Capcom, The way to Strenghten Guile is

  1. Improve Hitbox for flashkick and give it start up invulnerability on at least lk version.
  2. Make stun 1000
  3. Make all hits connect on AA ultra 1

Guile is fixed

Why is Honda’s ultra better as an anti-air? It has longer startup than Guile’s ultra. That usually screams out shittier anti-air to me. Are you telling me it doesn’t matter or do you not know what you are talking about?

Guile’s damage remains unchanged, btw. Did a brief test on that latest video, his EX FK does the exact same amount of damage it does now (he landed an ex FK as the first hit of the round, so it’s clear where Ryu’s HP gets dropped to and can be isolated to compare it. Bar ends right above the U in ryu, which is how it is now).

Sad times…

Or just change the input of flash explosion to a non charge command, that would be easier.

Yes.

Seriously this would balance this game lol.

You got me dude. Random mega-asshole comments for the win, I don’t know a damn thing. Always appreciate your insightful commentary. Ken’s mp srk starts slower than his hp srk, must be a shittier anti-air.

What it actually means is that Honda’s ultra starts slower, but locks into full damage if it hits, which isn’t hard to time if you are used to doing Guile’s. With Honda if you hit from toe to chest (before landing obviously) you get full Ultra. With Guile it is entirely dependent on the other characters rate of descent and the ultra freeze and if you caught them early or late…(all of this based on if they are stupid enough to jump at a charged Guile) and still you don’t entirely know if you are getting 3 lamed out hits, moderate to full damage or full block and punish. Honda’s Ultra may be slower, but it is much more reliable as an AA than Guile’s, much like Rose’s Ultra is much more reliable as an AA than Guile’s.

He wouldn’t a charge character now, would he?
Guiles current Ultra is as easy to pull of as any Ultra and I prefer it over "charge <----> <----> " any day, aside from the fact that there are 4 ways of pulling it off (5 if you count the dash>ultra motion).

It’s the fact that it doesn’t connect except as a whiffed special/Ultra punish. All the other times, there is a massive chance it not landing, connecting once, 3 individual hits that do almost no damage, etc.

Off topic…is anyone else annoyed how easy it is to combo into Ultra with Boxer? Geezeus Bloody Kreist, it’s no danger at all to him to keep on trying it, as long he’s in range of cr.jab, cr.strong or cr short.
Lenient hit confirm into Ultra must be nice. We can’t even hit confirm into FK reliably, though we sure keep trying :stuck_out_tongue:

so because Honda’s can get a full ultra off of the first hit, it’s a better anti-air? It has a way less chance of catching anybody with that shit startup. With Guile’s, your opponent doesn’t have to throw out an air attack for you to catch them, while Honda’s lets your opponent block even if it touches him in mid-air. I thought this game had air-blocking for a second.

Also, what does it matter if Guile’s only hits three times? Are we talking about better damage or anti-airs? Guile’s ultra still catches them outta of the air (anti-air, no?). With Honda, your opponent having enough time to land and block your ultra does not count as an anti-air. Are you sure you’re talking about reliability as anti-air and not about who does more damage whenever their shitty ultra happens to land?

yeah i saw that too… i was waiting for someone to do that… since im too lazy to test it out myself… bummer.

I guess we just have different definitions of reliable. Guile’s ultra as an anti-air isn’t as guaranteed for damage as Honda’s or Rose’s, and it requires the opponent to do something pretty stupid. To me 3 lamed out hits make Guile’s un-reliable, since you can’t be guaranteed a respectable amount of damage unless they are almost on the ground, and then you are flirting with full block because of all the windows in between the individual hits (all of this based on Guile having a charge and someone jumping into it!). Honda at least has one big block of activity, which locks them into full damage. The fact that Honda’s starts up 4 frames slower is a moot point to me, since it still depends on the opponent jumping at a charged Ultra. Also, and this is very situational, but Guile’s ultra can get straight up stuffed by completely random shit (as can many people’s). But when Guile’s ultra is getting beat by the opponents jump in attack It seems a lot less reliable than other Ultra’s that work better (even with slower startup and less range) as an AA

Yes he would. he would be just like the charge characters in 3s.
Seriously it’s comments like these that make me lol.

If all ultras were qcfx2, the game would be balanced.

http://www.eventhubs.com/guides/2008/nov/13/guile-frame-data-street-fighter-4/

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

Hmmm, the comparison is pretty interesting, mostly because the damage of the normals is so similar. Again, a crouching 3 frame jab that was +5 on hit would be EXCELLENT, it’s possible they might have already made that change judging by the video where the newbie guile player seemed to easily be able to combo into flashkick from crouching jabs. If we could get a +5 on hit from crouching strong as well i’d say we wouldn’t need any damage changes other than the sonic boom.

The most interesting thng they’ll need to do is to consider cr mk’s frame advantage on hit or block, now that target combo is in the picture. Nice to see a factual comparison though

If flash kick worked better, sonic boom did more damage, and they gave guile charge partitioning he would be just dandy

They can’t give him charge partitioning it would make his projectile way too good, no?

Why won’t they make his j.mk a crossup?

i am gonna smack whoever says this from now on.

If it was less then 1 second, then how the fuck would you lose in fireball wars?

Don’t even try to use recovery time as an excuse. Charge time is 2 seconds taking into account everything. 3s was basically 1 second because of charge partitioning.

Yeah I didn’t wanna comment on that before cause I was like really I could swear that shit takes like two seconds.

I just hope that Anti Air LV3 Focus -> Wallbounce -> Ultra 1 or Backbreaker

WOOOOOOOOOOOOOOOOOOOOOOOOO

Charge time is 912ms for Guile’s moves in SF4. 912ms/16.67ms = 54.7090 frames which rounds up to 55 frames. This is the same data that was given in the strategy guide. The game runs at 60fps, so this means the SB takes less than a second to charge for. Looking at the frame data, Ryu’s FB has 45 frames. In case you didn’t know 45 frames is less than 55 frames. This is why Ryu will always win in a projectile fight. Sagat’s FB has 39 frames, so Guile gets beat even worse.

Do you even play this game? Guile’s charge time has always been the same in all SF’s and he’s always lost projectile fights. This is because the total animation time for rolling command character’s projectiles is always shorter than the charge time for a SB.

PS. this thread is retarded

Yes but it doesn’t start when you recover. It’s longer. it would be 1 second if there was charge partitioning.

I’ve been playing 3s for god knows how long, and characters in that game that required a small amount of frames to charge get moves out much quicker.