Capcom, The way to Strenghten Guile is

Easier combos for Guile starting from a Jab and ending with some Special move is a basic and much anticipated Guile change in my opinion. I’d like to see him hit confirm his combos with a more widely window to pull moves than it is now, so players can j.HP/HK, c.LP/c.LK, c.LP/c.LK, c.LP/c.LK, Sonic Boom/Flash Kick in a consistent way, not worrying if they’re going to get a reversal/counter or if they’re gonna miss some link because of some shitty frame window.

Now almost all the pro Japanese Guile players have his hit confirm combo as j.HK/HP, c.LK, c.LK, s(far).LP, s(far).HP. Ending in a s(far).HP is for a reason, and that reason is that it’s too easy to miss a Guile link right now so they prefer to pull a combo which is gonna be safe on block, but if it fully connects do 30/50 damage less than ending in a Flash Kick for example.

Now in SSFIV, with his improved frame data, improved damage, improved links, improved specials, new (comoable?) useful Ultra, I forsee much more fun and powerful playing than before, and I’m quite happy about this because althought Guile is not my main I really like the design and the philosophy of this character and it’s gonna be good to see him powered up :slight_smile:

I don’t mind his combos being a little easier but making his existing combos slightly easier does not negate the current problems he is having at the moment. He still has the problem with his ultra, his flash kick still needs work etc etc.

Totally agree… which is why seeing the few “he’s fine the way he is” naysayers bugs me. :nono:

If the jab recovers faster then ofcourse it’s going to be better on block as well as hit. I don’t doubt many of his normals will also start up faster as some were quite slow for now real reason. Buff.

There’s no reason that a link should be so difficult when it’s so low on reward compared to other 1-frame links.

Baiting a neutral jump is one of the best ways for Ryu to setup his super. Especiallyfrom close to full screen. If Ryu is going to hit Guile from full screen with his super, it will because of a baited neutral jump. And the other stuff you’re complaining about. Tell me what game where a stocked super does not eliminate your options? That’s nothing new in SFIV, and it’s nothing particularly exclusive to Guile vs. Ryu.

I will agree Ryu has the advantage, and I've said this from the beginning.  The question is if it's an overwhelming advantage or just a marginal one?   I believe that latter is true.  On paper, Ryu doesn't have that much more, if your defense and zoning game is on point.   At a certain level, it's no longer a character vs. character matchup, but player vs. player.   I believe it's more of an issue playing a certain person who is using Ryu than fighting the actual character.  In terms of charater vs. character the matchup is closer to even than a horrid matchup.

Of course there will always be a B.S. ultra that factors in to this matchup, which is something Guile can't rely on.  But that's just one factor.   

I’m not saying airthrow is the only thing you can do to Seth and Viper. I think it’s something you should only try on occassion anyway. But when you attempt it, you should be landing it. I wouldn’t suggest you spam it everytime they take flight. Of course in either match, your defensive ground game should be on point, and your blocking needs to be spot on. Personally, I don’t have issues with these said characters because they HAVE to approach you, and I tend to do better against people who come to me, whther than me having to come to them. Viper, IMO is someone I’ve struggled with more, but I will say its due to there being so few Vipers in my area. There is one pretty decent Viper, and I can somewhat hang with him that’s if he doesn’t get early momentum.

Since you like to hurl off insults like you’re the smartest guy on SRK, then I was hoping you’d see the correlation. Of course you do, but if you admitted it then you couldn’t fire off you nonsensical rants.

I personally have never had an issue with Seth. And until I do, I’ll still hold my opinion. I only play this matchup one way, smart defense. And I gradually pick him apart. Look for my opporunties, etc. I haven’t come across a Seth player who could beat it. and until I do, and they beat me in such a manner where I could think it’s charater design as opposed to player skill, then I’ll gracefully conceed on that topic.

welcome to my world. fei long and guile have the lowest reward/highest risk for their respective one frame links. on the bright side of things though, if you master guiles/fei longs one frame bnb’s, every other bnb in the game gets 10x easier

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Hey Capcom… auto correction is helping shoto scrubs. It’s getting Guile an asskicking. I love having tricks available to me with Fuerte… but if you remove Auto-Correction. Do it for the Family Man.

At least you have fast normals… and links… and several useful combos… T_T but it annoyed me when I watched Wong vs Daigo and every single time Wong missed a link Daigo DP’d the shit out of him and made him pay.

If Capcom isn’t getting rid of input shortcuts I doubt they are getting rid of auto correction.

I really wish they’d make it an option to turn the newbie shit like that on/off like BlazBlue. I’ve been playing 3S again lately and it’s been so nice to do a real crossup and SRK isn’t the be all end all holy grail of moves.

No an option would be dumb IMO, why make it a choice to have it easier for some and harder for others? Either have it or don’t, there should be no choice. People shouldn’t be able to enter tournaments with having selectable options like that, then you get into things like well this player uses this option so he isn’t that good and this player uses this options so he’s the best. Fuck that noise. Fighting games take true skill I don’t want some FPS assisted aiming shit choices in my fighting games.

Yeah but Fei has the rekka, amazing FA range, insanely fast pokes, a move that goes over all normal hight projectiles and EX specials that recover faster then Guiles HP SB.
Fei is a technical character, like Guile…but not much more is similar. Also, being a QCF character, it’s easier for him to dish out damage on whiffs because there is no charge involved. Guile moving forward is a Guile that can’t hurt you bad. Same thing can not be said about Fei.

/facepalm

no no no. That’s not what I said at all… cheese and rice. I don’t think you should be able to have it on for some and not on for others during tourney… honestly can’t believe you’d interpret what I said like that.

Capcom said they put the shortcuts in to make the game more accessible to new players. We all know SF3 was great, but there was a huge disparity between good players and bad and this turned shitty players off.

I’m saying there should be an option to have them either on or off. For newbies and scrubs that don’t know how to play, they could keep them. On the other hand, tournaments and people that don’t want them should be able to play the game without them.

Have you ever played BlazBlue? You can have an option for one button special moves, but this is disabled online and obviously in tournaments. I hate the shortcuts and wish they would remove them all together, but if they’re going to keep them in, all I’m saying is I’d like to be able to turn them off if I don’t want them. I’m not saying in the same match one person should be able to have them and someone shouldn’t in a tourney environment, that’s just stupid.

Like I said dude, fuck that noise. Street Fighter isn’t BlazBalls and it’s not TvC so screw that.

Sounds great! And realistic. Throw should reset combo damage, too.

There is no way you’d be able to combo an airthrow in a SF game. Unless SF puts you in some special juggle state in which you are throwable. I doublt that will happen, because I’m sure it’s a systems that could be exploited. Of cource there are command air throws, but I assume they combo because they have special properties which will grab an enemy in the air no matter what state they happen to be in. comboing airgrabs seems more in line with something in Marvel. Sure the applications would be more limited, but I can imagine with those juggle properties in place, some things may not go so well.

And SF3 had very lenient commands compared the the Alpha games and ST. Hell even CVS 2 was less lenient than 3s. Not sure why people act like SF3 required this crazy execution to do basic moves, when that’s not true. The disparity existed in 3s not because a newbie couldn’t execute stuff, but because a more experienced player would have had more knolwedge about option selects, and other things that require specific knowledge.

The lenient inputs, and/or shortcuts are fine. Being able just to do a move has never been much of a problem. The real issue is lenient inputs combined with a huge reversal Window. If they reduced it to what it was in 3s (reversals weren’t hard to do in that game either), then it would be fine.

You cannot throw in combo, so Flashkick FADC to air throw is something you Guile players should just dream on.

Anyway that spansh article said that Flash Kick have more stamina, what does that mean?

In a way, you’re correct. But you’re also forgeting that Rose can now Reflect into Soul Throw. Not entirely the same, but related enough.

I don’t care about FK FADC air throw. Just saying.

(the stamina thing is obviously an error. It refers to Guile. Why is everyone so lacking in common sense?)

**“Guile ha conseguido algunas mejoras que lo harn ms competitivo. Su Flash Kick fuerte ha ganado en rango, el personaje tiene ms resistencia y el nuevo ultra ?proyectil- parece que ser la eleccin de los jugadores que usen al marine norteamericano debido a su gran utilidad”
**

Literal traduction:

“Guile has got some improvements which will make him more competitive. His strong Flash Kick has more range, he has more stamina and the new Ultra (Sonic Hurricane) seems to be the usual choice for the players who will user the north american marine because of Sonic Hurricane variety of uses.”

Just to clarify things…

I was waiting for this to come up. Rose Soul Throw is not an actual throw, at least not how Guile’s air throw is. IT’s actually not unlike a DP. It just happen to give you a throw animation upon being landed. You are actually doing the move from the ground. That’s why it works just fine in that case.

However, think about the application of making a juggled opponenet throwable. You could very well be Zangief, do a sweep, the sweep will knock the opponent in the air, and then from there you could 360!. A sweep to low? That’s FINE just trade air to air, and then time your 360 as they are coming down. Hell while we’re at it, you could time a 720 too.

Basically to make someone throwable who is falling from a knockdown throwable, what’s to stop any any every throw from connecting? As long as you have a falling opponent, and they are within range, you should be able to throw them. That would be broken. It would be nice to FADC flashkick to throw, but I think it screws up a lot of stuff in the long run.

that spanish article is full of shit. Guile more health? hahahaha its a joke.

Why dont they give Bison or Gouken more health?