Capcom, The way to Strenghten Guile is

yup my bad after reading a few of the above posts, yeah. Make flash kick an attack that covers more behind. Not FULL behind cuz that would mean he can’t get crossed up, but a bit more. To go along with that, Iv’e only done this once in training mode, but dont let him miss the last kick in the ultra animation. Im sure people who main guile have witnessed this situation somehow.

This shit has been thoroughly discussed in the guile forum.

I’d like to see sonic boom go from 50 to 60 damage, to match hadouken. (EX Boom from 100 to 120)

I’d like to see Flash Kick recovery reduced. It’s recovery is much worse than other anti airs, this is a problem.

I’d like a very very slightly improved hit box on flash kick… SLIGHT. I don’t want WW guile. I like that sf4 guile has to rely on his normals.

I’d like to see sobat and upsidedown kick leave the ground sooner they can be used to tech lows and throws.

I’d like sobat to have a hit box that hits low enough to strike moves like ryu’s low forward. (Guile needs help w/ his footsies)

I’d like to see some links go from 1 frame to 2 frame, but other changes are more important.

I don’t need or want FADC ultra juggles, but it sounds like guile may be given one with sonic hurricane.

i really like the idea of sobat hitting lower. i never even thought about that one.

i’d pretty much take it to the bank he’s getting an ultra juggle. you may not like the idea right now…but i got a feeling it will really help guile.

Please go to the URL in my signature.

And watch the video until the end. It is “special.”

ditto

If Guile’s going to get buffs in other places (and lord knows he needs them), a nerf on his sweep’s damage is going to be necessary. I mean, seriously, have you seen how much the second part does? It’s insane.

lol… if you get hit by the 2nd part it’s your fault. You’d deserve to lose the entire round.

imho, damage isn’t the problem. He’s never really been big on combos in any SF2 games (Except for some nasty corner shit in ST iirc). In those games his tools did what they were supposed to, and he could properly turtle or RTSD. His problem in SF4 isn’t that he doesn’t have a third special or setup into ultra, it’s that only one of his two specials doesn’t do its job properly, which gives him a weakness that he hasn’t really had before (Crossups). Making BnBs easier would help too, but his FK not working is a severe fundamental problem. It’s like turning Ryu’s hadoken into a gadoken.

Edit: Also, FK has always been shitty on whiff/block. Why? Because it’s supposed to be the anti-air. I do like some of Warahk’s ideas though, especially with sobat and the flip kick.

Not really, in laggy games you can get hit by it when trying to punish the blocked first hit with an Ultra.

Besides, only bad Guiles use his sweep to do anything but punish.

Wow… and no… just no.

You can still sweep it or jump for a crossup. I main guile and I usually just flash kick through it. With the ultra I think it’s more of a timing/reaction thing opposed to lag. Ultras take a split second longer which is crucial.

First of all, as a Guile player I don’t think he should have an FADC flashkick into a followup. Why? Because Guile isn’t a juggle character. Notice all of his combos are very much ground based. To me it would be fundamentally against Guiles design to give him any real juggles to that level. He doesn’t need 1 million ways to land his ultra.

If Guile’s sonic boom keeps it’s current damage, then make the ex knock down. If they buff the damage then it can keep the same properties. Seriously, giving Guile too much damage on booms could be broken. sonic booms are still some of the hardest projectiles in the game to avoid. Their almost alway hard to jump over or determine their speed. Ex sonic booms are impossible to avoid on reaction as well. A good Guile player could almost have no holes in his defense, or if SBs are too damaging or overpowered, the few holes that are there won’t make a difference.

Guile vs. Crossups. This is a big issue in the Guile community. But overall this has ALWAYS been a weakness of Guile. In other games it was HARDER to get the crossup, but if your competition timed them correctly, you almost always had to block. It’s even like this for Championship Edition. It’s one of Guile’s biggest weakness, and a reward for his opponent safely gaining that position on him. The only reason it’s more noticeble in IV than in other games is because it’s easier for people to close distances on Guile. And while Guile’s zoning game is as good as it’s always been, his damage output from pure zoning doesn’t net him anything. It’s not fearful damaging. A person can get a crossup and a combo plus stun, and make up the damage difference pretty quickly.

Guile’s damage needs to be increased. This is what people don’t talk about enough. Seriously, fuck FADC ultra, fuck crossup defense, and fuck any other silly gimmick people are thinking of. If Guile’s damage input was at least equal to Ryu’s he probably wouldn’t be low tier. This damage output is the reason he’s low tier. Sure he may have some nerfed pokes here and there like cr.mk, but that’s not a deal breaker for him. Give him his damage back, and he’d be just fine.

^^
THIS!
fucking whole heartedly agree with the damage boost!
its bad enough that we can get mixed up all day because of our limited AA options compared to some of the cast! ( but thats your own fault for getting crossed up all day)
but the thing is, guile lacks in the damage department by a lot!
its really, really hard to make a comeback when they have a good life lead.
especially if your against a fireball heavy character with good AA’s, its hard!

give him his damage back and some priority on his FK and i think we are solid!
ultra can do a small amount more damage, and FK recovery needs a speed up!

This

And this.

I’d like the guile high kick to have some anti air priority. We can get a ex flash kick in as a follow up. If Sagat can do this with an ultra followup I don’t see why it would be game breaking for Guile.

It would be pretty crazy to do since flash kick requires a charge, and high kick requires you to be standing. That might be a reason.

I would be ok with a higher priority flash kick (with some crossup protection) and better stun rating.

Anything else would be icing… some people are asking for too much here.

I don’t think there is anything wrong with the prospect of giving guile another move at all. Nobody could argue that he would become overpowered due to that.

The biggest problem I have with guile is his existing moves just aren’t good enough. For instance, sonic boom should do more damage than it currently does.

Actually the command for the highkick is df.RK. The high kick has been absent since Super Street Fighter II, and replaced completely since ST onwards. Now Guile has a close roundhouse which is rarely seen, or he has a gut kick for his f.RK, which is simply s.RK(far) in SFIV. Juggling from high kick is very probably, however it has issues. It has very long startup and ever worse recovery. So it makes for terrible combos, and an even worse anti-air. I’m not sure what role it will play in future revisions, but it’s definitely not like how it was in Championship Edition.

Flash kick should be as good as a dp and put them in a juggle state, which you can’t use use unless you fadc cause fk recovery, beef up his normals, add some frame advantage on jabs and voila.