Using it as an anti-air requires careful timing, however, so practice this if you want to use this Ultra reliably in that capacity. This Ultra can also be used as a punish or as an anti-air. You can combo after a Level 3 Focus Attack or you can combo from his Super. The Flash Explosion is one of the more difficult Ultras to combo into, but it can be done. This tutorial was created for SF4 but is applicable to Super.ĬHARGE DOWNBACK, DOWNFORWARD, DOWNBACK, UP-FORWARD + THREE KICKS
#Super street fighter 2 moves how to
SF4 Guile FADC (dash) into Super/Ultra Tutorial by SonicFlash122 : This is a video that shows you how to do exactly as the title says, with a few practical applications for doing it. The Light Kick or Medium Kick versions are best if this Super is used in a combo. The Light Kick version having the shortest range while the Hard Kick version has the greatest. Like the Flash Kick, this Super's horizontal and vertical distance is determined by the strength of the kick button used. You can also combo from the Double Flash Kick into the Flash Explosion Ultra 1 for more damage.Īlthough Guile's EX moves are useful, there are times when his Super will come in handy to finish off the opponent or to make a comeback.
Its great range make it useful as a punish if your opponent throws out something unsafe.ĬHARGE DOWNBACK, DOWN-FORWARD, DOWNBACK, UP-FORWARD + KICKĬan be canceled from Flash Kick. The Hard Kick Flash Kick trades easily when used as an anti-air, although that can be useful for setting up a juggle. The EX Flash Kick is the best version to use as an anti-air, but if you don't want to use EX meter the Light Kick version is the second best option as it has the most invincibility of the regular versions. Take care when using this move, as it takes a long time to recover if you miss or it is blocked and Guile can be punished easily while doing so. The EX Flash Kick hits twice and has more frames of invincibility than the other versions and does more damage and stun. The Light Kick version does the least amount of damage and travels the shortest distance. The strength of the kick button used determines the vertical and horizontal distance of the Flash Kick as well as its damage. 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. Guile's Flash Kick is another zoning tool at his disposal. It is a method to get faster Sonic Booms, and with Guile's Sonic Boom getting even better in Super this method can make him really dangerous in a projectile war. Sonic Boom Pre-Charging Tutorial by gilleybaba: This is a video made for Street Fighter 4 but still holds true for Super. The EX version of the Sonic Boom consists of a two-hit projectile.Ī Sonic Boom is an excellent option to finish up a block string as the recovery time is quick and it will push the opponent closer to the range you want them. The Light Punch Sonic Boom is slow enough that Guile can follow behind it and then attack the opponent while they are trying to block the Sonic Boom. The Light Punch version travels the slowest and the Hard Punch the fastest. The punch button used determines the speed of the Sonic Boom. The Sonic Boom can also be used as part of combos and as a general pressure tool at close to mid range, due to its fast recovery. Even if your opponent gets close, the Sonic Boom recovers so fast that it isn't as unsafe as other projectiles in the game. Mix up the speeds to keep your opponent guessing.
This move's main use is for zoning purposes, as Guile is a zoning character. They reduced the charge time required greatly, which makes this move one of the better projectiles in the game.
#Super street fighter 2 moves upgrade
Guile's Sonic Boom got a huge upgrade in Super Street Fighter 4.