Capcom, The way to Strenghten Guile is

There’s nothing unreasonable about any of these as far as I can tell because he HAD some of these traits already to some degree in other SF games, but Capcom kept f*cking around with him. Seriously, even #2 alone made a huge difference in keeping Guile viable in the other games, but instead, they widen the play field in SF4 AND take about a foot off of his j.hk so that he can’t follow a boom and connect it during block stun to keep pressure on like bitd.

Here’s hoping at least 1/3rd of your list is implemented…

they should def do something to ultra1 if they want to see it in a tournament ever again

Which street fighter frame data did you used to compare?

I don’t know about all those frame adjustments but I do agree with you on the j.hk and c.mk needing an increase in range and the ultra 1 charge command changed to ST style (SF4 is the only game I have trouble pulling off those charged command). But the j.mk as cross up doesn’t sit right with me.

mainly st and cvs2… the numbers aren’t exactly perfect, i changed them around a bit to what I thought would fit better relative to the sf4 system (its my wishlist)… might be able to make an “authentic” guile change list, which would make some moves slightly better, some slightly worse…

j.MK is not really necessary. I just want something better then j.LK

It’s a nice wishlist…since SSFIV is done, not much here to really consider. Better save that list of yours for SSFIVTurbo…whenever the hell that gets announced.

True, but it’s an option of enabling some extra damage vs having nothing at all after you cancel. It could be just enough to finish someone off if the match is tight and it’s a very minimal risk balance change for Guile. It’s not like you’re aiming to land it for 9999 damage, it’s just if you happened to land the FADC Flash it’s another one way to get more out of it. Could also argue for the EX Flash to get morel damage after Guile High Kick than it does now. shrug. options man, options…

The more I thing about it, the more I want a normal FK to connect with a df.rh. There is no reason why it doesn’t or shouldn’t. It’s not a high damage move, you cant follow it up with anything insane. At least it would make df.rh usable. Right now, I’m not gonna burn a bar for the EX FK even when I land the kick unless it’s a character that has low stemina and health (Akuma & Seth, for example).
If meter isn’t required, it would be a nice alt to the standard, SRK mashable jump-in BnB, or general Honda matches.

Actually there is a reason it doesn’t. People seem to not really get how juggling in this game works–when they say, “Oh you could easily just make his air throw grab people out of a flash kick” no. You actually can’t just easily do that you’d have to thoroughly change how the move operates. Same with making flash kick a juggleable attack after df.rh.

The reason that FK doesn’t juggle after DF.RH is because FK doesn’t have any juggle potential (The second hit of EX Flash Kick has 1). Messing with that can mess with a few things, like being able to early AA Flash Kick > Late Deep Flash Kick. It’s an unnecessary change. I prefer the idea of giving him upper body invincibility after it starts up.

^
that is exactly why I would like to see the damage on EX Flashkick changed to 80:120, so that the second hit will do more damage. If the FK worked the way its supposed to, EX FK would be used a lot less. It would make sense to improve its use for juggling purposes. besides, the EX FK REALLY needs a damage increase anyways.

EX FK though very useful, is also another move from Guile that is actually pathetic, it just doesn’t seem like it because how bad the regular FK is. Take a look at what happens to shoto’s with EX SRK’s. They get 2 or more of the following: 30+ damage increase, more range, armor breaking ability, additional 10+ invincibility frames… in some cases, they get all of those properties. now let’s look at what Guile’s ex FK gets. additional 2 invincibility frames, and 20 more damage. hahaha… it’s just a joke in comparison…:bluu:

Here is me at our tournament yesterday. I ended up loosing but I’m still trying to improve. I notcied I missed a few places where I could have capitalized more and at the end of the matches I just ended up frustrating myself and loosing. Our arcade plays best of 5 double eliminations so if I’m going up against a Sagat I’m bound to start getting figured out sometime lolol.

Joker vs SdoubleG

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Belongs in the Video thread!

Man, that Sagat was crap. He hardly scored any damage that wasn’t completely random, and the only reason he won is when you started being even more random. Why’d you start being random, Joker?:sad:

Believe me dude I was thoroughly disappointed in myself after the end of it all, I totally had him. I ended up being too conservative in the final rounds :sad:. It’s already a very hard matchup even against average Sagat players. A lot of times I get beat by what you don’t see on camera, I get nervous and when I start fucking up I beat myself up and get annoyed. I’m trying to get better at those things, before my matches I try and calm myself down. I’m no Guile expert but I’m no slouch, best of 5 is really hard though IMHO especially in our best of 3 matches best of 5 rounds double elimination tourneys we do. I look at it this way though, if I can beat a person in doing the tournaments how we do it will make me a better player since I can play for longevity.

I’ll do better for you guys next tourney, thumbs up soldiers! :tup:

Too bad that sagat sucked…

I wouldn’t say he “sucked”, he was average. Guile can’t win by his more damaging combos if the Sagat isn’t whiffing or throwing out wake up tiger uppercuts. Clearly he at least knew that much, forcing me to win by completely out footsie’ing him. That’s where I feel Guile has made me accel, he has made my footsie game really good. If you want to get good at footsie fundamentals, play Guile.

Awesome, i can’t wait till we get the full list of buffs and frame data that everyone got

Woooshoooe learn to delete everything in long ass posts like that and put in “Snip”. Jeez.

If capcom hasn’t already made most of those changes, it’s a good chance for them to see what IS wrong with guile if they don’t already know by now

I’ll give you this bit of constructive criticism. I think you threw out too much stuff. Seriously you were constantly doing something and at close range that’s not always a good thing. The Sagat jumped in on you so many times but you were too busy committing to something else to cr.FP him out of the air for example. You missed a lot of free damage that way and a lot of opportunities to show him his place.

I know and any other criticism would be helpful as well. I felt I played decently enough I just chalk to up to tournament inexperience and my nerves which got me fucked up in the end. I do feel like the best of 5 rounds best of 3 matches is a little fucked up with our venue, makes the top tier characters easier to edge out wins in the end plus allows them to figure you out due to extra time playing.

I didn’t think of that. It just seems a risky move to pull off without any benefits right now. I’m not sure how bad it would be if FK indeed had juggle potential but I’m bad at taking everything into consideration so…:P.
Upper body invincibility would be the Ultimate FK fix as far as I’m concerned but I really doubt it will be.
I can’t find the link right now bit I thought I read something about the range of air-grab reduced. If that is indeed the case, I’m gonna be very sad. I’m gonna go trough my history to figure out where I found that info…might be just BS…at least I hope so.