Well, then there has to be something different about O.Guile because he sure does feel “lighter” than N.Guile. Maybe I am just dumb:looney:
NKI
1591
Actually Hawk will just grab him and do the super as normal. It’s rather unexciting actually…
<shrug> I never played Guile (either version), so I dunno why it would feel that way. All I know is that for as long as I can remember, everyone thought that O.characters were faster (all of them, not just Guile), but nobody had any evidence to back it up. Then the man himself T.Akiba tested it and said they’re all the same.
Gen-An
1592
T. Akiba’s frame data just shows the relative uselessness of HF Guile, as he has longer recovery time after SB than all the other versions, and he has longer charge time on the Somersault. I used to think it was simply the speed of HF that made jump HP, stand HP xx Somersault hard, but after playing AE on the same speed setting it’s easier for every other version but Turbo.
I thought someone tested the walk speeds on here with kawaks, and found out that some of the characters are in fact faster walking as they made it to the other side of the screen quicker.
NKI
1594
He was mistaken.
Here’s his original post, then scroll down about half way and read my reply and his reply on why it was not correct.
Maj
1595
If you’re trying to test whether one character walks faster than another, can’t you just have them both walk forward against each other? The faster character will push the slower character back (gradually). It’s easy to see visually. New and old versions of the same character doing this never move a pixel in either direction.
stream3
1596
anyone know how this myth got perpetrated? Because even the top players believed this for whatever reason. And faster footspeed probably wouldn’t make a whole lot of difference in the grand scheme of things.
Graham
1597
Old guile as people said before is used for the standing short, standing roundhouse and charged backhand. The short is useful vs dhalsim and some other chars. The standing roundhouse was his best anti air on the ground.
Of course all these nice things can be negated by new guiles superior moves for playing foot games. But most of his foot game stuff requires him to be uncharged which means people arent gonna easily fall for it.
stream3
1598
nohoho, can you fix the x-mania III links on your page?
many thanks
Ken34
1599
in super street fighter 2 turbo, what are the buttons for his 1 combo that can dizzy you?
It might help if you said which character you were asking about.
if he’s referring to guile he might be thinking his quadruple fierce in the corner.
chop, standing fierce, sonic boom, backfist. I’m pretty sure that instant dizzies.
er…
jumping fierce, close standing fierce, fierce sonic boom, forward fierce.
Another reason the x68000 is important to SF fans is that it was the Development machine that Capcom used to program all the CPS1 and CPS2 games!! More info here: http://eab.abime.net/printthread.php?t=16778&page=2&pp=40
“X68k were just more than conversion or ports, it’s the machines capcom developpers used to create the games we love…”
Crayfish.
That doesn’t dizzy all the time. But if you tack on a slow boom before the jumping fierce i think it would dizzy all the time.
So,
Opponent in corner, Jab Boom, walk forward slightly jumping fierce, close standing fierce, fierce sonic boom, backfist
But the timing and spacing for this is very hard, the only way you’ll prob land this combo is if the opponent is already dizzied, and if they survive (prob not, considering they would of had to lose alot of energy in quick succesion to get dizzied in the first place) will no longer be dizzied.
Quick way to dizzy the opponent with guile is his backfist, a couple of those will normally dizzy. Also the combo jumping crossover short, crouching strong xx flash will not dizzy but if you follow up and land another crossover short and crouching strong this will dizzy the opponent.
I don’t even know that much about guile, so maybe someone who uses him as thier main can enlighten us to an easier garunteed dizzy combo, aka TOD
Rico
1604
can anyone tell me a simply way of getting Fei Long’s hcf, uf+k move out? I lose most of my matches because i can’t get this thing out.
and what are the rules/follow ups for juggling after it?
Ken34
1605
yeah, I was talking about guile. Im a ken player, but recently ive been getting my ass handed to me by my brother-in-law who is a guile player, he fucks me up pretty bad. so I was thinking of giving him a dose of his own medicine, btw, is there any dizzy combos for ken?
This game isn’t about combos man. This game is principally about strategy. And Ken vs. Guile is one of the most interesting matches in the game. Since neither of you can effectively play the fireball trap/beat the fireball trap game, it leaves you some interesting options.
Depending on the calibre of your friends guile, you will always win the fireball war, eventually chipping him to death.
Guile’s response to this is learning to cancel your fireballs with his own then hitting you with backfist (or backfist trading with fireballs if in in range or back fist comboing off sonic boom).
Ken’s response to this is baiting fireballs and learning to short tatsumaki over them. This will hit the guile player before he recovers and give you the offense.
However, Guile’s response to this is to space properly so that he can crouching fierce your hurricane kick.
Rarely do combos ever decide the match, since neither of you should ever be jumping or leaving yourserlf open for huge jump in corner combos.
Ken34
1607
ok, also, I know in sf2ce that ken can shoryuken through a hadouken if timed right, is it the same in super turbo? cause i cant seem to pull it off in super turbo.
In CE the shoryuken was invincible entirely on the way up. In ST, that invinciblity has been shortened. To about 15 frames, but thats just a educated guess (based on SF EX frame data). Though properly timed on a fast fireball, shouldn’t be a problem, bit NKI or someone with the Yoga book thing can state for sure how long the invincibility window is on the shoryuken and give a better guess as to whether or not you can still use it to pass through fireballs.