How would you Kara an st.MP? You can flashkick before the st.MP come out or what? It’s amazing I’ve never heard of this before. I guess you would standup and then piano st.mp~up lk really fast right?
Bang on. You don’t get much (about 2 units) - I’d say it’s about the same as kara FA.
dagger G is referring to ST
Sagat’s kara TK has mad horizontal range :crybaby:
I still don’t know why Guile’s FK does only 1/2 damage when done early vs late.
Maybe FK was supposed to a 2 hitter & EX FK was supposed to do something else, but they ran out of time.
I’m pretty sure he’s not, since you can’t do kara flashkicks in ST.
Syngin, is there anyway to Kara FA with Guile? I know it’s not entirely useful, but perhaps it could have it’s uses in some situations.
Anyone wanna explain how to kara FK? I didn’t know you could do that. :amazed:
Really? Not from what I’ve experienced in my matches. I’ve poked people to death (literally) with his c.mk. Definitely one of my staple pokes, I’ve had great results with it. I usually use c.mp to c.mk. You can almost sense the frustration of other players whose pokes and/or sweeps keep getting beat out by c.mk.
Sweep? People still sweep? 0.o?!
Well, no. No-one any good that is. I should clarify: nub/scrubs whose pokes/sweeps keep getting beat out by c.mk. (I play a lot of really bad players because I’m fairly low-tier myself) :wgrin:
I frequently get c.mk’s stuffed by sweeps and other things. I have a feeling it’s just me though, as almost everything I do seems to get stuffed:
Anti-air light flash kicks.
my ultra (used it on reaction to a point blank hadouken, for a moment I was really proud of myself for the reaction time and execution of it, until the hadouken ticked the back of my head after the first kick and I died).
I’ve lately seen crouching fierce getting stuffed by jump-in’s (they were going to land on my fist, but the kick beat it out completely).
Ultimately, my Guile game is bad because I’m bad, while I can perform many of his one-frame links relatively often, I never think to actually employ them except the occasional s.lp>s.lp>s.fp. I fight other guiles around my GP and they, almost universally, throw jab booms and follow them, and set up block strings like c.lp>c.lp>c.mp>sb>f+fp. And it’s frustrating because I know I can do that, I spend a lot of time in the training room working on those links, but I never actually employ them since I find myself more caught up in attempting to predict what they’ll do.
And while this works for me to some extent, and when I really wrap my head around my opponent they take it hard, I know that if I DID think to apply corner pressure to people by throwing jab booms and continually applying pressure, I never seem to do or try it, I sit at about s.rh range and wait, just to see what they’ll do instead of maybe trying to force them to make bad decisions and pumping out a lot of chip damage.
Guiles normals are horrible in SF4. They are slow with horrible reach. Thats one thing that Guile/Charlie always had going for them. They might only have 2 moves but their normals were always very good.
I project justice for Guile in the nearby future.
Ah, I see. One thing I should note is that I don’t usually throw out c.mk all by its lonesome, it’s usually a follow up poke to c.mp for pressure. Often times my poke strings will be something like:
c.lp, c.lp, c.mp, SB or
c.lp, c.mp, c.mk, either SB to continue pressure or FK if I see a jump-in
True for the most part, but Guile still has some really, really nice normals, like his standing fierce, forward+fierce, crouching fierce… hell, all his fierce variants.
The truth is, these alone can carry you through alot of troubles. Guile can put some serious pressure on you with sonic boom + standing fierce, and getting tagged by these really hurt. Guile has above average damage on his normals for a reason.
Some of his normals are horrible. But why use them? Just use his awesome ones. Just look at Yoshio. I’m sure you’re aware of him, and he’s done really well for himself.
Standing fierce punch is one Guile’s moves that I almost never used in SF2 that I use extensively in SF4. I’m not sure how much they’ve changed that move but I’ve found it very useful in SF4. S.FP beats out a lot of Balrog’s moves, a character I usually have trouble with but I’ve started doing a lot better against since I started using S.FP against him for pokes and after blocked specials.
I miss a working Backfist, s.HK, upside down kick and s.MK.
Guile is a shadow of his former self.
Been practicing a bit of guile’s Kara flash kick, you definitely get about another foot of range out of it. Surprisingly easy to do as well. Been trying to get it to work as a kara throw but it’s too awkward to try and perform on a pad. Sigh Can’t wait for my stick…
Are we going to list Guile’s faults again?! I got my list for each move ready!
Guile’s got incredible normals in this game; they’re just really specific now. Check out this list of AA normals:
- b.mp(far)
- c.mp
- b.hp(far)
- c.hp
- b.lk
- s.mk(far)
- s.mk(close)
- b.hk(far) - yes. this works as AA in at least one niche scenario.
- s.hk(close)
I use these moves as AA regularly - admittedly, a few more than others, but still, it pays to know what’s what.
Don’t get me started on his jumping normals: 10 kilos of awesome in a 5 kilo bag.
@Branh: I only found out about kara FA from another thread the other day. Just do mp~mk.
Haha.
Sorry dude, but I gotta throw the bullshit flag that you ever AA’d someone with close s.hk. That’s just silly!
I’m really not sure that fiddling with kara’s for extra flashkick or FA range is really worth it… that s.mp doesn’t give that much range to a throw so I can’t see how it’d be useful for anything else. The extra range is there, but it’s only about the range of half the knockback of a s.lp.