How do I execute Guile's Flash Kick -> Focus Attack Dash Cancel -> Sonic Hurricane (Ultra 2)?
I'm having some trouble performing Guile's Flash Kick -> FADC -> Sonic Hurricane consistently.
I've read a number of different methods for doing so, all of which claim to be the easiest way to do it, but I still don't feel like I really grasp what I'm doing wrong. I've also watched a variety of YouTube videos about it, but none of them have really helped; the hands videos that I've seen are hard to see and the no-hands videos don't really tell me anything except "do it quickly," which I'm already doing.
I can do dash-ultra pretty easily so I understand the concept, but every time I do the Flash Kick -> FADC combo the Sonic Hurricane either doesn't come out, or I run under the opponent as they're falling, and the ultra whiffs on the wrong side.
Does anybody have any clear, thorough instructions for the easiest way to get this to land consistently on any part of the screen?
Responses (1 total)
First, if you are running under the opponent while you FADC out of the Flash Kick, then that means you are submitting too many forward inputs and causing a second dash to come out. The remedy in this case is to slow down. I know it's easier said than done, but many people (myself included) tend to spam the dash part of the FADC as they begin to incorporate it into their game.
The best video (and you might have seen this already) that I have seen that shows how to FADC the Flash Kick into the Sonic Hurricane (Ultra 2) is this one:
The initial Focus Attack and the HK isn't important here. The move can be done after any Flash Kick.
The key is in the inputs (which are displayed in the video). The motion for the Dash Cancel is slid in between the motion for the Ultra 2 (Sonic Hurricane).
The breakdown is as follows (some inputs from the video are dropped, as they are extraneous):
| Input | Comments |
| The initial charge down and back. It starts the charge for both the Flash Kick and the Ultra 2 (Sonic Hurricane) | |
| Execution of the Flash Kick. That this is done with the stick still in the back position, retaining the charge that is needed for the Ultra 2 (Sonic Hurricane) | |
| The Focus Attack which cancels the Flash Kick. Guile is still retaining charge here for the Ultra 2 (Sonic Hurricane) | |
| The Dash Cancel. Because of the lax input buffer, this performs the Dash Cancel of the Flash Kick and also satisfies the requirements for the first part of the Ultra 2 (Sonic Hurricane), which is back -> forward | |
| Satsfies the second half of the joystick movements for the Ultra 2 (Sonic Hurricane) which is the second back -> forward and the three punch buttons. |
What brings this all together is the fourth item in the sequence; without the input buffer being able to register the Dash Cancel, and still "remember" the back movement which starts the Ultra 2 (Sonic Hurricane), this combo wouldn't be possible.
One can also take advantage of Super Street Fighter 4's lax input buffer in the execution for Guile's Super combo or Ultra Combo 1, as pointed out in Episode 9 of Cross Counter:
Focus Attack
Instead of letting the focus attack complete (as in the first case), Biggavellii simply cancels the Focus Attack with a dash after taking advantage of the armor-absorbing properties of the Focus Attack. The only difference is in when they dash, they still both acquire charge during the Focus Attack, and then dash.
Final Move in Sequence
Instead of using F + 3P to perform the Sonic Hurricane, one can use UF + 2K or UF + 3K for the Super or Ultra 1 Combo respectively (note, you have to ride the gate along the bottom to perform the Super or Ultra 1 Combo).
