Selecto Flash Safety

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Beichen Poque

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Jul 27, 2024, 4:01:22 PM7/27/24
to diasmoochitic

Guile is a all-around balanced character. He can pressure his enemies by shielding his advances with Sonic Booms and also use them as a barrier, together with his Flash Kick, to apply chip damage while holding a defensive position. However, he has been toned down quite a bit, compared to his CPS-1 versions. His Sonic Booms have projected vulnerable hitboxes, his main poke - the crouching Forward kick - has worse priority and he has lost his dangerous CPS-1 chains. Similarly to other characters, his aerial normal moves have worse priority.

selecto flash safety


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O.Guile has some benefits like the ability to do the back fist and the standing short while charging for Booms, his standing Roundhouse is a decent anti-air, plus most of his normals are more damaging, but all in all N.Guile is slightly better due to the cross-up and most of the normal moves he has gained.

Can be used in situations where standing jab would be good, such as anti airs vs boxer and gief, and to stuff headbutts and drills. Can also be used like shoto far stand strong to anti air in mirrors and stuff specific moves. But it cannot be rapid fired or cancelled, and 10 frame recovery is not desirable.

The main anti air to use when being jumped on and you aren't charged for a flash kick. This takes training to time: you want it to trade if the enemy attacks the right time. It can also be used as a feint, tricking the enemy into thinking you stood up and lost charge.

Quite good priority, useful for beating sliding attacks like vs Deejay, Blanka, and Sim. You can actually mash this while charging a fireball and not get bazooka knee. Start mashing in neutral, then while still mashing, hold back, as long as you don't stop rapid firing while standing, you won't get the knee.

Pretty much solely used as an anti air when the opponent is above you. Useful vs shotos to stuff jump fierce and other air normals. This has a lot of frame advantage, which allows you to link things like cr mp after it lands, and close fierce on some characters. Though this is not useful aside from styling when getting a KO.

Guile's main poke. It has a very good range, but poor priority. The key to using this attack well is not using it all the time, but positioning yourself so that it will hit or control space when the enemy is not throwing his pokes, which often beat Guile's.

Mediocre anti air kick, Guile usually always has better options. You cannot reliably do this while keeping fireball charge either since you get the upside down kick within this moves activation range if you are holding back or forward while pressing hk.

Tied with the second hit of sweep for the most ranged normal. Safe when it lands, and beats a handful of good attacks in some matchups. First 6 startup frames are also airborne, he's immune to ground throws/command grabs, and will air reset if hit during this part.

Used as an anti air at a certain range. The second active part of the move has very good range, which can be used to control space in specific situations, such as on the enemy's wake-up or after forcing him to block a Sonic Boom, with noticeable frame advantage.

Guile punches down while in the air. This move has short reach, but good priority. Great for stuffing sliding attacks, and a lot of moves in general, good defensive move. Good move to use against Honda, especially at the beginning of a round (will hit him out of HHS, Headbutt, Sumo Smash, and jump attack).

For what it's worth this move is nothing special. Pretty much exclusively used for safejumps, and it stays active the whole jump to make this easier. Never use this when jumping a fireball as Guile gets a bigger hurtbox during startup.

The same as diagonal jump roundhouse. Doubles as an air throw command like all other medium/heavy air normals. Both versions of jumping roundhouse are sometimes favoured over fierce since roundhouse does more dizzy, usually resulting in a dizzy combo ending in flash kick. Jumping roundhouse can hit the following characters standing if done quickly : Boxer, Sagat, Hawk, Gief, Claw, DJ.

A jump-in move with very good range, but poor priority. It is very useful to hit extended limbs due to long recovery projectiles such as Hadoukens or Tigers. It can also be used as a punishing tool while the enemy is in the air after Shoryukens, Condor Dives and jumps in general. If you get lucky or time it well and the enemy is close enough, it will become Guile's most damaging throw: the Flying Buster Drop a.k.a. the back-breaker.

Guile's patented backfist punch. Its awesome range makes this Guile's best punish normal move. It can used at anti air at certain ranges, but mostly to punish projectile recovery after you canceled the projectile itself with a Sonic Boom and the opponent is left open. This move has relatively low priority and can by punished if whiffed.

A great kick. It allows you to move forwards or backwards while attacking, and also goes above low hits like shoto's crouching kicks or Guile's cr.Forward. At certain ranges, it can be used as an anti air.

NOTE: You can kara cancel this move into flash kick for additional range!

Thats a trick Muteki uses, here is a example video. It indeed gives Flash kick a bit little more range, if hopping forward since it will push guile forward a bit, the timing is tricky though.

Guile performs an upside-down version of his crouching kick. This is a command normal, but it also demands you to be close enough to the opponent, so you can not take advantage of the reach. It is very good to trick the enemy into throwing a crouching move and punishing it by prediction, though.

Guile can throw using Strong and Fierce. If in air, he can throw with Forward and Roundhouse too. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds).

Guile's shoulder throw, leaves them further away than the dragon suplex, but if they tech the distance is not much. Useful if you want to throw them far away, especially vs old characters that cannot tech.

Grabs opponents slightly above airborne Guile. Useful vs buttslams, can be used a reactionary anti air in some matchups, the damage is pretty high, so if you get this on accident vs a walldive or something, it's often more than welcome.

Grabs opponents slightly below airborne Guile. Does insane damage when not teched. Basically this can kill if they have a little less than half life remaining. This move can be ok for punishing whiffed srks, flash kicks, up kicks from Chun etc. Though they can always tech, so only fully favoured if they are in range to be ko'd by this.

NOTE: On the last active frame, Guile has a hurtbox of the exact same size of the hitbox which is placed exactly at the same coordinates, so don't be fooled by its looks, the move has very poor priority on that exact moment.

Guile becomes invulnerable and does a relatively fast Flash Kick that hits up to three times if up close, then a longer recovery one that also hits up to three times. Similarly to an ordinary Flash Kick, Guile is left vulnerable during the recovery.

This is a risky move, in general. It must be done from point-blank range to get hits to connect. It juggles air opponents for 4 hits. It is also a good wake-up tool, but generally unsafe. If the enemy blocks the move and last flash kick does not connect from a distance, all characters will be able to punish Guile for free.

Guile has a considerably fast prejump. This is not bad as he has the "longest" real jump in the game, as he stays in the air for a while. Dhalsim has the actual longest jump, but he can use drills to get down quickly. In theory there might be times where characters with better throw range, or command grabs tick you, and you have no flash kick available. This could be an ok option to try if their timing is not on point, but since you have 2 frames of vulnerabilty, it's not reliable vs a good player.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

Guile needs just about a second (60 frames) to charge his moves. This allows him to keep a constant wave of Sonic Booms coming, controling the space in front of him, while leaving himself vulnerable for little time, as the Sonic Boom is the fastest recovery projectile move in the game. His long range pokes allow him to punish mistakes and apply pressure of he decides to follow the Sonic Booms.

Guile wants to force characters without a projectile to jump or otherwise use some longer recovery move to avoid his Sonic Booms, then punish accordingly. Against motion projectile characters, Guile wants to take advantage of his fast charge time to throw as many Booms as possible, forcing the motion character to either throw too many projectiles as a counter, leaving themselves vulnerable for prediction attacks such as a jump-in, or throwing a projectile too late, getting punished by the reviled backfist punch or the knee bazooka (in case of Sagat's Low Tigers).

Even though Guile's Sonic Boom recovers fast, it has been given vulnerable hitboxes in front of the move. Also, most often he will not have a charge ready for the Flash Kick if the enemy jumps as you throw one. Finally, some moves such as Ryu's Tatsu can punish Guile for using a Sonic Boom, if close enough or as a prediction. As a result, Guile must feint while throwing projectiles, tricking the enemy into jumping over no Sonic Booms (eating a Flash Kick) or staying on the ground, getting pushed by the wave of Sonic Booms while accepting chip damage. Guile can feint or disturb his enemy by throwing different fast pokes while crouching, such as Jabs and Shorts, and using a cr.Fierce punch, which makes it look like Guile is on neutral position, apparently losing his vertical charge.

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