Bad habits Guile players are guilty of

It works well when you’re cornering. That’s probably the only time I would use it.

<- -> K

fucks me up

Bad habits…

Habitually using a flash kick in certain situations. You know what I mean. Anytime someone gets close… flash kick! There’s way too much guessing happening when using that move.

Jumping in like a crackhead. Way too many Guiles love to jump in over and over. And they get punished for it.

Not being unpredictable. More accurately… being too predictable. Mix it up. Use dash, pokes, booms, and throws. Stop the sonic boom, jumping hk followed by crouching hk. Jesus!

Finally. One of any character’s strengths – but especially for Guile IMO – is to fake people out. Put yourself in special attack range of folks. Tempt them to make you eat it. Move and stop. Move and stop. Make opponents wiff attacks and punish them with basic combos / throws. This works better offline, but still has its place in decent connection online matches.

Lag playing online can really mess with this timing. Offline I can do it perfectly. Online, it’s pretty dodgy. I usually end up trading with the second part of his sweep. So, online, I try not to counter the sweep unless it’s a great connection.

Here’s a word of advice. Try playing some matches without ever using your crouching hk. Force yourself to use crouching mk or crouching lp or crouching mp or forward mp instead of the sweep.

Here are a few for me off the top of my head.

  • Not mixing things up enough and thus becoming predictable

  • Abusing c.rh (working on this though and as a result things have been going smoother)

  • Throwing booms at opponents as they are waking up when they have ultra (I always neglect that damn ultra meter)

  • Screwing up block on cross-ups

  • Failing to tech throws (This is an issue online)

wakeup flash kick
wake up super
wakeup ultra

yeah i need to get more sleep. that said i stopped being able to do the motion for the super (don’t know what happened, i just stopped being able to do it on command) and so i can’t get it out when i feel i really want it

I am guilty of most of these… defending the cross up is what I really have a bad habit of NOT doing…

I’m always staying crouched thinking they’ll land a bit in front of me.

I too do the 2x leg sweep.

I do enough air throws though, everyone hates them… =) I do a lp boom and just walk it… not dash. then once they leave the air, I do too :smiley: I need to start using the other crouching normals instead of the sweep…

I also need to learn the anti airs at different distances…

I can’t get the ultra out if my life depends on it.

I rely on the overhead a bit too much on my rush… it’s very slow and gets countered by a lot of quicker normals.

Sonic boom at the opp wakeups.

“” when they have ultras.

fk after 2x leg sweep whiff.

fk at wakeup… =( that one has costs me so many games.

Now… that everyone’s seen this, IS THERE A WAY TO FIX IT other than NOT doing it? heh

I use flashkick > FADC backdash a lot on wakeup. Beats 99% of meaties and is super safe against anyone unless they have something like abel’s roll or vega’s flip to fake you out. However…

Not enough people wakeup backdash. It shuts down a good deal of your op’s offense and it’s pretty hard to punish.

That’s a good point. A while back I started seeing what happened if I started back dashing on wake ups and it does seem to be pretty safe. I like to throw it in every once in a while.

mostly my strategy is to see what the other guy is doing then retaliate.

I always start the round with a crouching charge, if they jump in they get the boot if they back off I’ll dash forward and FADC if they throw a fireball…seems to work so far.

My big issue (like most) is using the cr. rh, but I mainly use it to put distance between myself and the other guy, when I should be using cr. fk

Not following up with my cr. jab, cr. jab, cr. sp, Sonic boom block combo…or if that combo hits not doing a flash kick instead of a sonic boom.

Not using standing Fierce as often as I should and definately not using the air throw as much as I should.

edit: For some reason I noticed that I have a lot more success using short flash kick as an anti-air.

Backdashes have limited frames of invulnerability. It’s very useful, and works even if your back is in the corner.

Just like in football, prevent defense only prevents you from winning :rofl:

I’m guilty of doing a sb too close on wakeup as well and eating an ultra to lose the match.

my biggest guile issue im guilty of? thinking his ultra can be useful. seriously. its slower than a regular FK.

Most ultras have a slow start-up. Guiles works fine if you know what you’re doing.

I’ve found that Guile’s ultra can occasionally hit reliably when used against jump-ins and close, predictable fireballs (occasionally, sloppy FADC feints too) but not too much else.

Any advice on this, syngin?

Regardless, a few minutes after I first mastered the reverse tiger knee motion, I had my ultra stuffed, straight up, by EX Koryuken. :rofl:

i think i got a better shot at quitting smoking than cr hk’s

yeah, the start up time is bad, but manageable - but the damage isnt as nice as it could / should be, especially when compared to its ease of use. for instance, as much as i dislike ryu, i applaud his revenge ultra thingy - its easy to land, but its damage output is not amazing (in regards to ultras).

sagat is another story…

but yeah, the damage just isnt there to compensate. :frowning:

Ryu’s ultra is easier to pull off than Guile’s, and can be chained into a combo where Guile’s is alot trickier. So I think the lower damage output is a good tradeoff for Ryu.

Yeah, Ryu’s damage vs ease of use is pretty appropriate. On the other hand, there’s ultras like Sagat’s, which have a similar arc to Guile’s ultra, but are MUCH easier to land, travel a LOT further, and do MORE DAMAGE!

Given how much harder Guile’s ultra is to land than Sagat’s, their damage values should be reversed - Guile’s should do more damage and Sagat’s should do significantly less. It just doesn’t match up.

LOL :rofl: