I can see that I'm doing the correct input, but sometimes he'll even do a Shoryuken instead, which is a totally different command input. Two things are critical to the success of your Flash Kick: distance and time. charge downback, up-forward kick, back, forward punch. Flash Explosion - Does good damage if you can manage to connect it. After becoming familiar with the correct distance to avoid cross-up, always command the Flash Kick in the last moment that you can apply. Double Flash Kick - Does solid damage and is fairly easy to combo into once you learn to buffer the input from a Flash Kick. As a pad-Guile main: It's really actually about the speed you input the directions. On the other hand, using the Stick to input the command works almost 100% of the time, but I rarely use it because I often find myself jumping when I didn't want to. Should i be using the medium version? How do I stop getting my flash kick countered as Guile?
ca input min p max p max b max f max f; 40f: back: frame 1-12: fwd: frame 1: frame 1: frame 1: frame 1-12: frame 1-12: frame 1-12: back: frame 2: frame 2: frame 2-13: frame 13: frame 13-15 If you fire the command of the Flash Kick too late, you will take the blow in the face in full. If it is closer, use the crouching strong punch. But yeah, not until SFIV when he did say it in-game, as you mentioned.
The strength of the kick button used determines the vertical and horizontal distance of the Flash Kick as well as its damage. If you do it like a Back (charge) F,B,F, it may misread the last direction as a jump. Please help can anyone provide me advice, tips and input information to execute this combos properly. MK flash kick has a 5f startup and is invincible to airborne attacks from frames 1-8. 3 years ago.
Usually heavies have projectile invincibility. For example, you can make a quick creep and induce your opponent to jump fast. Flash Kick -> FADC to ultra 1.
© Valve Corporation. Pretty sure it's always been Somersault in Japan but Flash Kick in English. If it is a little far, use the standing medium kick. It's a pain to do sometimes, and online lag is definitely not any help. One of the biggest mistakes of Guile's players is spamming Sonic Boom. What Guile lacks in special move variety, he makes up for in normal move variety. SF4's English dub is the first time Guile actually said "Flash Kick" ingame. You're browsing the GameFAQs Message Boards as a guest. Actually, if more specific, the SF Cartoon had him say "Flash Kick" too. a lot of the times when people jump in on me my flash kick gets cancelled and I end up getting hit, how do I get this to stop happening? All rights reserved. I think the game might be a little buggy when you use the D-Pad instead of the Sticks.
It can be used as a zoning anti-air (controls the space in front and above him), can be used to end combos, and can be used as a punish. At the threshold, you will hit a Flash Kick right in the middle of your opponent.Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts.
L Flash Kick to Ultra 1 (flash Explosion) 2.
Train well this time, as it will allow you to hit many Flash Kicks engaging the opponent and enabling a good mind game. Guile's Flash Kick is another zoning tool at his disposal. 1.
For whatever that's supposed to be worth in this game. Guile's EX Sonic Boom is good enough that you may never see meter for the super, but if you can do without those super projectiles it's worth going for the super combo. ( super combo ) charge + KKK. The distance has to be mid-range, but to the point of not allowing the cross up of your opponent and escape from the initial frames of Flash Kick. all ive been using is heavy Guile learned to fight from his best friend Charlie Nash, who taught him moves such as the Flash Kick and the Sonic Boom. All trademarks are property of their respective owners in the US and other countries.
Also, try to make sure you press the 3-kicks simultaneously at the last direction (sounds obvious, but just to make sure). Time it better. guile_v-trigger_sonic_boom.jpg. Even when doing simple moves, like Ryu's Ultra Combos, the game sometimes won't accept it. An Old Dog’s New Tricks. Setting this time is very difficult and I confess that you will have to play many matches until you get used to this time. His Flash Kick isn’t invincible anymore, but its range is so great it doesn’t have to be. If you can not use the Flash Kick due to lack of charge, as anti air option you have the crouching strong punch and the standing medium kick. He has a whopping seven command normals, far more than most other characters.