I agree FADC’ing most of his normals is a waste, but I disagree in regards to his sweep, being able to FA out of his sweep is very useful (At least for me) Guiles sweep is easily punishable on whiff or block. That being said I don’t believe it to be useless information it only helps to further the knowledge of the character and what he can and can’t do.
The general rule is if you can special/super cancel a normal, you can FADC it. Now go look at all the frame data to see which normals can be canceled and you’ll have your answer.
that being said, don’t use it in an unsafe situation so as to bring about the necessity to FADC…
probably move this to the match-up thread?
suggestion noted
Also true but who the hell is that perfect to NEVER use it in a bad situation? Mistakes happen even amongst the pros. It’s good to know tis all I’m saying. Its not like I’m saying use it every chance you have meter. I’m just pointing out that it CAN be done, and in an emergency situation when you throw out the sweep in a bad judgement call and your opponent blocks it, and you have the meter. You have that as an option as opposed to eating all kinds of crap.
so big shout out to Alioune for finding this technique and totally thinking outside the box. He found that you can plink with the Back button(360) and the Select button(PS3). What does this mean?..
No accidental 3rd jab when doing Guile’s BnB c.jab > c.jab > c.strong as this plink will ONLY give you to 2 strong punches.
You can now plink jabs, before it was impossible to plink jabs
Basically you do this plink by pressing button~Back or button~Select
Now…to re-wire my TE stick …
You reckon you can cancel a blocked c.hk on reaction?
thats pretty funny