Capcom, The way to Strenghten Guile is

Because they do alot less damage?

tht would be interesting

If a character’s normal is better than one of his specials that is designed to be nothing but an anti-air and has no other practical application, something about said special move isn’t working right.

Their point is flash kick needs to have better hitboxes vertically an d horizentally, because it makes no sense that crossing up or jumping on guile is a lot easier than on to some characters like Ryu. Also some proper invincibilities while at it, Ryu and Sagat benefit from trades, guile don’t, so less trading and more beating… I guess that what he ment.

Some of us are excited about the new sonic hurricane, too bad we didnt get any real footage about how good or useful this new ultra is, and if combo-able more so than the current ultra.

So I was thinking about how to let guile combo into his ultra while keeping the underlying mechanics relatively unchanged and how to buff him in general and I came up with something I haven’t seen suggested yet: comboable backbreaker.

If this was put in the game, stuff like flash kick fadc air throw (hold ultra charge during air throw animation ultra would be possible. Just have guile throw them a little upwards and forwards after breaking their back. Even without ultra, it woudl be hella flashy to do something like flash kick fadc air throw flash kick or even air throw reset shenanigans. Thoughts?

So basically, Guile should just have one special move? JUST Sonic Boom?

I see what you’re saying, but it’s not fair that SRK works and FK (which requires sacrifice of mobility) does not. That’s bullshit. FK needs to be fixed.

it doesn’t make sense that FK should be almost crap. Guile should have a reason to down-charge.

Normal do not net you a knockk down.

Game Informer recently posted a video with 8 minutes of SSFIV footage. The first match is between a Ryu and Guile. Unfortunately, both players kind of suck (and for some reason the Guile is using his original Ultra), but maybe the more observant of you guys can glean some new info from the footage:

One thing, it looks like the Guile was able to do 3 jabs to ex FK.

Well, a way to look at it is that the role of FK has changed. Instead of a lockdown guaranteed anti-air it is a combo finisher and a poke punisher and an anti-air that is only useful very early or on the verge of being too late. Yes, it fucking sucks to have Geif j.mk you right out of it, or Ryu j.hk, or … but that is all about timing it differently. I agree that it could be much better in several different ways (but not all) ie. damage, recovery, hitbox, I-frames. I think it will be better in some ways, but it may never be a 100% failsafe AA again. As Brahn mentioned and UltraDavid many pages ago; it is time to reinvent the way Guile is played for this iteration and that means having many AA options for differing situations

re:new gamespot video. It looked like FK did decent damage against that tatsu, and sonic boom still did small damage (actually think that Ryu’s blocked hp.srk chipped more damage than Guile’s boom on hit)

edit: Yeah, nevermind. Ryu still hits like a tank and Guile is tickling him with feather dusters. the c.lp x 3 to EX FK worked ok though

You can already do 3x cr.jab>EX_FK or even just FK, if you time it spot on.

Oh my god, that hippo in the background is gonna be higher in the tier list than Guile…:sad:

The “role” of FK should NOT be changed (last time I checked the role of a DP/TU/Any other AA special in the game sure didnt change), he has 2 specials, one of them has ALWAYS been an anti air, it wouldent take much to make his FK up to snuff, just minor tweaks to priority and hit box size and pow, perfect. (it is NOT a useless move, just kinda whack in some spots)

The FK issue is NOT an intentional move by the devs to change the way Guile is played, they just messed up a little bit, plain and simple.

All Guile needs to make him solid mid to upper tier is a few very small tweaks:

#1 Make the j.lk crossup have a slightly larger hit box, maybe a touch more hitstun, thats it. (j.mk as a CU would be nice, but not “needed”)
#2 Make the FK have a bit better of an anti air hit box, a little bit better priority. (think DP and your on the right track)
#3 Make the overhead recover a touch faster, cause as it stands right now the target combo doesnt really go anywhere.
#4 Ease up on a couple of his links, give him say one more frame on a few of them, thats it.
#5 Give us one, just one, sane way to land the Ultra(s)
#6 Add just a hint more damage to some of his BnB stuff, just a nudge.

And thats it, not much at all, Guile is capable already, just an increased damage potential, slight combo adjustments, and a more reliable AA special (to make it on par with the FK of old) and you have a very competitive Guile.

I agree completely; just trying to throw some sunshine flavored perfume on this flat-top pig we all struggle with.

If flashkick was primarily a poke stuffer or combo finisher it’d have to be basically safe on block, and personally i think that’s alot worse than asking for it to be a decent anti-air via hitbox. Not much is really a guaranteed failsafe anti-air in this game (maybe cammy has one?) even TU and SRK have notorious trades, but if you can anti- air in this game consistently with flashkick, you’ll definitely work well with it if it has a proper hitbox, especially with a faster cr mk.

If they were to change Guile in this game, i’d like him to be more combo friendly and less turtle like. With the way he seems to rely on EX meter to make his specials what they should be, and the way they say they want the new game to play, that just might be the change we see

Focus attack. Bingo.

#2. Anti-air attack.

Judges?..Oooh no, sorry.

The actual answer is “After an early lk.fk” As an anti-air you risk far too much for such a minor window.

If you say so dude. I wasn’t using this to warrant the exclusion of other setups. It’s still there as a punisher to people who jump-in on you blindly while your charge is maintained.

Sorry, let me clairify that, give us a way to land Ultra outside of a crumple. (Chaining off super NEVER happens, cause we need the meter for EX) I am asking for a combo to ultra, much like what Ryu/Gat/whoever has.

And no, some retard jumping in blindly onto an ultra does not count, that shit does not happen in higher level play.

That is true, just not a very reliable use of Ultra. Unless you have everyone’s air timing down pretty well it can very easily become 3 lamed out hits or full block. Honda’s Ultra is more reliable as an AA