Fireball tactics fail against akuma, because he can “fix” a jump by air fb, not to mention that the air fb pretty much guarantees him a free jump in against pretty much everyone except himself and Ken’s strong dp.
I’d avoid him if you can.
Compare what guile has to akuma:
all dps invincible
invincible super
invincible super that can be guaranteed off crouching block stun(most of the time)
ryu type fb zoning
huge juggle opportunities
The only real strat is to take him fast, and keep him from getting momentum since he takes more damage then everyone else.
Gentlemen I posit the following strategical scenario:
You are playing my Guile.
I am crouched mid screen. I have been doing so for at least 1 1/2 seconds.
You are crouching away from me and have been doing so for at least 5 seconds.
You are exactly one forward jump away from me.
You are at 1 vitality.
What is the best course of action?
If you said “Jump forward and get flashkicked like a bitch”, then you would be 99% of players on the PS network.
People seriously do this shit all the time. It’s like they are pressing the “I lose” button. I LOL everytime this happens.
Anyway, I am getting cream against Balrog. Offline I could react flashkick his rushes, but online I get maybe 25% of them.
Good Balrogs just headbut through SB’s. What is the best punish on the way down, or off of a blocked one? Maybe this is a practical spot to use low forward link flash kick?
I have a question; and please forgive my ignorance and scrubbiness. In the above cross-up what does “whiff” mean?
I understand the mechanics of a whiff (it is: making an opponent miss or purposely missing a move yourself, correct?) but how do you use it in a combo?
Also, what does “xx” mean? I’ve tried looking it up in the Wiki page but was unable to find an explanation. If I had to wager a guess, I’d say xx means a slight pause?
Thank you in advance for answering my elementary questions.
At the bottem of Sirlin’s Vega article he says “Guile used to have no real answer to Vega repeatedly sliding. But now Guile has 2 answers: roundhouse flash kick and the new overhead.”
How does the overhead help against Vega’s slide? That hitbox under Guile’s upside-down makes him still extremely vulnerable to sweeps and slides. Testing it in training, the slide beat out the overhead every time. Can anyone explain this?
Maybe it was a different build of the game when sirlin wrote that and he hasn’t updated it.
Didn’t he say that the overhead could be used to go over low tiger shots at one point which is why they extended the hitbox? I think it’s more balanced that you can be sweeped but it still looks totally weird!
I’m pretty sure though that all the articles on his sight now have been updated to the current build of the game. Idk, it just seems as it is now it is clearly not and anti-slide move.
Keep him at the other side of the screen with sonic booms. Mix them up with slow and fast, and don’t make the timing predictable. If he gets in close try to time a flashkick correctly to knock him down then get away and rinse, repeat.
Ok, booms get jumped on reaction, and Chun Lis jump ins seem to really mess up Guile. (9/10 she jumps in too fast for me to have charge, cr.fp gets tagged)
I get stuffed outta everything in a matchup with a smart Chun, any tips?
For a long time, I didn’t understand how to use Guile’s cr. fierce as an anti-air. Even if you start it early, it still gets stuffed by just about everything. However, after screwing around with my brother in training, I realized that it has much more priority in its first attacking frames. Done correctly, it will trade with a j. rh or any other jump in attack. However, I realized that the trade is not in Guile’s favor. “How’s that gonna help?” thought I. Then I realized why this technique is so effective. You can choose to do the cr. fierce early or late. Your opponent doesn’t have that option. If they do their rh early, they’ll whiff because you’re crouching. You can then punish them with a cr. fierce or whatever you want really. So mix it up. The first jump in or so, do the cr. fierce late and trade. Then do one early and you’ll clean hit them as they won’t be able to start up their attack on reaction.
Edit: That’s why most opponents won’t jump your sonic booms. The only time they’ll jump is when they anticipate and jump right when you throw it. This disables your ability to throw a early cr. fierce. Blocking is always an option, but doing the trade will put some distance between you and you’ll be able to start a sonic boom before they return to the bround. Chun has a pretty quick jump, so you might have to resort to blocking more frequently if she gets a good start on her jump in.
You got to use Neutral stand boot Forward kick as a AA against chun, as soon as you hit her with it immediatley jump towards her with short or forward kick and then c. jab + sonic boom then low forward. If she jumps over you use standing jab and or you can just take a step past her jump in and then throw her when she lands
Back Jab and Neut Short can stuff (I have done this with both so I know it works), from there you can go into most of Guiles corner antics (No boom on N.sht due to lost charge).
And if you are really,** REALLY **on the ball you can do the little N.shrt into FK (Hard as fuck with *just enough *charge time, but I have done it a couple of times, so I know it works).
Generally, if I get Dictator in a corner, I abuse him with tick throws.
Also, has anyone noticed that jump forward seems to crossup alot? Not sure if this was a documented upgrade, but it happened to me a good few times last night (against Balrog of all characters) and that is not something that was easy to do in ST.
[quote]
I don’t know if anyone followed this up, but I was just messing around with various characters’ crossups that used to work on SNES SSF2 (yes, I know) on the CCC2 version of ST and jumping forward crosses up pretty well on a standing Ken. (The hitbox seems to be right under Guile’s back boot.) Unfortunately, I couldn’t do extensive testing against other characters, but I figured if it crosses up Ken, it’ll cross up anybody. I’ll have to use a joystick next time so that I can reliably try to combo off of it. I was able to test crossups with everyone except Boxer, Claw, Sagat, Dictator, and Akuma, so I’ll be posting those in their respective threads.
Anyway, something for you HD Remix heads to try out. I will get this game eventually. It’s too good not to.
I was hoping some experienced Guile players could help me sort this out:
What’s the best normals to use on your opponent after following up a sonic boom that is safe, puts distance between you and your opponent, and gets your charge back? I remember reading somewhere that cr. strong, cr. forward, sonic boom is the best, as the forward will create distance and the strong will give you enough blockstun to get the forward without getting stuffed. Using the block stun formula for a medium hit of 16-(hitting frames + recovery frames) you get a 4 frame block stun. Guile’s foward takes 8 frames to start up. Correct me if I’m wrong, but doesn’t this mean that this is safe as long as your opponent doesn’t have 4 or less frames on the start up on their attack? Wouldn’t their attack also have to have as high priority as your forward as well? I noticed Ken and Ryu have 4 startup frames on their sweeps, so would this trade, or would they get a clean hit? If this isn’t safe, wouldn’t it be a good idea to throw a sobat kick after the cr. strong on occasion to keep them honest?
Im not sure on the frame data, but if they are in the corner, back roundhouse (step kick) is another good option, if done right it seems to keep them in hit stun. I use this in conjuction with cr. forward, cr. mp, fwd. roundhouse, boom to keep a constant barrage, and keep my opponent guessing, and in a massive amount of hit stun.
I tested the jab sonic boom, cr. strong, cr. forward, sonic boom vs Ken, my findings are as follows:
1.) My first observation was that the block stun from the initial sonic boom is not enough to gaurantee that you’ll get the cr. strong out in time. However, if you mix this in with tick throws and they go to stuff you, they’ll get thrown. Because you have to get so close to do the cr. strong, it will be somewhat difficult for them to know when your going for a throw or the strong.
2.) As the frame data and the testing confirmed, the block stun from the cr. strong does not make the cr. forward totally safe. Cr. shorts can trade with it, and it appears the sweep might be able to clean hit it. However, if you mix this in with the occasional sobat kick, you can clean hit them if they attempt stuff you (you will lose your charge though). In addition to this, trying to stuff your cr. forward can be difficult for them because of the unusually long block stun from the cr. strong.
3.) As the frame data and the testing shows once again, the cr. strong and cr. forward do not give you enough time to fully charge your sonic boom. You must delay it for tiny tiny tiny bit of time before throwing the sonic boom.
Overall, this appears to be a highly effective follow up to a slow sonic boom. Maybe throw in an overhead now or then or some other cr. normals just to mix things up more. It is critical that every Guile player undertands their options here. One might question whether it is ever wise to follow up a sonic boom, as many believe that Guile is better off turtling and charging his next boom/fk. This brings me to the next part of my rant.
I would agree that Guile is better off charging his next boom/fk then going on the offensive, if it were not for one thing; the corner. When Guile’s trapped in the corner, he loses some of his long distance no-fk anti-airs such as his back fist or cr. forward because he cannot move back just out of range. The corner also allows you to get stuck in a fireball trap, and it keeps you from moving away from your opponent after getting hit or blocking a projectile, making it easier to combo/preassure you. Therefore, I believe it is wise to try to reclaim some ground every now and then with a slow sonic boom and push them back with the above series, keeping you out of the corner.
These observations/theories are part of my developing understanding of Guile. If anyone finds fault in any part of this post, please post.
Yeah, you hit the nail regarding Guile and corner. As a constant pressuring Cammy player, if I trapped a Guile player in the corner I have 90% chance of winning. A good Guile will always try to avoid that corner trap by creeping forward with a slow/med sonic booms followed with s.mk/f.mk or f.hk to gain back some ground before re-charging another boom even if those moves don’t connect.
Trapped Guile cannot safely use c.mk to tick or even trade, corner c.hk followed by sonic boom is a bad combo due to well timed jump ins or higher priority low kicks/attacks.