Capcom, The way to Strenghten Guile is

That actually sounds harder provided you actually have to hit forward and backward. If the down/forward counts as forward and the down/back counts as back, then that’s far too easy. Just keep it the way it is, I like hitting the corners.

Regarding the c.RH

I had a thought of making it like a target combo, with a necessary second input for the second sweep.

lk- first sweep followed by standing close jab kick or (unsafe) bazooka knee
mk- sobat back
hk- second swing of sweep
no input- sweep ends after first swing

Yeah, this would be a little broken…

Improve cross up defence, give the conitually spamming cross up boys something to think about.

Jumping roundhouse tag range (tag range of Guile’s SFIV jump in attacks is shit), need to be able to hit the fireball spammers from a slightly further distance.

Reduce dizzy prone bs.

Buff up flash kick for a few more priority frames.

Freaking 1 frame links are a royal PIA to pull out consistently in the heat of battle. Needs attention.

I guess the ultra needs a bit more connection possibility.

Anything more than this and we’re probably looking at pushing things so far that the next iteration of SF will invariably nerf him again. Perhaps a ‘centre parting’ bad hair day skin will prevent some of the hate if he gets a bit too strong.

That has nothing to do with the charge time, that’s the recovery time on his flash kicks causing that otherwise he could (in fact, if they’re in the air and you lk.fk them or whichever FK so long it’s at the very top of their jump, you can land an EX FK or EX Boom (use boom) on their way down).

They have the same charge time, ~55 frames or 55/60ths of a second.

O.o…that’d actually be kind of cool. Would certainly perpetuate his long list of command normals and emphasis on his game relying on the fundamentals.

I’ve always thought it’d be nice if his sweep was a 2 hit combo, first hit doesn’t sweep second hit does, block stun from first hit (or hit stun) would prevent them from being able to reversal SRK you between hits, damage would remain around 110 total (first hit maybe hits for 50, second for 60).

Why? KOF did it with ash and it works beatifully. Sf3 did this with remy and it worked wonders.
It is a good suggestion.

Flash kick focus cancel lets you air throw them afterwards.

That would be such a badass combo.

He would be too good. He already dominates the Guile-Bison match-up. Bison’s only hope in that match is to pressure Guile when he’s down. If Guile’s flash kick was 100% reliable AA on wakeup, that match would be more ridiculous than Seth-Zangief.

Why didn’t this thread close after the first page?

How else could you have asked that question if it did?

I really don’t think Guile dominates Bison, maybe a slight advantage to Guile.

Give his Flash Explosion ultra a vacuum effect like Rufus’ ultra has.

EX Sonic boom should knockdown and have the same recovery as lp Sonic Boom.

Flash Kick should have the priority of Ryu’s shoryukens.

Make ulta/super input motion charge back, forward, back, forward.

Give his dwn/frwd hk something useful to do, I really don’t care what you come up with, but it looks too cool imo to be useless.

I suggest making the move pop the opponent high enough to juggle into fk/ultra/super.

this guy knows what he’s talking about

no third move please, just some improvements in either damage or stamina and a new ultra.

not needed but i’d love to try it out.

i agree with you. i find bison to be one of my tougher matches…maybe just because a lot of good players play as bison…while the not so good players stick to ryu/ken/sagat.

lol guile with charlie dash would be so nasty!

Why don’t they just add Remy to the game and then we wouldn’t have this problem. Crouching HP into Ultra Combo FTW.

Being a charge character, I don’t see how he can possibly have a FADC into ultra. At least not a realistic way. As far as combo into ultra, I guess if like they made lk flash kick leave the opp with more hang time then you can do it ala balrog with db, ub lk (holding charge) -> f,b,f,ppp

Please do not listen to this, Chun having a 1 frame punisher with super is bad enough, a lot of characters moves would simply become unsafe against Guile: Dash straight, thunder knuckle, all of these normally functional moves would be punishable on block from him, and that alone would make him super scary to fight once he has 1 gauge.

Now for some of my own likely game breaking suggestions! 8D!

1: 4/6command kicks: Reduce the damage for 6short, 4/6forward and 4/6roundhouse to 40, 50 and 100 respectively. In exchange for this very slight damage shift make them more mobile.
6short should avoid low hitting attacks and throws pretty much immediately, on top of this 2 frames less start up, and 3 frames less recovery. Make 4short just a normal standing short A la SFII:CE, keep it rapid fire and excellent.
4/6forward should also near immediately avoid lows and throws, it should also hit low enough to counter poke shoto crouch mk, but his own hit box high enough to go over an adjusted low tiger shot, 3 frames better recovery so on counter hit with good timing a crouch jab can be linked afterward to get a better punish.
4/6roundhouse Should be optimum for moving forward while maintaining charge. 1 less frame of start up, 3 less frames of recovery, slightly more forward movement, and adjust the hit stun so that with the less recovery it won’t be combod after except in extreme situations like counter hit with the very last active frames.

2: Crouch forward: In exchange for getting rid of the target combo into MP increase its range. Give it a five frame start up, more range, and slightly greater knock back as well.

3: Jumping: Slightly faster (2-5 frames) with the same arc, same for vertical jumping, for angled jumping MK increase range, that is all.

4: Charging: Drop charge times slightly (1-2 frames), charge partitioning, that is all.

5: Sonic Booms: All sonic booms down to 29 frames of recovery, EX boom slower than jab boom 31 frames of recovery as opposed to 39. Make fierce boom speed in between current fierce boom and current EX boom.

6: Flash kicks: flash kicks need to win or at least trade if something is coming directly at you from the air, short should be akin to Ryu’s DP invincibility until its first hitting frame so that it can trade. Roundhouse should have it be until a few frames after the first active frames. Make the damage lower on all flash kicks, 110/130/150 respectively. To compensate, on hit they’re like a fragrance palm, knock the enemy very far back, around 3/4 screen distance in total and count it as a launch state. That way in the corner you can do some kind of hit (Like air throw) to juggle for more damage, while if you’re on defense it helps knock them away so you can reset the situation, but you can’t do jack for more damage. EX should function the same way but do its current 100, 80 damage set up, on top of this extend its hit box behind him slightly so at the cost of gauge he can deal with cross ups with either only the first or only the second hit, does less damage, but gets him out of the bad situations.

7: Super: Keep it as awful in the damage department and availability as it is right now, keep the same motion, all of that nonsense, but like Chun’s super have it be a 2 frame start up super, able to punish tons of stuff if people throw it out when Guile has the miracle of full gauge.

8: Overhead: Make it into a knockdown on hit, letting Guile reset the situation.

9: 3Roundhouse: Give it a better hit box for anti air, slightly increase the damage to 130. Keep it requiring EX flash kick as the only followup.

How these effect overall game play.

Over all: Charge time and partitioning universally help him out across the board. The slight nerf in various damages is to keep him from potentially being too good.

Against zoners: The command kick alterations allow him to be way more effective since he can control his space with sobats and step kicks while keeping charge, the slightly better range on jump forward allows for more easily punishing from mid range for enemies using badly timed fireballs. His adjusted jump speed will also help him deal with this as well. better options upon cornering an enemy thanks to adjusted flash kick mean that actually getting around their zoning will yield greater rewards. He lost the speedy EX boom, but the ability to maneuver more into his good position is better than getting a 50 damage hit in a lot of situations anyways.

Against rush down: Better flash kicks mean that Guile has the opportunity to reset the situation more easily, EX boom lets him control space much better, better super means that they can be less brain dead on their assault, crouch MK allows for better zoning, fixing all booms to the same recovery means better zoning as well.

At footsies: His fixed crouch medium, sobat, bazooka knee, etc mean that he has a lot more options when people are wandering around shoto crouch forward range and are ready to fish with it.

On offense: With more to fear from his overhead, sobat, and combos, he would be a bit scarier than crouch strong into flash kick on big punishment 2roundhouse FADC can keep mounted pressure. Corner damage goes up dramatically with new flash kick, and the ability to keep pressure on with booms to force a mistake more easily.

Effect on match ups:

Awful:
Sagat: Sobat over low tigers helps, increased mobility via command kicks and jump arc to get into the range where a boom trade allows you to poke helps, ability to keep the pressure on when at the sweet spot is good, and over all this match up should get way easier.

Bad:
Ryu: Increased footsies and manueverability again will make this match easier, your options for getting to his bad range and doing things there are much better. Jump adjustments mean the range where throwing hadoukens is dangerous is vastly increased.
Gouki:Mobility again helps, though Gouki’s wealth of options will still make this a less than easy fight, he has more to fear from doing something stupid if you punish, again, getting into your sweet spot will be a little easier, though with his air fireballs you’re still fairly restricted.
Chun: footsies ability, damage, ability to deal with her cross ups, more ability to do things on kikouken and boom trades.
Blanka: better footsies mean he needs to do more predicting to deal with booms correctly, especially with a low forward tapping him at farther ranges and flash kicks doing more for zoning to him if he’s jumping in stupidly.
Rufus: Booms and flash kick improvements help deal with the Rufus match up, only takes 2 gauges to FADC backwards on a roundhouse flashkick to back him up on one of your wake ups, as opposed to needing an EX to avoid getting beaten.
Viper: I honestly think this would still be hard even with adjustments, though being able to play footsies with her and keep her from starting shenanigans as easily would help, along with EX flash kick to get out of some of it.
Dhalsim: EX boom allows you to get into his difficult range more easily, low forward makes that range much more difficult for him.

Other matches:

Honda: This would be a lot worse for honda than before, easier to keep him out, easier to get him out once he gets in, with low forward his stand roundhouse range is less aggravating.
Gief: incentive to actually use flash kicks to get him way the frick away with you, better fierce booms, the use of EX booms, better footsies, over all this match is much less difficult.
Boxer: Being able to punish dash straights on block when you have full gauge could make a world of difference, same with low forward and better ability to get him off once he’s in.

That’s just what comes to mine, I’m sure there are a lot of other things this would adjust, but over all it would make Guile a really solid character without him needing to randomly get AA FADC ultra or any of that nonsense that would homogenize the game.

You can already FADC the sweep after the first hit…

Shows how much I use his sweep currently, after seeing how unsafe it was I pretty much always use a crouch short now. >.<