Capcom, The way to Strenghten Guile is

Guile could use a roll. I think that’ll fix a lot of stuff. Just saying.

I think it would be nice if tech rolling made a return, for all characters. Just have it cost some meter so that it doesn’t completely nerf Gief’s gameplan and crossup shenanigans.

@Lord Arklon. I know this is way of base here but since someone mentioned Gief, I think his Lariat needs to be a command instead of just 3K’s and 3P’s. That shit has way to much reversal use and priority to be that easy to do. Gief is already a user friendly character so why give him some easy shit like that. Just saying.

maybe they will nerf it a little in SSFIV due to its ability to combo into ultra.

Damn, forgot about that! Yeah, they definitely need to nerf it some then. If not then your are going to see Gief just as much as Ryu and Sagat online!

(dusts off Gief)

About Gief’s Lariat (then i think FADC) into Ultra:

Gief should have it. Also, it’s bullshit to want a comboable ultra for Guile, but then demand a nerf on another character when they finally get the same.

Besides. I see more giefs use the meter for the crucial EX hand, rather than super or FADC. Maybe it’s just me.

Yea…i’m not too worried about FADC lariat to ultra…especially since this is a thread for Guile, and lariat doesn’t trade really in the first place so “meh”

No, your right. I’ve never seen a Gief(regardless of skill level) even touch Super status. Why do you think SAB is the most powerful Super in the game? No one touches it.

I’m worried people using Gief in SSFIV will save Super and use U2 for pressure tactics(people are already admitting there going to do this).

Yeah, but…were all alittle curious as to what Guile can…or more precisely, IF he can combo into an Ultra without Super to get him there.

I dunno, we just got out of a Guile high kick combo possibly to ultra and alot of people thought that was overpowered, so for me that’s filed under “would be nice” while the other changes would be under must have

Hey, I look at this way: everyone character has “One” way of getting to Ultra without FA crumple and Super. Giving Guile one way to Ultra will not make him overpowered.

I don’t care personally. I’ve gone matches without it; I’ve found my ways to trick my opponent into it…I adapt to what he has. I sigh in pity over him…but the world is not coming to an end over Guile being good or not.

In the end, it’s just a game. You don’t really get anything for winning or losing…so I deal with it.

Rolls would be nice but I don’t see it as something that’s necessary. It’ll just lead to more abuse. But a roll for Guile would be perfect as it would also work well into his charge moves. I think one of the reasons why my Guile was so strong in CVS was because he had that roll.

You suggesting like Blanka’s playstyle? Where he can hop around the opponent while charging? I don’t know if he’d need that. He’s never had that kind of mix-up. Just read some of the other post on what Guile needs…for the most part, we can all agree on them.

WTF? How is he a punishment machine? He is about useless in the damage department, not to mention his crumple are pretty shitty.

If guile is a punishment machine, then what do you call rufus, akuma, ryu, sagat etc…
What can guile use to punish a whiffed uppercut? Cr.mp to ex flash kick? stfu.

Considering almost all of the cast can combo into ultra, he needs it more then ever. end of discussion.

This

I do see Sagat’s f.rh, and I see that outside of punishment situations the move is pretty garbage. It’s not useful as an anti-air, your opponent has to try just about the most unsafe move possible in order to be hit by it. Granted, yes, in juggles the move is ridiculous and whatnot, if Capcom were to remove it’s juggle potential (being able to combo into itself and off of uppercuts) then the move would be just another anti-air option for Sagat, and not a way to tag on a free 140 damage into every juggle.

Guile’s High Kick doesn’t have that property. If he did, it’d be a -fucking awesome- move. Not even as an anti air, but bnb > fadc > guile high kick to tack on extra damage would be outstanding, at least it’s -something-.

You’re also comparing a move that moves the user forward about half the screen with a hitbox the size of god (which is, funnily enough, so easily stuffed outside of it’s perfect sweetspot range it’s hilarious, much like Guile’s) to Guile’s High Kick, a move where it’s hitbox is so close to Guile’s own hit box that the very -best- you can hope for is for it to trade, so you can EX FK them. Only one hit. Oh, not to mention, it’s start up is so long you have to start it before the apex of their jump if you even wanted to try it.

I don’t want to reset people for jumping over my projectiles, I want them to eat close to 200 damage and 300 stun and be knocked on their ass, not 70 damage and a pat on the back for trying. I agree with the sentiments that Guile is -not- a punishment machine, unless by machine you mean, he punishes people for mistakes frequently. But, do you see where the dichotomy exists there? Just how fucking terrible that is? Having to punish people frequently for mistakes is naturally detrimental to competitive play, it means the punishes he does land aren’t enough to kill the opponent quickly, in fact, it let’s the opponent fuck up more frequently, opening up doors to very high risk strategies that have little repercussion because Guile isn’t going to hit them hard enough back.

When I’m playing Akuma, and someone fucks up, they eat bare minimum 400 damage. When you fuck up against Ken you eat bare minimum 350 damage. With Ryu, Sagat, Gen, Balrog, and so on, you eat damage for it. Guile hits you for 230 damage. Maybe 500 if he has full ultra and you happen to get ballsy enough to just walk up and whiff a shoryu in his face.

Ok, so just a recap:

MUST HAVE buffs for SSF4 Guile

-Sonicboom damage upped by about 10, EX boom knocks down, recovery unified with lp boom, can juggle if opponent is airthrown into it
-Flashkick hitbox changed to previous versions, lk flashkick much safer recovery, about -15 on block
-Range of attacks increased to previous levels
-Cr mk sped up by 2 frames for startup, MUST be safer on block
-Target combo viable, cannot be blocked and punished with ease
-Ultra number 1 improved in some way, can be combo’d into realistically and not just in ideal conditions, doesn’t drop damage

Would be nice, make a ton of sense buffs

-cr lp to cr mp as a 2 frame link, cr lp basically identical to standing close light punch as far as frames go
-Airthrow can grab in juggle state
-back and mp for overhead
-overhead can be chained with back and fierce or cancel into sonicboom
-less punishable bazooka knee
-+ 4 cr mp on hit

  • Can’t be grabbed out of airborne moves or sweeped

Doesnt really need, can do it if you want

-Damage buff on his normals, so that he does more damage per single hit
-Downback and RH command for guile high kick, juggles into easy ultra
-Higher stun meter, or health buff to compensate
-j mk crossup

Would probably make him broken, ridiculous changes

-Kara flashkick(lol) from crouching RH straight to flashkick
-Kara throw
-Multiple 2 frame links
-Crossup counter

cr lp to cr mp isn’t difficult as it is. A change would really be unnecessary.

it’s already easy to combo off of cr mp. it doesn’t need more + on hit.

ex boom is already fast as hell and hits twice. I don’t think it needs knockdown

I keep wondering why people want sonic boom to hit the opponent while he is air thrown. Back breaker throw into sonic is diificult, forward air throw does damage when opponent hits the ground…

Why would you want 50 (or more in SSF4 sonic boom) tech able knock down over 150 knocked down less situational damage?