i don’t know what they’ve done to booms, but they are without a shadow of a doubt easier to punish in this game. maybe it’s just the overall game itself.
all booms are safe on hit/block. cross cancel is your only worry.
the jumps are faster
He does and I agree.
All of you guys.
I am adapting to this system, but I also liked to push in on my opponents and just find it riskier…
Loving the lk cross up though.
since there’s no combo thread, can someone give a list of the most their most practical midscreen/anywhere combos??
so far i’ve just been doing: cr. lp cr.lp cr.mp fk tag, and basic cr. lp into launcher chains
i’ve been read through the thread and saw some pretty cool combos, but I don’t know which ones are the most “practical” ones, and the ones I should be practicing in training mode
whatever =
sb
fk
fk xx tag
fs.hk xx launcher
super
x-art
x-assault
jump-in : j.hk > udk > cr.mp > cr.mp xx whatever
x-up : j.lk > cr.lk > cr.mp > cr.mp xx whatever
hit confirm : cr.lk > cr.lp > cr.mp xx whatever
or
cr.mk ~ fs.hk xx launcher
tag-in : f+mk > cr.mp > cr.mp xx whatever
idk, these are the combos I find myself using all the time
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c.mp xx ex boom, c.mk~s.hk~launcher for 1 meter tag.
So I just played a set with Sako’s Chun Li/Ryu. Sako is amazing of course, but Chun Li seems like a huge problem for Guile. Her fireballs have good recovery, and they’re a circle motion in this game, so she outfireballs you easily. Plus, her stand fierce can anti air you from a significant distance, even if you were just trying to jump forward over a fireball to gain ground. Her stand medium punch is great, and so is her walkspeed, so you lose the footsie battle if you do get in. On top of that her backdash is really good- he backdashed my throw attempt at one point and was able to chain combo my recovery. And for icing on the cake, she can super a sonic boom on reaction from literally anywhere on the screen. God damn. I hope I’m missing something.
i’ve gotta get out of the habit of doing trying to do sonic booms on peoples wakeup. that shit works in sf4, but can get you into soooo much trouble in this game.
yeah same here. I was playing against chunli online and ate a super. also doesn’t help that her super is now qcf.
also she normal charged into super at about 3/4 screen distance and i swear i could not jump over it. I tried jumping as soon as the super activated but she was instantly in front of me. Did they buff her super from ss4?
If you can predict a roll I use back+roundhouse (upsidedownkick) as a meaty attack on their wakeup. You can combo off of it if they get hit by it or you can pressure them afterwards if it is blocked as it has good frame advantage I believe.
i meant more in terms of - you sonic boom on their wakeup, they roll forward and you’re fucked.
but in terms of chun’s super, it’s probably a combination of guile’s sonic boom start up being slower, her super being as quick or a bit quicker than sf4 **and **because it’s qcf motion.
I just did this today and it cost me the round
EDIT : on a happier note, I love how Guile’s Japanese VA says " Hella easy! " when you perform a reversal
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On an even happier note, when you change Guile’s voice to US version, he doesn’t sound like a retard when he throws a sonic boom. And when you do a reversal he says “Pizza Cake!”
Ex boom is not required., so its a no-meter tag
Just throw the boom earlier after a hard-knockdown to give yourself enough time to recover. Or you can try to charge the boom and back-dash/forward-dash to bait a roll-in and potentially mix them up on deciding which way to block.
I’ve been booming, and having really gotten punished for it yet
even my wife says he sounds retarded in Japanese
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You can’t put a Mitsubishi engine in a Chevy, boy!
So… you can walk forward towards a fireball character, and if they throw a fireball, block it and alpha counter. This hits from a huge distance… it’s pretty hilarious looking. Works on Chun Li thank god, so at least that’s something we can do to her.
Wait, what’s Guile’s Alpha Counter look like?