Capcom, The way to Strenghten Guile is

Guile high kick is down-forward hard kick. It already combos with ex flash. It’s shit for anti-air though. It would be nice if it worked like Sagat’s back hard kick.

Sonic booms aren’t necessarily meant for damage. They are meant to limit your opponents actions. They are meant to be throw out to determine how your opponent will react, effectively controlling their pursuits. The problem with SBs in this game is that they don’t damage so people have less need to try to avoid them. They still serve their underlying purpose though.

As far as a 3rd move, it’ll either be usless, or it’ll make Guile underpowered. It would definitely have to mesh with Guile’s existing moveset. Rigiht now the only thing that could do that is a command throw, and that wouldn’t be very balanced. Guile already has really good footsies, and great normals. Giving him a command throw would just make Guile unbeatable. Welcome to World Warrior Guile in 2010.

Oh and to people who worry about Guile being out zoned? uh, the only person in the game with better zoning is Sagat. That’s all. And for Sagat to outzone Guile he needs to be a Sagat with a A+ zoning game. Not many Sagats out there like that. Guile can generally outzone the average Ryu or other shoto. However Guile zoning game is really complicated and there is considerable amount of effort, timing, and execution involved in it. I can’t say I zone well with him either, but if you watch Yazu, you’d see quality Guile zoning.

Guile’s fine. Just give his Flashkick more priority, and simplify his Super/Ultra inputs (I say make it either like Bison,Rog, and Blanka’s input, or maybe charge downback, then QCF, then HCB) same goes for Claw in regards to Super/Ultra input.

Make his ultra easier to connect and improve flash kick. That’s all he needs IMO.

No, his normals need fixings. YJDK

7 frame low forward + shittiest sweep in the game + sobat not hitting low enough makes moves like ryu’s low forward completely shut him down.

Speed up low forward by a frame or fix sobat.

A Sonic Hurricane

what Guile seriously lack of is a reliable combo that can link to Ultra.

Like Ryu, can easily link a Shoruken, FADC, and Ultra can easily over 500 damage. Else Guile has to sit there wait for open opportunity for an Ultra. My Guile Ultra is almost never utilised. It is completely hopeless against good players, as good players never give you good open opportunity.

SF4 should include more options on Ultra. Currently only has one style Super or Ultra, it is basically the same move!

Ultra/Super are totally flawed and does not make any sense. Ultra is so easily achieve, else Super take great efford to charge but yet Ultra is way more powerful than Super.

As per se, player rather use it on EX and Cancel, rather save it for Super.

On the other hand, Ultra is way over power especially for character can easily link a FADC to Ultra. Ryu for example. Guile VS Ryu. Regardless how well Guile fought and control the game, regardless many mistakes made by Ryu, as long as Ryu charged up an Ultra, all Ryu need is just one opportunity to Hurricane + FADC + Ultra, and it turns the tide.

Imagine Guile is at 90%, Ryu is at 40%. Guile fought with great efford to push Ryu to 40%. Ryu wait for opportunity, Hurricane + FADC + Ultra. Push all Guile’s vital all way to 40%. Guile as a charge character, high chance of mistakes, but yet no good combo. Ryu as a non charge character, low chances of mistakes, and with good combo. Guile needs to be improved to match Ryu.

If SF4 Ultra only as powerful as Super, and vice versa, then whoever can link FADC to Ultra is fine, at least it won’t hurt that great and won’t turn the tide easily.

I would really like to see Guile with Sonic Hurricane. This is something really useful, at least something Guile can rely on to chip opponent.

A damage buff (across the board) would be welcome. As would his current ultra autocomboing. But, I guess if we get sonic hurricane, I’ll be happy with that.

Any one of those three would be really appreciated.

Seriously, I thought I was the only one who thought it was slow as shit. I get counter hit out of cr.mk all the time. Guile has good normals, but they could be a lot better, at least to make up for his special moves.

Something I haven’t seen mentioned before is improving Guile’s cross-up. It’d be dope if Guile’s hk could cross up the opponent outside of the corner too (Hell, it BARELY works when they’re in the corner), or at least make j.lk more ambiguous.

Why would anyone even consider giving him a command throw? Just because you can’t think of anything else? That has to be it, because a command throw really wouldn’t offer him much. What’s he going to do off that knock down? Crossup with his amazing j.lk? Throw a boom over their head?

There’s very little point to knocking people down as Guile beyond some breathing room, that’s half the reason I try not to FK as an anti-air, c.fp doesn’t knock them down.

I can’t really think of anything that Guile -really- needs beyond a projectile and his kick. Better special normals would be cool, maybe a lunging crossup ala Chun’s df.rh just, charge back > forward > kick, quickly hop above them and reverse flash kick them in the head? I have no idea.

If he had some kind of wakeup pressure like a new move that worked well when the person was knocked down and a better crossup option, then absolutely, rock out a command throw, but at the moment there’s just no point to it.

Also, this is way too radical a change, but man it’d be awesome if they gave Guile the kind of range he had before.

Some of you guys are going too far with this. Here is all that Guile needs.

  1. DF.HK, make it a viable juggle like Sagats version. It works now but only EX Flash kick connects.
  2. More range and speed on F.HP and speed up his S.HK.
  3. Sonic Hurricane, CvS2 or MvC2 version Ultra.
  4. Charlie’s Rush down attack as a Super or his CvS2 rush down super with juggle potential.
  5. Change his all his commands for Ultra and Super into QCFx2 or QCBx2.

Never been a Guile fan but I too think he deserves another move…He’s pretty turd imo…Maybe I’m wrong, is there anyone that kicks ass with Guile?

I really hate it when people suggest this.

  1. His High Kick is actually fine the way it is, widening the range of active frames and maybe starting up sooner with a better hitbox is all it needs, it’s a 110 damage anti-air with 200 stun attached to it that lets you juggle one hit of an EX FK off of it. 190dmg/300stun isn’t terrible for 1 bar as an anti-air, the next best we could do is 180dmg/200stun.

More active frames, faster startup, all it needs.

  1. His standing fierce (presuming that’s what you mean by b.hp, as that’s not a command normal) doesn’t need to be faster, but I agree that his far standing round house could come out faster, both ranges are fine though.

  2. I believe we’ll be getting sonic hurricane or something like it.

  3. His ultra input is fine, it’s not difficult too perform and isn’t really detrimental to his game. The input isn’t the problem, it’s the fact that there’s no practical time to land it. If you use it as an anti-air one of two things happens, either you did it too late and it will whiff since they’re on their descent, or you did it two early and you get 3 hits totaling about 160 damage in. Almost never, will you land that in it’s entirety off of a jump in, it’s -only- practical use is after a focus attack and even that isn’t too easy to land given the range of Guile’s FA.

You can’t juggle into it, and even if you did connect it, the damage is horrible. What it needs is to auto-combo, in that if the first kick hits then they’ll all hit. If that’s too much, redesign it so that most of the damage comes from the first and last kick, NOT the second. Almost 65% of it’s damage (around there) comes from the second kick, the first and last do about 240 total, the second by itself does like 268 or something. The second kick needs to do way less, and the first and third kick need to do way more, as those are FAR more likely to connect than the second kick given the way the second kick comes out.

Guile is trying to find Charlie so he can learn some new moves. :smokin:

Plus Charlie stole his lucky cigarettes.

Personally, his commands are fine just the way they are. I hope they dont change them and his Sonic hurricane command is B,F,B,F x3 punch. If he gets his Rush down Super from CvS2, I hope it has the same command as well. I only state the change cause thats what everyone wants.

Kich, sorry I meant his F.HP (backfist) move. It has no range and very slow.

Ya if he gets any of his other supers they should be B, F, B, F. Though I have never liked the idea of a charge character with command style specials. I played Remy for a while in 3S. He began to feel very contradicting to me due to parrying conflicting with charging and his command style Super arts. But I guess that’s just me =/?

Mmm… yeah, I guess that could use a little more range, it does come out pretty fast already, but I agree with the general idea that Guile’s normals as a whole need to be a notch better.

I really, really enjoy the aspect of his character that it’s centered pretty heavily around mastery of normals and command normals and less of an emphasis on special moves and outrageous combos, but I think for that design theory they really need to solidify all of his important normals as being pretty amazing.

Not many people’s standing fierce is close to the goodness that is Guile’s. But many of the important normals for footsies like c.mk are horrendously slow and vulnerable.

One thing I’d like to see is his sweep drop the 2 slow hit concept; it’s a carry-over from SF2 and there’s just no need. Let Guile evolve, I’m fine with his sweep hitting twice, but it’d be fantastic if it functioned like a 2 hit combo. First hit doesn’t knock down, second hit knocks down, they come out quick which makes it impossible to punish between their hits.

To reiterate, his Super/Ultra should be this:

charge downback, then QCF, then HCB

Charge :db: then :qcf: then :hcb:

Easier to do, but not so easy as to be done effortlessly. Same goes for Claw’s Super/Ultra.

Wouldn’t terribly mind that, basically just back to forward to back kicks. Almost what it is but, wouldn’t fit the FK motion without the up motion.