Capcom, The way to Strenghten Guile is

If Sonic Hurricane is safe on block, Guile is my new main.

If Dan has a safe Ultra, then I don’t see Guile can’t have something similiar.

can’t see why it wouldn’t. It’s been safe on block in any other game. I just hope it does decent chip.

It’s not so much the chip damage, though that’s nice, it’s the knowledge that I can just throw it out. If it hits, awesome, if not, continue playing. It means, even if there’s not a single way to combo into it, I have no excuse NOT to use it at least once every match. Guiles’ ultra meter right now is so badly wasted because realistically it’s not comboable (I know super>ultra works… also I think AA lk flash kick right over your head > ultra works too) and it’s one of the most comically unsafe moves in the game. 95 times out of a hundred, it’s best if you just forget Guile even has an ultra meter.

At least, even with no setups, I can just USE Sonic Hurricane with low risk. I can now begin to utilise that resource.

Jmp

I think one of the coolest options capcom should have given guile to help his game in wich he is in desperate need of is a Jump in MP that acts like ryus or bisons, which woul leave his oponent in the air long enough to charge a FH or SB or even a super flash or ultra like the others.

of course thats not his major issue but a sweet addition to his gameplay.

Killer G 2000

Gimmicky nonsense on it’s best day. Hardly necessary.

Guile in SFIV is tournament viable. He has tools to compete. Again, if Guile was doing enough damage as it is, he wouldn’t have to rely on ultra. And d.mk was whack in ST compared to how it was in HF and CE edition. It’s just laughable now, but still an “okay” poke. I just wish people would stop clamoring for his ultra to be comboable, the guy has WAY more stuff that needs work. I mean Guile can still win in SFIV even with his crappy damage and the inability to land an ultra. So imagine if his damage and pokes were buffed. His ultra would then become an afterthough.

That’s generally what he really needs and what made him beat in WW. All I need is some damaging pokes and already I’ll be winning more.

Also st. hp > st. hp is godlike, I love landing that link.

?

Remy in Third Strike’s j.fp would actually induce a juggle state in which you could follow up (at proper distances) with a flash kick or sonic boom…didn’t make him overpowered or gimmicky. It certainly wouldn’t be necessary but at the same time–what is? What could you improve with Guile that wouldn’t be, in some way, arbitrary?

3s is a totally different game. So I’m not sure why it’s being brought up. At least make a comparison with a game that’s remotely like SF4 like ST. I don’t think it will be overpowered, just gimmicky. I’m not sure what’s more arbitrary than randomly making his j.mp juggle. Like what’s the point of that? It’s not like Guile is in desperate need of juggles, sine he really doesnt need to rely on juggles in the first place.

The game designers dont really care about guile. I mean this game is thw worst he has ever been in sf. This is because guiles basic formula is really really good. But, in sf4 they nerfed booms, fk, damage, and normals. Combine this wih the fact that Guile is not helped at all by sf4 mechanics and you have the current Guile. If you look t the 3s characters you see the devs going all out, trying to make them as close as possible to their 3s incarnations.

Now why couldnt they do the same for Guile?

never said it was a necessity but its another way to land his ultra to help his comeback games at least… Do u see many ways 4 him to land his ultra other than on block or after a focus … Oh yeah i forgot to mention the sucky damage anti air ultra and that is if u managed to pull it off in time .

Ah, I was wondering if loose parallels would elude you. I can only imagine that either two things just occurred: you legit could not link the similarities between Remy and Guile and the fact that regardless of game–the mechanic I was referring to is apparent in both games, or you actually got it but structured your disagreement as a hyperbolic reaction towards it. The irony being, 3S is a lot closer to SF4 than ST is.

Long health bars, soon to be selectable ultras, fairly high emphasis on the ability to juggle, EX moves, and a game mechanic to absorb or otherwise avoid an incoming attack while setting yourself up for a counter attack.

ST has…what, exactly, that makes it similar to SF4, beyond the cast. Which again, there was only 14 characters-ish from the SF2 era and there was what? 25 characters in the first SF4? 11 being either completely new or from previous games. So close to half the cast was either brand new or past ST’s time, with the new addition of 10 characters, now only 14 out of 35 characters will be from SF2, pushing it that much further away from that game.

Not to mention the shift (apparently) towards a faster and more offensive oriented game in Super actually continues to lend itself more towards 3rd Strike, including Custom Combo characters, wall bouncing, unblockable attacks, etc.

And, in terms of this kind of bullshit banter:

Feel free to go back to the world of warcraft forums where talk like that is received better. I don’t see why the natural reaction for these people is that all the sudden the people who made the game clearly set out to completely ignore one character, their character! Ugh…

Anyways, we’ll just have to wait and see what happens to Guile. Perhaps his sunglasses will do something for him, perhaps Sonic Hurricane was all that he really needed. Faster pokes that hit harder would be nice, even though his normal damage is just under Sagat’s right now. The current line of argument from many seems to be that Guile was so much better in ST, why couldn’t he be just like he was in ST. Well, the thing (as I outlined earlier) wasn’t so much what he had it’s what the game didn’t–SF2 didn’t have gimmicky game mechanics.

How is that gimmicky? If you’ve played ST at all you’d know that Guile often meets the opponent in the air once they jump a boom.

If anything, it would be much more useful to Guile than to Ryu. I honestly don’t understand you guys sometimes.

Sayyyy waahhhhhhhhh??? Dude SF4 is way more like SF2 than 3S you most be out of your mind. You know what exists in Sf4 and SF2 that is completely useless in 3S? Fireballs. As far as gimmicky characters I guess you never played against Guile, Bison, Vega, and Blanka.

Having an ultra be safe on block is dumb, and its probably not going to happen.

Something like that would maaaybe be ok if you still have enough time to jump out of the way if you see it coming ala Metsu Hadouken.

An ultra thats both safe on block AND fast enough that you can’t jump out of the way on reaction just makes you sound greedy.

Yoga Catastrophe. Tanden Stream. Lord knows Guile is more deserving of a safe ultra than EITHER of those two. Seriously, if Guile has no setups for his ultra, then he’s not going to be able to use it. It’s that simple. At least if it’s safe on block, he can at least try.

I don’t see how it’s any worse than Ryu having safe ultra attempts with cr.lks or blocked Shoryu FADC’s. Those are both safe on block, you know.

Both do shit damage, though Yoga Catastrophe can be used to combo super. If Guile’s ultra 2 does decent damage (500-550) then it really shouldn’t be safe on block. Maybe give it vacuum capabilities like Seth’s Super (its a hurricane isnt it?). If it does, say, 300-350 and can combo into super, then sure make it safe on block.

No, it should STILL cause a lot of damage. Around 400. You know why those two cause low damage? Because they have setups. Right now I really don’t see any setups or combos for Sonic Hurricane.

I see potential in this non comboable ultra that is safe on block that you speak of. We could come up with some cool mix ups or fishing attempt strategies around that.