Completely Rediculous SF4 Dash Guile Fixes

I was under the impression that that was the point of the thread. Changes that would make the character significantly better than they are now that would never, ever, ever happen.

In fact, in the very first few sentences of the original post: “What would you change about guile if every character had crazy huge revamps? This is just for fun, nothing to take srsly.”

My change would be to make Guile not a charge character. That doesn’t mean I want to play someone else, that’d be stupid and contradictory to the point of posting here.

My point was, Guile would be a better character without charge requirements. You could land easy j.rh > s.fp > rh.fk and kara FK’s, etc.

From a completely objective point of view, Guile would just be a much better version of himself if he weren’t a charge character. I don’t really care that it’s an arbitrary rule of Guile, that was the point of my post, to think about “What if he didn’t have to be a charge character” and all the other things that ensue due to that (such as a double qcf k super/ultra).

I know all of the internet e-thugs out there read this and think “Lol well you just don’t want to char–” no, it’s not that at all, but if I could think of one drastic, crazy, huge revamp (otherwise known as a redesign or massive revision), that would straight up make him far better than he is right now, the first thing that comes to mind is dropping his charge requirements and making him a circle character.

The other point (and the reason I used the word “luxury”), was that non-charge characters do have it easier in the game. The luxury of qcf projectiles and dp anti-airs. Luxury: great ease or comfort. Point of thread. … … can’t possibly imagine why that would stir those kinds of responses out of people since that was exactly what the OP asked for.

There’s a place for rational, sense-making guile changes, it’s in the other thread. This one is for the broke-ass OP ones that are fun to think about.

Gentlemen! No need to argue in the joke thread.

Ha. I gave this thought. He would become an impentrable fortress once he had meter. I don’t think any of the other charge characters would get half as big of a boost from this either.

Truth be told, Guile with charge partitioning would be too fucking sick. I’m sorry, it may be overpowered but I want to see it. Dash in sonic booms, and dash in flashkicks? :hitit:

Excuse my newb, but what exactly is charge partitioning? It sounds sort of like you save your charge longer so it lets you do stuff between getting charge and doing stuff.

It’s about splitting your charges. Let’s say I can hold d/b for 1 second, immediately cancel it with a move, let’s say a dash. I can then complete it with db, u+k. This way I can do my charge move out of a dash. It’s a type of charge buffering. Some call it charge storing, but it’s literally dividing your charges.

As you can imagine this could be an extremely powerful too for Guile. Imagine if you can dash in sonic booms, run behind them and then dash in flashkick. It would be impossible to get around him. He’d be techical but unstoppable. you could also use charge partitioning to rapid fire sonic booms, like Remy could in 3s.

As you can imagine it would be too fucking sexy.

Charge partitioning has nothing to do with rapid firing sonic booms, that’s charge buffering. Which is already in this game. Ending a charge move in back instead of forward. (b … f~b+p)

I don’t really see how charge partitioning make him that good? Flash kick sucks so dash up flash kick … I don’t know, wouldn’t be that great? Dash up sonic boom? Also fail to see how that would be great. I guess focus dashing through a fireball and throwing your own boom would be pretty cool.

Realistically, I just want to see Guile get sonic hurricane. If he could flash kick FADC backwards and ultra, that would be cool. And not overpowered.

How about far s.hp being special cancelable?

Are you serious? Do you realize what kid of pressure game that would give Guile? He could back someone up into the corner to free. And it would be impossible to approach him. Let’s imagine for a second.

Ryu vs. Guile. Guile match a few fireballs, dash in sonic boom, dash in poke. If Ryu jumps back Guile could follow him and flashkick, pushing him into the corner for FREE. In the corner you have a fucking large option tree.

Guile could sonic boom, backdash sonic boom. He can even bait jump outs with dash in flashkick. He’d have nigh inescapable corner pressure with this. someone want to cross Guile up? Dash through it and flashkick.

This would give Guile an unbeatable turtle and an unbeatable rushdown. You can’t tell it it does. sonic booms have the best projectile recovery in the game. Imagine if he could sonic boom, dash and have a charge anytime he dash? It would up his zoning game, and his zoning game by design is probably the second best of any SF character.

Still if they gave it to him, I wouldn't complain.  He'd be God tier, but shit he'd be hard to use.

a dhalsim-style teleport

A gun whose shots are unblockable.

Every 5 hit combo you get to call in an airstrike, every 7 hit you get your choice of dogs or call in a helicopter (using either punch for dogs or kick for chopper)

Ohh, and his new taunt is “Come on, KILL ME!! What are you waiting for, KILL ME NOW!!!”

I was going to say KI style charging, ie :l:(2sec),:r: and :r:(2sec),:l: work on both sides.

:l:lp,lp,:r:+:p:(boom), then hold :r:,lp,lp,:l:+:p:(boom), then hold :l:lp,lp,:r:+:p:(boom),etc…

other fun moves…

Sonic Cyclone essentially SFA3 cody Criminal Upper with much less recovery and can juggle/ ex.launch … opponent regains control at peak of launch

:d:(2sec),:u:+:p:

Sonic Dash (not the blue hedge hogs game) kinda like the SFA3 juni Mach Slide or MvC wolverine Berserker Slash but…

:l:(2sec),:r:+:k: then :p: or :k: warps a set distance then dashes into…

:p: a Back Breaker but like MvC cyclops’ Neck Breaker Drop

:k: charlie’s Crossfire Blitz but like MvC cyclops’ Rapid Punch

empty… dash is cancelable like a normal dash.

ex sonic dash will ‘warp dash’ twice but is also cancelable during the 1st.

Here comes a new Ultra!!!

(Final) Flash Crossfire Assault

:l:(2sec),:r:,:l:,:r:+:3k:

Guile performs a single Flash Kick then immediately follows up with MvC Crossfire Assault from the air. Crossfire Assault travels half the screen catching almost any aerial foe like SFA boss M.Bison. :rolleyes: …and the obligatory free air dash on whiff is added to normal movements.

SFII:WW Guile.

The main benefit to charge partitioning was the ability to essentially never lose your down charge OR back charge when throwing booms. Meaning that if you did…

:db::r::db:+:lp:

You would still have a full charge for another boom or flashkick the second you recovered. Pre charging doesn’t even come close to how good this is. In 3s, Remy’s high and low booms counted as two seperate projectiles… meaning he could have both on screen at once. Sadly, even though remy could charge partition, it didn’t make him top tier since he had no way to capitalize off the parrying system and his awesome projectile game was easily negated by them.

In SF4 no character could touch a guile with charge partitioning. Just keep firing booms while keeping you db charge and flashkick or ultra any jump ins. Any trades on flashkick and you still win on damage.

IMO, Guile would be in SF4 what Urien was in SF3. Only a whole lot more fierce due to no parry system.

I’m sorry for reviving this with such a newb question, but this is bugging me. I thought I understood it until recently… Everyone says charge partitioning doesn’t exist, but can’t guile already dash->ultra, as well as bison doing dash->ultra? I haven’t done bisons but from what I’ve read it’s b(2), f, f, b, f + KKK

Which sounds exactly like what Branh0913 was describing when he said:
“It’s about splitting your charges. Let’s say I can hold d/b for 1 second, immediately cancel it with a move, let’s say a dash. I can then complete it with db, u+k.”

When I asked someone else why this worked, they did say it was charge partitioning, so I thought maybe the whole no charge partitioning in sf4 thing was wrong, but now I’m just confused… I’ve seen gilley’s video where he shows that you have time to charge after an FADC (during crumple stun), but that seems different than dash->ultra, where you’re charging before the dash, do the dash, and then finish the ultra. Is the difference just that you’re buffering the dash into the ultra inputs and not actually partitioning the charge?

Yep. Charge partitioning actually allows you to split up the charge into different parts that equal a full charge.

cool, thanks for the help.

There is no charge partitioning in SF4

The reason why dash > ultra works is because you have 26 frames to complete the super/ultra motion and press the button. Most people’s dashes are shorter than 26 frames.

No arguments here.

I would settle for this.

giving him something called DAMAGE

if only

lol, if guile got a third move that would be ridiculous in itself.