Capcom, The way to Strenghten Guile is

which st. hp are we talking about? close or far?

plz don’t be far fierce plz don’t be far fierce

Sometimes I watch my vids and other peoples vids of GU vs. XXXX.

I sort of keep note on the number of hits Guile needs to connect to win vs. number of hits XXXX needs to connect to win.

They’re like 1:2 or even sometimes 1:3. Disgusting how little damage Guile does and the effort required to win.

Honestly? Nerf Guile more? Oily 69s are looking more promising… at least I’ll get a good chuckle using the wrestler.

edit: first thing at the beginning of EVERY match: put on shades. That’ll protect Guile… you wouldn’t hit someone who’s wearing glasses, right?

Exactly. I don’t see why this would happen. If the intentions were to buff Guile, then nerfing one of if not his best normal would be stupid. I have to see it to believe it but just thinking about it makes me upset. There are going to be some BEAST characters in SSF4 and if they nerf Guile any, it’s going to be very hard to match up.

incorporating CvS2 style frame data for key moves would actually solve most of Guile’s problems…

  1. cr. lp - start up 3 frames, recovery frame -1
  2. cr. mk - recovery frame -4
  3. f+mk, usd - instant lower body invincibility
  4. sonic boom - universal recovery
  5. flashkick - 5 frame invincibility, recovery frames -7 for lk, -2 for mk, +2 for HK

if he also got his old j. hk back, EX Flashkick did 20 more damage for the second hit, and Sonic Hurricane had a 5 frame start up… he would be just perfect… :tup:

i really wonder if it will be something like FK > FADC> Shade Taunt (charge freeze time), to Sh. would be dope lol.

Lk flashkick should maybe be -11 on block in this game, and the other ones seem abit too good, but everything else would make Guile awesome in this game and is perfectly reasonable

http://www.shoryuken.com/wiki/index.php/Guile_%28CvS2%29

Look at some of those numbers

by recovery frames, I don’t mean disadvantage on block… with those numbers it would equal -26 for lk, - 33 for mk, - 39 for hk… which is what it was in CvS2… I purposely ignored all the other frame differences…

Ah ok, i thought you meant lk flashkick for example would be -7 on block

One thing that interested me about those normals is that the damage is almost the same as in this game, only Guile was close to top in that game and close to being the worst in this game. It’s sooo easy for capcom to just make a few normals less restrictive by a frame or 2 and it could make soooo much of a difference

yeah, exactly why I keep saying that his Damage is fine… and not the problem…

they could have ported him over exactly from CvS2(minus the slight frame improvements on specials that everyone got), and he would have been a solid mid-tier… CvS2 system just fit him better, because there were rolls, guard breaks and you could combo into supers a lot… but in SF4, you have ex moves eating up your only superbar, FADC being non-beneficial for charge characters, and ultra cannot be combo’d into by normal means… but for some reason Capcom was overly sensitive and nerfed EVERY single aspect of his game…

I say, give Guile’s far standing fierce less pushback. On larger characters, S.FP > S.LP > S.FP is a pretty diesel link.

Yea if Guiles specials weren’t underperforming he wouldn’t need those EX bars so much, though i believe he’s supposed to be played more offensively in this game as it builds more meter, and really shows you just how half-baked the character really is. If you had sonic hurricane as a super and more 2 frame links, Guile would be so awesome in this game.

Despite the negative talk, i’m really excited to see what they improved

I was listening to “Gamespy Debriefings,” Gamespy’s weekly podcast, and Ryan Scott, an editor at Gamespy, said that Guile’s FK was “better.” He didn’t give any reasons why FK is better though, so I’m taking that info with a grain of salt. Still, Ryan Scott used to work at 1UP and I’ve been following that network for years now. Ryan Scott’s game of the year 2 years ago was HDRemix and he considers SF4 to be one of the best games of last year. He’s an avid fan of both versions of TvC and bought the TvC stick. I’m not saying he’s great or a tournament level player, but this isn’t some random game journalist saying “Guile’s FK is better.”

seems like guile is royally fucked in ssf4. he’ll continue sucking unless they revamped his normals or give him back his godly flash kick (ce, cvs1 and cfj version).

his normals in cvs2 actually have range and priority. c.mk reaches more than a quarter screen, same with standing hk. not only that, c.mk and standing hk have frame advantage on hit or block, especially c.mk. c.hp was safe on hit or block. he had really good supers. sonic hurricane was instant and probably the fastest super in the game. his rush super was safe to throw out randomly and works surprisingly well as an anti air (cancel into flash kick for decent damage) and also really easy to combo into. flash kick sucks but at least it was easy to combo into via c.lps and you can roll cancel that along with sonic booms for anti air.

Guile is better in ssf4…

you guys have to watch this video: [media=youtube]jV6Ou6ZJw_8#t=5m00s[/media] it sums up the shades perfectly guile is the guy inside the limo watch it from 5:00 to 5:25

You know this how?

those are very delicate words. proof or gtfo

Yeah, in CVS2 his Sonic Hurricane starts on the zero frame I believe, so if you’re not blocking before the flash, you ain’t blocking.

I can’t wait to see the frame data. The taunt may not be that bad of an idea. I think I know what Capcom are trying to achieve with it. Think outside the box people.

Just tell us man.