just tested out this auto combo stuff. guile’s one is absolutely shitty. it takes two bars and does like 188 hp.
is anyone else getting totally bodied in Gief matches? I had no problem with Gief in SSFIV, but now he can roll towards me on wake-up after landing on a boom and say FUCK YO ZONING…
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just remember his spd is the worst it’s ever been. you only need to worry about people mashing the ex ones.
ok this one is for people who are maining **ken/guile - **if you do j.hk, cr.hp, hk tatsu with ken, immediately tag in guile and charge from ex boom to sonic hurricane. it does 511 damage. the window to do it seems extremely tight though. i hit it once in quite a few attempts.
cross rush, switch cancel on launcher, air throwist just win. so mad stylish. cost a bar, does not make sense, but hell. I need to finish a match with that.
btw anti air reverse spin kick puts the opponent in float without counter hit.
Guile’s air throw for S-tier.
Go air to air more and put them in a float state then follow up with a cr.mp flaskick or tag in your partner to extend combos. Rufus does give Guile issues thia game. He’s easier to deal with her than any other game. You just have to be mobile andnbe diverse in your anti airs, and to air to air with him sometimes too. Back sabat works even better in this game, and don’t be afraid to pressure Rufus. In Sfiv due to focus attack people forgot how good Guiles buttons can be. Guile can play his traditional turtle lockdown game now instead of let me pray I survive for 99 seconds he played in sfiv. Don’t forget to alpha counter, the shit is godlike.
Especially against Rolento
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Whats his Alpha counter?
EX-Flash Kick?
Yeah its ex flash kick. you don’t need a charge to do it either. really good
Are you sure? I think I’m getting the fmk, c.mpx2 flashkick tag in combo to work anywhere. I sometimes drop it, but I think it’s just me screwing up.
human error. it works anywhere off launchers
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I’m having a lot of trouble with certain characters crossing me up over and over. Like Paul for example. If he does a couple jabs, and then goes for a crossup, I can’t anti air him remotely consistently. In Sf4 I would use air throw, but since air throw was basically removed from the game this time, I’ve got nothing in this situation. Only thing that kind of works is jumping towards if I see him go for it, just to try to escape. I often get hit though anyway.
I’ve been using bazooka knee followed by a backwards sobat in situations like that and its worked alright for me so far in terms of escaping crossup pressure. though rare, sometimes they tag my sobat. or you can try jump back fierce…
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my answer was dedicated to “anyone got a more damaging one?” => "only in the corner."
f.mk, c.mp, c.mp is perfectly doabale midscreen.
paul has one of the worst a2a game in existence. abuse that.
ok, i’ve just realised that zangief is a fucking joke in this game.
his defensive options work better than guile. you can’t jump at him because lariat is a great aa, or he can use his charge cancel armour move. however, he can jump at you since df/hk, bk,mp and back fist are gimped, so you’re left to use st.mk and cr.hp. he can empty jump spd guile’s cr.hp, whereas st.mk seems to trading a lot. meeting him air to air might be how to do it in this game. but if he doesn’t jump, it’s a free lariat.
in the footsie area where you’re looking to setup chain combos, gief has a far longer reach. guile can’t seem to punish his medium chain on block, it seems to push guile out of range to reverse chain combo him. and if you sit there, he can just make you block the light, medium, then either try to frame trap you with another one, or slight walk forward, spd. so you’re left with no option to back yourself into the corner, or just waste your meter on a flash kick tag cancel (which he can punish).
spd range is way too big imo…in a game where he can get in for free, it shouldn’t be that good…5 frames startup or not. also rolling is massively in his favour. when you try to roll out, the majority of the time he’s still in range to tick spd you. oh yea i forgot to mention how he can just negate zoning by rolling forward. again, he can wake up spd if you’re grounded, wake up lariat if you’re jumping, so if you do anything other than back off, you’re probably going to regret it. i was trying to meet him on the roll and meaty crouching medium punch him, but that is kinda totally playing into geifs hands.
then there’s his super, which only costs two bars and does retarded amounts of damage. his normal and ex green hand seems safe on block and he can combo after it.
yea, i was actually really enjoying this game until i realised how stupid he was.
I’m curious to know how are your footsies. Sounds like they may be lacking, no offense. Rolling forward? Just jump back heavy kick. guile get an easy 500 on a jump back combo which is signficant to anyone including Gief. Green hand is safe on block but slower and lost its invincibility. Only good for whiff punishing. Projectile alone has never kept out. Projectiles along with footsies kept Gief out.
I had so much trouble against Gief last night that I had to change my anchor to Akuma and lame the dude out. His other character was Marduk who isn’t too hard to zone out with Guile.
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you do realise rolls don’t have any recovery, don’t you? you make it sound like it’s a free combo, lol. if they had some recovery for certain characters, then perhaps that would be a way to make them fairer.
my footsies are fine thanks branh. the gief i played was very high level, as i used to play him in sf4 too. i think instead perhaps you haven’t played a gief of his level in this game yet.
and as for green hand, well sonic boom now has more recovery, so it’s safe on block **and **even better than it was in sf4.
yea i have played against a lot of hugo’s and marduck’s too. gief is way worse for guile i think.
That there player not the matchup. And rolling is not a free in, if they keep rolling you get a free combo if they press a button (and they.often do). Green hand is safe on block but he can be hit out of it easier. It’s only projectile invicible not invincible to pokes. Air to air versus Gief works good if you get a good read. He’s really no harder here, just the mechanic seem to throwing people off. And as far as sonic boom recovery goes l I think its fine because Guile pokes have gotten way better. Is rather have a buffed up st.hp, st.hk, and cr.mk than a few less recovery frames on booms. Outside of projectile fights I rarely threw booms at mid range in sfiv and have less reason to do it now. Now I can slap Gief around with my pokes which are better at keeping him out than booms.
In either case if Gief is eating you up with rolls then you aren’t thinking about where he lands when you zone him. I guess in sfiv you never had to worry about it. If you played zoning teams in Marvel then you are use to centering your zoning around roll recovery.