Snooper thought it was 5-5 with Bison but i'm not convinced of that. I think its 6-4 Cammy. On the Geif front, its reversed...6-4 Geif. All about the matchups
I tend to use Flash-FADC-backdash as a defense mechanism to escape wake-up pressure/mix-ups, much like Ryu's SRK-FADC-backdash.
Guile Stuff.... I don't know if any of these things are common knowledge, I've just never seen people do them. For one, you can cancel Guile's Standing Punch into Flash Kick, giving you a standing FK. You have to do it the regular way though, you can't just do D+SP. If you time the U+K JUST after the St.P hits, it'll combo. One of my favorite combos from the Guile Guide I'm working on: #2: Flying Fierce Punch >Standing Strong Punch XX Flash Kick (308/460) [340/500]- This one requires charging the Flash Kick while jumping in with the Fierce Punch. There also needs to be a slight pause between the Fierce and Strong punches to allow for Guile to stand up. In order to make the cancel from Strong Punch to Flash Kick work, you need to let go of your D charge for a second, hit P, then as soon as the Strong Punch hits, press U+K. Using an EX Flash Kick can be a good way to end the round if you can spare the meter. Another thing is Sonic Boom Unblockable Juggles. Also from my guide: 5. Sonic Boom Unblockable Juggles Guile has the distinction of being the only character in Street Fighter 4 Volt who can juggle attacks using his Sonic Booms. What does this mean? This means that, should you hit an aerial opponent at the right time with a Sonic Boom, you can combo into a guaranteed second hit that they cant do a thing about because theyre in the air! These combos are well used as setups to get an opponent in the corner, or just to keep a little distance between you and an aggressive attacker. So whens the right time to hit them with the Sonic Boom? They need to be coming down from a jump, they can even be attacking. You hit them with the Boom and theyll fly back, but not far enough that you cant sneak in one more hit. The one proviso is that it HAS TO BE A REGULAR BOOM! An EX Sonic Boom wont work. #1: SB>F+P (175/250) This one is my favorite of the three juggle combos because it knocks your opponent back (but not down!) and sets them up for another of Guiles long range pokes (standing kick works well!) This one also has the greatest margin of error as far as timing between the Boom and the Backfist because Backfist has excellent range. #2: SB>F+K (185/250) In addition to being the most damaging of these combos, this one also nets you a knockdown with very little effort! Win win! The timing of this one is a little more specific than the previous combo, but this one is still extremely useful! #3: SB>EX SB (165/150) The main purpose of this one is for style. It yields the least amount of damage/stun though it does knock them down.
I did! Thank you sir! I can see the benefit of it if they block your Flash Kick, but if you get the hit, why FADC in the first place, unless to end the round?
Anytime sir! I've found that I almost have more fun sitting in Training Mode and figuring things out than I do banging my head against the wall playing Ranked or randoms.
It's a blind/precautionary FADC, if you're not sure whether your Flash Kick hit or was blocked. Strictly situational for wake-up mix-ups when you need to guess between grab/command grab/SRK/overhead/lowhit/nothing.
The standing punch -> Flash Kick is a good combo, but in online matches can be kinda hard to execute due the lag or delay. It is a fancy combo too, I love to do it on survival. I feel tricky to catch some characters with the Sonic Boom in the air. Abel is the best example of this. Still, most Guiles do that when they have the chance. About the Sonic Boom -> Backfist, I don't remember what happen if you land the Sonic Boom into a certain crouching opponents and then you do the backfist. I remember that with Honda if he blocks the Sonic Boom, the backfist won't touch him. Will this happen if I land the Sonic Boom?
Is Jumping Punch, down-forward Punch > Super making it into your guide? We had 2-3 pages of Guile chatter about 10 pages back.
I didn't notice a ton of lag and usually my Sim is horrible in lag. But my memory could be off. I do remember that the first round you played exactly like I hoped from a Sim perspective. The second and third you adapted very well and I didn't have an answer. I wouldn't call it turtling, but you blocked everything I threw at you. My only option was to get in close and do my best to predict how you'd respond (e.g., uppercut, low kick, knee, throw, etc.). That didn't work out too well for me. Haha. But at least I kept it close.
Fun Fact: When you do an attack late enough after a Focus Attack, the character takes the damage and does a little flip through the air, right? Well, with Yun, if he goes into Genei Jin... here's an example. It doesn't really matter, but it's just a fun little thing. Focus Crumple - Genei Jin - Cr. LK/Cr. MP/Cr. HP - Zesshou Hohou - Senpukyaku - Kobokushi - etc.
Another fun fact: The first two hits of Yun's Zesshou Hohou while in Genei Jin have 2% more damage when the scaling starts taking effect.
Also: You can get 315 damage from a 3 hit SB>sweep, where both hits from the sweep land. Edit: It requires blowing some meter though..
Some more random combos: Yun: Cr. LK x2 - St. LP - Sweep (120 Damage - 210 Stun) Corner only: Yun: Cl. St. MK - EX Nishokyaku - Zesshou Hohou (316 Damage - 400 Stun) Dee Jay: Focus Attack Lvl 3 x2 - EX Jackknife Maximum (358 Damage - 448 Stun) Counter hit: Yun: Senpukyaku - Cr. MP - Nishokyaku (267 Damage - 385 Stun)
I'm awesome that way. Yun is just so fun, and he fits my playing style perfectly... And I wish that Yun could do a Lvl 2 Focus Attack off of Tetsuzanko. It would really help with his combos. Another fun (and useful) fact: You Hou does 89 damage if all hits connect on block.