SSF4 Guile Moveset and Attributes

Didn’t know that was possible, thanks.
This topic has also helped my game out. I just found my disk, so I can’t wait to start playing with that boom FADC GHK combo you guys were talking about :smiley:

im almost positive it acts as lvl 2 :(, and yeah, i agree, most counter hit crumples are lvl 1.

so on counterhit i think focus gets a +1 modifier :stuck_out_tongue:

guile forums are the best, you’ve contributed some cool stuff yourself

Just got done playing, and I’ve found his UDK very useful.
I was playing a sakura earlier, and I would just walk within range and do an UDK. Most players will try using a poke there(I counter hit them while avoiding a low poke), and I get to combo into a s.FP :slight_smile:

Against Ryu midscreen , I did FA lvl 3> UDK>s.hp>sb>fadc>ghk>FK 469 damage. I’m so excited.lol

^ Good stuff! For some reason I keep messing up the timing of the focus cancel on the boom. Just a matter of time before I get it, though.

IMO, the focus cancel from the sonic boom has to be done as fast as possible. Like the motion has to be literally,

:l::hp: (hold):r::lp:~:mp:+:mk: :df::hk: :db: :ub:+:hk:

(Wow, that looks confusing as heck).

Well, you don’t need that last down back. To make these combos easier for myself, I go straight from 3 to 9.

Yup, that’s true. The only reason I use the last db is for…keeping the hang of fk > fadc > sonic hurricane.

Nice to see people looking into some of these midscreen boom FADC GHK shenanegins! Nice to hear that it’s especially effective against rog, giving even more incentive to land that crumple. It would be nice to get a list together (because I do loves my lists) of who it’s worth doing on, and which lead ups work best.

I remember when I was trying to just do a max range normal like close hp, c.mp, or s.mp into a boom FADC GHK I couldn’t get it to land at all on Ryu… but then I see:

Sheesh! I think that this could be more than just flash if it can land consistently in certain scenarios on certain characters. These aren’t your piddly Vanilla sonic boom xx FADC > light, super scaled garbage corner combos. This isn’t EX’ing a flashkick to add 16 damage to a combo for one meter. This is adding 100-200 damage for two meters to end a combo out of range of backfist. In a typical crumple > UDK combo, you would still get 60 more damage and a knockdown if you used FADC GHK over a backfist.

I think the most interesting application would be to catch a crouch tech with s.mp or s.hp, cancel into a boom, hit confirm it, then follow up FADC > GHK > HK flashkick. Since there are fewer hits than say, a crumple UDK combo, you get over 100 damage from doing this over a backfist… if the backfist would even be in range at all. If not, then you are snagging over 200 extra damage for a crouch tech punish! That is significant.

So, has anyone done a good deal of lab work with this?

  1. It is impossible to focus dash cancel a SB to super/U1/U2
  2. The super/U1 motion has to go through DB

wth?

@slinkun.

the crumple I listed against Ryu lvl 3> UDK>s.hp>sb>fadc>ghk>FK Moved to Combo thread

I know I’m gonna get yelled at for this but I actually think Guile’s sweep is pretty useful. You can space it so that the first part whiffs and the second part is only -3 on block - the first part acts as a potential whiff punish and the second part is safe. If you think they’re gonna backdash on wakeup you can just do a sweep and the second round will catch the backdash. Obviously there’s also the sb -> cr.hk combos in the corner. Guile’s sweep is really fast at 6 frames. I know it’s totally punishable in between the two hits but I don’t think it’s one of those moves that should never be used. Obviously cr.mk is a lot safer.

Also lk flash kick tends to trade a lot less than hk for some reason right? When you guys AA FK do you do an EX to ensure you don’t trade?

lk falsh kick has the same invincibility as ex fk in super; 5 frames. mk and hk flash kick only have 3 frames of invincibility.

lk flash kick doesnt really trade as anti air unless it’s timed shitty. ex flash kick is done for the damage. (130 for lk, 180 for ex)

Oh. Thank you, I didn’t know that for some reason. Now I don’t have to have an EX to AA Blanka.

Do it deep!

the combo doesnt involve super/ultra. the arrows just make it look like it does

Next time I’ll just quote the post I was referencing to so it doesn’t cause any unnecessary confusion.

^ What I meant by saying the above comment is if I should miss with the GHK and my opponent decides to attack, I have a Plan B to fall back to. Hitconfirm off of a FK and FADC into Sonic Hurricane or…FK and FADC back to safety.

Burning EX metre to to combos is IMO unnecessary. These bars are a valuable commodity, I dont often do FADC unless i’m cancelling a FK. On the rare occasion I FADC an SB if I have my opponent in the corner.

Backfist is an underrated anti-air. works well in a lot of matches where opponents try to empty jump over booms from a far distance. assuming they don’t stick anything out the backfist will hit them. if they catch on and start using J HK etc, other defensive options come into it.

Warahk, what you were saying about the ghk helping the airthrow game is really true, very useful