horizontal range makes sense but vertical range??
Vertical range is useful because its hard to be on the same level as your op in the air. The classic air throw setup is for you to throw a boom, they jump over it and you jump up and air throw. In this example, they have been in the air longer than you. You are still rising up to their point so you have a gap in your vertical distance, this is what makes the backthrow so useful as it helps negate the vertical gap.
Vertical range also assists when the op is a high jumper (Dictator, Chun, et al).
OMG I’m an idiot. I never realized that before. I mean, I know about the different ranges (I’m the one that posted it), but it never clicked that maybe the increased vertical range would help against Chun players wall jumping out of the corner (walk back cr. fierce would probably work too, but that’s not as sexy as an air throw).
Don’t know if Gilley posted this here at any time, but certainly worth revisiting, regarding airthrows.
[media=youtube]tR53cbBRq9k&feature=channel_page"[/media]
s.hk(close) also kicks the shit out of Chun vs. her close/high jump-in attempts.
True story, I once finished off another Guile by airthrowing him out of his ultra…the very beginning of it. I think I got him on the frame immediately after he gets out of invincibility. I just jumped in and saw the ultra freeze screen and immediately started mashing my throw button as hard as I could.
Good times.
I really should do another airthrow video now that I have training mode. That first video was a bitch to put together.
lol that is tooooo good.
yeah this was a WTF moment for me too!!! beware blanka players; no more close random ultras
Ya, got an air-throw on an akuma today out of his shoryu. It was a standard I jumped the wrong fireball and should of got AA’d… but airthrew him out of the startup. Never did that before.
Awesome videos dagger. Blanka is still a bitch.
A nice Guile streak from the last Nagoya Street team tournament:
[media=youtube]XcTGoEu7th0&feature=channel[/media]
There’s an excited French speaker, nonetheless the guy is doing great against a variety of opponents.
Its Yoshi(w)o but I think his play is overshadowed by the French commentary.
That’s only because you can’t understand it
But when you do its really good.
Some more of my matches from the past. The quality isn’t the best unfortunately
Vs Abel
[media=youtube]7zQ5yWTpAMw[/media]
This was against my XBL contact who is normally very good with execution. I was actually lucky that his execution was off on some parts. Also I was very careless with my defensive work.
Vs Ryu
[media=youtube]l1tfx1GpZf8[/media]
[media=youtube]BpmLO9D9eDE[/media]
[media=youtube]jVx0alHzWvk[/media]
[media=youtube]VpJwgpX8LiM[/media]
Ate too many cross ups in these matches, which can cost me big. I’m sure you guys can provide an endless list deficiencies in my gameplay. I know one of them is eating multiple crossups and paying the price.
Vs Sagat
[media=youtube]9sRsbMEM4qU[/media]
The J MP really annoyed the crap out of me as it has a relatively long reach. I expected this G1 Sagat to zone more like the other ones, but I guess many of you will agree that he was at best average
game 1 Boxer (me of course) vs Chun li. …Game 2 - I was Guile and i got completely fucked up. I got my revenge in the Guile VS boxer matchup in game 3 which went down to the wire… but my camera ran out of battery and hence i didnt record this one
http://www.youtube.com/user/matto2008#play/uploads/8/Q7u0gLyhLsI
Still getting through them, but some observations:
- Not agro enough - you do a lot of pulling and not much pushing. What pushing you do do, you gain ground, but usually enough to put you in a poor footsie position.
- No footsies - Guile has very good footsie options against Ryu. Add in some c.mk action while advancing or stopping a Ryu trying to walk in on you. c.lk is a great option during Ryu’s more obvious long throw strings. The list goes on.
- Weakness at long range - Guile has great options for /living/ at long range and you should get that down as much as footsies. Aim for being so comfortable at full range, that you don’t mind full range for the entire match. Ryu has good options, sure, but Guile can match him and be very slippery.
Thankfully, the Dagger_G matches in the most recent HI tournament have a few projectile matches and Dagger_G’s footsies are solid. Review the matches and pay close attention to those two aspects - observe which normals apply pressure to Ryu when he’s attacking and retreating. Notice the style Dagger_G employs at full range - how he breaks Ryu’s zoning traps by being very slippery and forces errors into his op’s game.
Edit:
The third match started well, but every time you got into a strong position, you waited, punished if applicable, and then jumped out. That range you were in at the times I saw that happen is Guile’s Golden Range IMO. b.hp and c.mk are in range; c.mp can stuff some things; b.lk and f.mk are appealing. Also, at full range you never neutral jump - it’s gold; sorta says “come get me, chump”.
Edit:
Fourth match - wtf are you doing letting any Ryu jump in on you like that?
lk.fk, c.hp, s.mk, c.mp, early and neutral air-throw were all missing from the first round and that Ryu put himself in perfect ranges for those answers quite a lot. In seriousness, other than the cross-ups (which only happened because you let him jump around like a tweaker), that Ryu wouldn’t have even traded with me in the air - it would have been clean gtfos all day.
Edit:
In general, your mid-range game is a good foundation to work from with an eye to improve your short-range and long-range strategies. You need to work on your AA and air game also; quite a sum of damage was taken from you during those periods. Don’t get flustered by a Ryu that keeps trying to cross you up with strings in the ground phases, just neutral jump and air-throw or see if you can slip a c.lk into his block-strings.
Throw the odd FA out to remind him that you have options and it’ll make them think about sticking singles out for pressure - even if you don’t get a crumple hit; just dash out and block until the grey is gone. Any time you land a c.lp or c.lk during Ryu’s block-strings is your chance to start pushing by using a sb (also a great footsie tool) string or a b.hp string. You can dash in after these for 50/50 mix-up potential, or stay just outside c.mk and look for other openings.
After any throw, you should be applying pressure.
After the collar-throw:
- two dashes will get you next to your op’s sprite before they get up - either dash out and look to punish or dash in and throw if it’s safe.
- one dash-in puts you at cross-up range - use this early to test your op’s method of dealing with cross-ups and adjust your style to suit.
Post back-breaker:
- dash-in throw (or neutral jump for head-games).
- walk up throw.
- walk up (just outside throw range), crouch, wait for throw whiff, punish (or c.lk throw).
- cross-up if you think you can get away with it.
- wait and see.
I think Guile’s throws have been very well designed to suit his footsie and air game - use throws all the fucken time, bro.
It pays to remind yourself of Ryu’s design when playing him:
- Devastating combo finshers - don’t let him combo you; keep it about normals.
- Rock solid arc of defence and attack at super-close range - let him have it; you can’t compete.
- Strong footsies at mid-close-range - Guile is very strong at this range, learn it.
- Limited options for safely jumping into Guile - you might not believe it, but Guile has tools for most Ryu jump-ins if you’re setting the spacing; focus on setting the spacing (s.mk is a great way to play with forcing Ryu to jump at its perfect range).
There’s a lot more to him than that, but I cbf
Lemme know if you’re going to be at the arcade one Friday night, and I’ll come in on the way home.
This video is SILLY!
2:00
La-ta-ta-ta-ta-ta-ta-ta-ta-wooo-shaaa! L’ultra de target combo!
Here’s some videos from a SF4 session my friends and I had the other day. Not my best playing ever, but good enough. My execution was pretty on, but I kept falling for some gimmicks (especially Chun gimmicks).
vs. Chun
[media=youtube]Aixui1PMIyw&feature=channel_page[/media]
[media=youtube]TNgKWQqR7xY&feature=channel_page[/media]
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vs. Viper
[media=youtube]PzH9NFJ2TL4&feature=channel_page[/media]
[media=youtube]QU2xUgF37No&feature=channel_page[/media]
[media=youtube]LSCuZYHApss&feature=channel_page[/media]
[media=youtube]jD167Vl7ojo&feature=channel_page[/media]
vs. Ken
[media=youtube]X9Bi4-IdtvU&feature=channel_page[/media] (See the end of the first round: Focus to Ultra NEEDS to do more damage. That barely did 20%)
vs. Gief
[media=youtube]uyxfBrCgGjs&feature=channel_page[/media]
[media=youtube]9mrSttioGBM&feature=channel_page[/media]
Yeah after reviewing these matches, there were a lot of things that I should have been doing like using the C LK and C MK more. At the time, I felt paranoid about Ryu’s C MK beating me the the punch.
Another good point you made is the S MK, which I tended to place on the shelf but it is good if ryu’s jump in is on an angle where the C HP won’t get him. I seen soon footage where Dagger used it to great effect.
Another thing I haven’t quite got right is EX flash kicking through fireballs , Yoshiwo can do this which a high level of consistency.
My overall game I think has come a long way since the beginning of the year, but I now realise that it is not quite up to the level as it should be:smile:
Yeah but it’s a lot easier to do when you’re not playing online.
Anyone have any advice/things to work on? Some stuff I definitely noticed is my friends are giving me too many free jump ins, which are probably creating bad habits for me. I also use sweep a little too much, but when I meet people who can punish accordingly, believe that I know not to sweep anymore. My execution is all over the place in those videos too. Some matches I’m hitting the cross up combo like 3 or 4 times in one game, other matches I mess up jump in HK to FK.
Really though, I’m hoping to improve my zoning, so any tips on that would be great. Even if you consider yourself to be a weak Guile player, your outside the box view could see things that I don’t, so go all out. Don’t worry, I got tough skin.