Family man patriarchy remix (Guile strategy thread)

That’s like, so 1992.

Wow nvrmind im the biggest idiot i know, I do this by accident in most cases lol

No you’re not. It would have been dumb not to ask a question IMO. I don’t get it tho. Are you talking about holding back as soon as you do a Sonic Boom? What did you do before? Did you wait until the Boom left the screen before holding back again? I’m not trying to make fun, I am genuinely curious. :china:

If that is what you’re talking about, then there is another tip you may not know about:

You can do b charge f, b Punch, and this will release a Boom, and allow you to start charging even faster than simply pushing punch at f.

Yep this post is exactly what I didnt know until now, also found out that df could be used instead of f which makes it useful for low punches. Also m assuming you can end at the db position instead of the b position right.

Yep.

Edit: Although IDK about the ending in df, I think you are ending in between f and df, otherwise ending the Boom in df would allow you to simultaneously charge for the Somersault which is not possible.

Hey Guys I’m new to this forum but I have a few thoughts on Guile’s matchups. I am a 100% Guile player on HDR to the point where if I ever select anyone else it’s probably by accident. It’s my goal to figure out the most effective strats against each fighter.

Anyways my overall play style tends to adapt to the play style of my opponents. I like to figure out which moves and tactics neutralize my opponents as opposed to merely just attempting to beat the crap out them, which I find rarely tends to work with Guile. I think he gets pwned by randomness way too much for that style of play - one match he can kill the opponent in a couple moves whereas the next he’s barely doing more than a tick or two with any move but the backbreaker. That said, here’s what I’ve found for some characters:

v. Blanka: This is a tough match against a clever Blanka player, but for a clever Guile player I’ve found this to be one of my most fun matches. Everyone thinks Guile is useless here, but Guile’s standing SK stops just about all Blanka’s problem moves clean. Rolls, slides, and most of Blanka’s ground moves lose (the ones people actually use, that is). Guile’s neutral j.SK produces similar results, as does his neutral j.FP. The crouching JP will stop rolls and allow for charges, but that’s about it so use with caution. I’ve found that neutral SK of both forms works so well on defense that the only real thing I have to worry about is when the opponent immediately jumps following a crushed move. Here, Guile has no charge to deal with air Blanka, but he has some unorthodox choices that involve timing. He can usually beat the inevitable Blanka jumping SK with a well timed crouching FP uppercut, but it must be timed well since Blanka jumps fast and the uppercut is slow. He can also knee under Blanka’s jump and escape. This has to be started early to be clean, but at the very least if the j.SK hits, Guile will more than likely be in the air and insusceptible to tick biting for a split second. They’ll usually try to jump immediately afterwards, but by that time you should have enough down charge to be able to land a Flash Kick anti-air. I’d say mix it up with neutral j.SK and neutral j.FP (also hits slides), and throw in a few standing SKs to stop any Blanka reaction moves and you’ve got this match mostly won.

Be warned though, when you see Blanka jump, don’t try to engage him unless you know you can clean hit. He will likely be jumping with a SK to follow up with a tick bite out of frustration that all his moves have been locked down. I don’t think the j.FP (non-neutral) will win against that move. Be ready to reverse at all times when this happens. Otherwise it will take some clever jukin and jivin with knees and purposely whiffed hop kicks to get out of that mess.

vs. Vega: This match I think is far more difficult than Blanka in HDR. For some reason Guile’s RH Flash Kick, at least for me loses to Vega’s Wall Dives more often than Sirlin makes it seem. It also appears to miss regularly Vega’s slide, and even misses Vega just regularly crouching at about 1.5 character lengths away. (This somehow manages to happen at closer ranges when Zangief crouches!!). Anyway I tend not to rely too heavily on Flash Kicks against Vega unless I’m close and on offense. Here’s what I found works best:

Vega appears to have a horrendous distance game, so keep him as far across the screen as possible for the entire time and bait him with booms. That way all he can do is Wall Jump. This will make him predictable. Wall Jumps appear to die cleanly against Guile’s regular j.RK, and if timed well, against his j.FP also. When he jumps, meet him in the air with one of these and watch him fall on his ass! Jumping backward is better than jumping forwards, but if that’s all you can do it’ll work more often than not too. If Vega gets in close and starts his barrage of bullshit, you have to be fast on the reversals. Do anything you can to grab and toss him away to restart the above tactics because Vega beats almost all your moves if for nothing else out of sheer speed. Your crouching jab will beat his usual punches that everyone knows about, but it has to be timed well, so it’s useless. Try not to jump in on Vega unless you’re sure, as his flip kick is fast and juggles. I haven’t found a normal jump move for Guile that beats it yet, if any.

Also note that Guile’s j.FP beats many of Vega’s air kicks so use that against jumping Vegas when the Flash Kick is unavailable.

v. Dhalsim: Sorry folks I got nothin here. Fighting a shitty Dhalsim sucks and fighting a good Dhalsim is just retarded. Lots of booms, lots of crouching FKs, lots of distance, and lots of and luck ladies and gentlemen!!

vs. Boxer: Boxer is another fun match like Blanka. You just have to know what Guile’s answer is to all his problem moves, and usually it’s the crouching FK. He has no fireball so that means lower the Booms on him!! Keep him at a distance so you can actually see what’s coming. Throw quick booms in repetition because Boxer has mobility problems. Guile’s crouching JP will stop Boxer’s low rush cleanly most of the time, especially from far away. so if Boxer gets 2 character lengths away or less, start putting that into your game. Push him back away with crouching FK and FP booms. If he jumps, Flash Kick him. Also occasionally throw in a neutral j.FP as it’ll stop Boxer’s Turn Punch and High Rushes cleanly.

The Buffalo Charge is powerful, practically invincible, and very annoying. Don’t even try to attack this. Bait it but get close enough to where it whiffs, then toss em away. Keep booming his ass. He’ll likely Buffalo again, so toss him again. If Boxer tries to Buffalo through your booms from full screen away you can meet him in the air with a j.RK for a free hit. Also, hilarious things sometimes tend to happen to Boxer’s RK Buffalo Charge when Guile meets it in the air from full screen away with a j.RK. If the randomness factor is in your favor you may score what I’ll call a Magical Backbreaker - a backbreaker (counter hit) that snatches Boxer from like 2 character lengths away and crushes him for almost 33% damage!! I always feel a sense of accomplishment when that happens - Boxer’s overpowered ass finally gets to taste Guile’s most powerful move. For those who don’t know, Guile’s Backbreaker in HDR and SS2T scores the same damage as Geif’s SPD and Hawk’s Tornado when not teched, so spamming jumping FKs to get close is a good general strategy for Guile (not against Boxer though!). You might get Backbreakers in unlikely situations doing that (I once broke a Flash Kick that way somehow, and I remember snatching Chun Li right out of her Helicopter Kick, mid kick twice!)

A lot of Boxer players are arrogant pricks who think they’re unstoppable, so doing these things will catch them off guard a lot. They usually just keep doing the same shit that fails over and over until you win. It’s so bad that I can almost sense when the Super comes. If I’m playing a scrub it’ll come almost as soon as it’s available. If I’m playing someone decent I can usually bait it with booms until they get frustrated. It won’t lose to much, so just block it. Usually they’ll try to follow up with a Buffalo to catch any attempts to reverse. See above for how to deal with that. Also you can jump over his super fairly easily if you see it coming from a distance.

I don’t need to remind anyone not to get caught in Boxer’s throw loop. If you follow these strats you won’t really have to worry about it.

vs. Honda: Guile can absolutely crush just all but the fastest and most clever Hondas quite easily. You can safely start any Honda match with a neutral jump as Guile’s neutral j.FP stops ALL Honda’s most used moves. It loses only to Honda’s jumping punches, which noone really ever uses effectively (but Guile’s jumping punches win against Honda’s). Time it somewhere close to right and you’ll score and air throw against Honda’s splashes with the neutral j.FP (assuming you charge by instinct). Crouching JP stops Honda’s headbutts, slaps, super, and most of the ground moves it connects with. You can win almost using crouching JP and Flash Kicks for the most part for when Honda jumps in and splashes out of frustration. Be quick with the Flash Kicks though cause Honda’s short flying splash will leave Guile open for a hold loop so don’t let that happen. Honda’s standing RK will beat Guile’s crouching JP, but if he’s close enough for that to connect then you need to be crouching FK and Booming more to push him back. All in all this is an easy match so long as you don’t get too comfortable. It’s always fun to watch opponents just die because they can’t figure out how to navigate Guile’s normals.

vs. Chun Li: Chun Li players tend to jump a lot, and many haven’t figured out that her throw has much better priority than Guile’s. This is ripe for what I call the Mortal Kombat walk. (I named it after an annoying AI pattern in the MK series where in a match against a CPU opponent on hard difficulties, if you try to jump in, the CPU will move just forward enough for your attack to whiff so that they’ll be in position to punish you at their leisure.) Chun jumps, you walk in so that she misses, and toss her when she lands. Wash, rinse, repeat. Works very well against scrubs and intermediate players, but is unreliable against experts who recognize that Chun’s throws beat Guile’s. For the other opponents, trap Chun in the corner and pummel her. Don’t let her escape. Her moves are very powerful but just about all of them have decent start up time to where you can react if she’s under pressure. Stay at least one character length away at all times though so you don’t get hit by upkicks. You’ll be susceptible to throws still though. Try not to engage Chun in the air unless you’re trying to stop her Wall Jump mid-jump. You’ll lose. MK Walk all day and this matchup shouldn’t be too big a problem.

vs. Guile: Boom Fight with random counter kicks of varying sorts. 'nuff said. Guile can boom faster than most people think (I’ve been able to keep up with Ryu on numerous occasions) but he suffers from input failures a lot. Keep this in mind. Your Flash Kick (all ranges) beats Booms from 2 character lengths away when well timed.

vs. Zangief: Play keepaway with booms, crouching kicks, and Flash Kicks. If he gets within 2 character lengths you’ve failed and will likely die against a good Geif. Practice those reversals.

vs. T. Hawk: Play keepaway similar to above but it’s not nearly as big a deal as with Geif.two of his specials require Hawk to be in the air, which is ripe for Flash Kicks, j.RKs, and j.FPs. Neutral j.FP stops Hawk’s dive. Counter a whiffed Hawk “Uppercut” (?) with a backbreaker for Mega damage. Also noteworthy is that Guile’s regular j.FP stops Hawks’ infamous j.JP.

Sorry for the long post, but there’s more if you guys are interested. The moral of this story is that Guile’s oft-overlooked neutral jump normals are very powerful and should be utilized heavily. At any rate, I’ve got Guile strats for every character but Dhalsim so have at it.

You make it sound so simple for Guile than it actually is. :cool:

Lol… maybe against you!! I mean these are general strats that’ll work against the masses and a fair share of those better than the masses. Someone like you is clearly better than that, so I don’t believe there is any boilerplate strat that can be found on a forum that’ll beat someone with a mastery of a particular character.

In your situation, I just play it by ear and hope you fall for some of the stuff I try to set up. Usually I’ll input failure at the wrong time and whiff what otherwise would have been a perfectly timed Flash Kick…

But in general Guile shouldn’t have much of a problem beating 95% of the T. Hawks out there just by baiting all his moves and not letting him get too close. You’re a clever and tricky person so that doesn’t count as “general”.

True, but in a lagtastic, rollback ridden match guile suffers heavily in this matchup…trust me I know 1st hand.

Oh yeah I know about lagtastic rollbacks…

I just got destroyed a couple nights ago by someone I wouldn’t have considered even good because the game rolled back my grab and gave him the Double Tornado super when we were both hanging on by a thread.

I also got pummelled by a Sagat (nappyNIGHTMARES) because while I was mounting my offense, the game decided to slow to a crawl during my simple yet damaging 3-hit combo. That always seems to happen against him when I’m winning.

But at least against T. Hawk a nice hearty distance game with the occasional neutral j.FP inherently accounts for rollbacks since you can’t roll back what hasn’t happened.

Heh… I didn’t realize there was a term for this. It was something I just noticed myself doing after a while… like my left thumb was just faster than my right thumb pressing the button. :slight_smile:

nappyNIGHTMARES is known to be pretty weird. He’s also known as OH MY GOD. Very weird person. He always runs from my Dictator because I still beat him despite his tricks.

guile can keep up with ryu in a fireball fight, but only for a certain amount of time. I’ve also noticed that if you as the guile player initiate the fireball warm (throw the 1st projectile from long range), you’ll be able to keep the booms going for longer as opposed as if to if ryu throws the first fireball

OH MY G-D, is a very good sagat player, some people say he cheats, but I havnt seen him do anything unusual and I’ve played him many times. Win or lose he’s always been cool.

Charge partitioning doesn’t exist in SF2. Simply put, one cannot charge for a second boom until the first one comes out. I’m responding to this because I was among those who wasted their time trying to use this non-existing technique back in the ST days.

Using back, forward, back + punch will only make things needlessly complicated and slow you down due to the extra input needed. Thus, this “technique” is not only useless, but actually detrimental to one’s play.

That technique has nothing to do with charge partitioning.

ST allows a few frames of leniency for special move inputs which is why you can do things like standing :hp: into flashkick amongst other things.

So doing :l::r::l: for sonic booms allows you to start charging the next one a few frames faster with more consistency than doing :l::r: and then after throwing manually going back to :l: those few frames it takes you to move your finger back to :l: is avoided by using that technique.

I’ve always wondered about that (how to stop Guile’s neutral jumping Fierce with Honda). Thanks :rock:

I’m almost certain that they are two different people. Both are incredibly annoying and play some of the best Sagat on XBL though I must admit.

Shari’s right. I can tell the difference in a fireball battle if a Guile player is using that technique or not. Usually it takes my Ken about 5 Hadokens before the Guile player has to jump or block. But vs Guile players using that technique, it’s about 7 Hadokens. And it really helps me when I use Guile too.

Although you’re right that you shouldn’t use that every, single time you throw a Boom, such as reversal Booms after wakeup or blockstun, as that might mess up the reversal timing, but it is *very *helpful in a fireball battle or for corner pressure.

Sorry Dji, but Shari is correct here. I could tell things were off when I played Julian’s Chun-Li. I even asked him if he used the :l::r::l::p: technique for throwing fireballs when we were playing because I could tell the difference.

This technique goes way back too. I use it in CE on our Ultracade here at work when I play Guile.

nappyNIGHTMASRES by any name he goes by is a racist pretentious asshole. I kick his ass every now and again (he does win most of the time) and he starts sending me hate messages.

He does play the greatest Sagat I’ve ever seen on XBL though. Fortunately I discovered a neat way to beat him with Guile. Relying heavily on hop kicks tends to work when he gets comfortable throwing Tiger Shots all day. He tries to control the positioning the the match to keep everything in the center so he’ll have maneuvering room with Sagat, but if you can get 1.5 character lengths away from him he’ll become much easier… assuming the game doesn’t lag out when you’re on offense like it often does when I fight him.

Well I wouldn’t get too comfortable. If Guile hesitates for a split second and Honda jumps first, then Honda’s ass is getting Flash Kicked straight to hell!! And remember Honda’s jumping punches still lose to Guile’s regular jumping punches. It may take a while for new Guile players to realize that his jumping kicks aren’t the only moves he can do in the air, so you can have some fun with the scrubs.

At any rate if you’re ever wondering about something just try it and see. We’re not funneling quarters into The Man’s hands anymore so experimentation makes you better!!