Gen
Current Tier List Match Rating:
Can Punish Horizontal Ball with:
Recommended Ultra to use:
General Strategy:
Useful OS’s:
Notes:
Player Notes about the match:
Videos:
Gouken
Current Tier List Match Rating: 6-4
Can Punish Horizontal Ball with:
Recommended Ultra to use:
General Strategy:
Useful OS’s:
Notes:
The backthrow unblockable works on Gouken, and j.mk, st.mp, st.lp xx hp elec works on either side
Player Notes about the match:
Videos:
Guile
Current Tier List Match Rating: 5/5
Can Punish Horizontal Ball with: EX Sonic Boom(can be safeballed)
Recommended Ultra to use: U1
General Strategy:
Your primary goal in this matchup is to score a knockdown, and keep Guile flustered with ambiguous crossups due to his poor wakeup defense against them due to his flash kicks going in the wrong direction. Alternatively you can try to push him to the corner and work your pressure from there, this is harder though because he’s going to be trying to push you to the opposite corner.
For the most part midscreen Guile is going to throw a (jab)sonic boom, then do something after it. If he’s trying to corner you he might walk forward or whiff one of his forward moving normals. Strange as it sounds this is what you want Guile to do, Blanka has a fast array of options to counter this strategy and most Guile players are very predictable. Firstly, walk forward -> df.hp under a sonic boom accomplishes multiple goals. It gets Guile off of his feet, does some damage, and most importantly gives him incentive to not throw sonic booms at mid screen. Secondly you can attempt to focus and walk forward and block booms. Focusing is somewhat risky close to Guile because CH st.hp/f.hp hurts, but from a bit farther it is an option. Walking in and blocking pushes Guile to the corner, and most importantly it makes him impatient, which can give you an opportunity for an easy knockdown.
Once you’ve worked your way in do not combo into ball unless you are canceling to super, are going to FADC it, or it will kill Guile. You lose too much offensive momentum to combo into ball. Combo into elec, st.hk, U1, or even hop before you combo into ball. If you combo into ball you have to work your way back in, and that is no good. B.throw is amazing vs. Guile not only because of your ability to unblockable him, but j.mk, st.mp, st.lp xx elec combos from both sides allowing a maximum damage option without having to confirm which side you are on.
Useful OS’s: b.throw, dash, high j.mk[os dash/hop the opposite way you jumped, it’ll be a f.dash/hop after you finish], b.throw - This OS allows you to catch Guile trying to escape from the unblockable with another b.throw for his trouble
b.throw, dash, low j.mk[os df.hp] - generic slide OS for the Guiles who like to backdash vs. your unblockable attempts. You do the j.mk lower to air reset flashkick and get more frame advantage.
Notes:
Guile can be unblockabled midscreen, so if you throw him, make sure to use b.throw. Free damage!
Fullscreen you can use coward’s crouch xx lp elec to make guile impatient and build some meter. Chill out here if you are ahead and have some meter, not a lot Guile can do to get in other than lp sonic boom and walk behind it.
Player Notes about the match:
Videos: