Family man patriarchy remix (Guile strategy thread)

Ha, so that’s exactly how you perform the air drop. I always seem to pull it randomly when I do a MK attack. I wish it was more consistent, though. I’m going to follow all of those steps. Thanks, Irrepressible.

Two last Q’s for now: Ryu/Ken/Akuma fireball traps. I never thought I would have this problem, but sometimes a very relentless hadouken user keeps me bottled up in the corner, so when I try to hop over his fireball, he walks in and sweeps me down, then rinse & repeats. Sometimes they’re mix it up with Shoryuken if they’re close enough, but most of the time, they just walk in and sweep me as I land–whether I’m doing an air attack or jumping regular.

What’s the key here? Good Ryu, Ken, or Akuma’s are typically a tough match, but not anything I can’t handle. The fireball trap does present trouble, since it keeps me bottled up, and takes away my Bazooka Knee (The Forward/Back LK) to limit my positioning. Also: Is there a way to attack a Shoto (Akuma typically breaks out no matter what) that’s fresh on recovering from being knocked down? Sometimes my MK would do good damage, but then a Shoryuken reversal would punish that and do a ton of damage.

Basically, is there a more safer way to attack them in that process? Or is it best to just leave it alone if they’re too Shoryu happy?

I Agree with Fulaani and maybe even take it a step further and say that the match is really close to 5-5. I used to own Guile easily when I first started played ST. Now the more I think about it and more experience with tough guiles, that match is really even. He has plenty of things to do against blanka’s slide, whether it be the standing light kick that forward fierce kick(not sure if its fierce or medium kick)? It really comes down to patience and adjusting for both characters I think.

Speaking as a Ryu and Ken player, you have to keep up with the fireball battle as much as you can. And if you have to, neutral jump a Hadoken instead of forward jumping it, or just “bulldog” it, meaning walk forward and block at the last second. Try to keep yourself from jumping forward as much as possible, and this will unbalance your opponent’s strategy, and might make them desperate to start rushing you down, and probably make a mistake. This video of [media=youtube]4qctTvpuyVc#t=2m59s"[/media] shows just how potent Guile can be vs good Ryu players. I know it’s AE and not even ST, but this matchup hasn’t changed much at all since ST, hell since CE for that matter. = J

That video was part of Maj’s Footsie Handbook (Chapter 5), and I highly recommend all fighting game fans to read all 10 chapters (10-6, 5-1). Really great stuff in there, many thanks to Maj.

Vs Ryu, safejumps are a very good tactic, and also vs Ken, though a tough Ken player can kill your safejump with Fierce Shoryuken. Crossup Short is also good vs them, and can lead to throw/Somersault mixups. If they’re too Shoryuken happy, bait and punish.

It’s good to know that Blanka players seem to think the Guile matchup is not that easy. Gives my Guile a bit more confidence. = J I wouldn’t agree with the matchup being even or 7-3 Blanka, but I would agree with 6-4 Blanka. This is one of Guile’s toughest matchups, it’s right up there with Claw and Dhalsim. But yeah, it’s definitely winnable.

Seriously, people are talking about a 4-6 match up as “one of Guile’s toughest”? Shit if my characters worst matchup was just that I’d be one happy camper.

BTW, some of the japs used to say it was slightly in Guiles favor even. Not that I agree but just to illustrate that I don’t think it rates as a “tough” match up compared to some other ones that are truly a pain.

dealing with a shoto like ryu u need to be prepared to sacrifice some health to chip damage as u cant maintain a fireball match as long as ryu/ken. but try these tips

if the shoto is being predictable with fireballs he either wants to dragon you or throw when you jump and land, to beat this there are 2 options, jump but dont attack…as soon as you land stick out ur crouching medium kick…that will stuff the throw attempt… Or jump over the fireball and dont do anything, but make sure ur charging a flash kick whilst airbonre, if he tries to dragon u he’ll prbably wiff as u havnt stuck out guiles long leg.

if ur trapped in a corner and ryuken is spamming fireballs, if the spacing is right do ur own boom which will nullify the hadoken and then immediatly do a spinning backfist or jumping knee, sobat kick or crouching medium kick, its dangerous for ryu/ken to keep fireballing guile cos he has good counter attacts which take advantage for the hadokens recovery. but to do this u may have to block a fee fireballs to get the spacing right. If you u can predict the fireball coming u can even do the spinning backfist preemptivly which will hit them as their in the startup animation of a hadoken…this also works for chun-li and guile mirror matches

dealing with a shoto like ryu u need to be prepared to sacrifice some health to chip damage as u cant maintain a fireball match as long as ryu/ken. but try these tips

if the shoto is being predictable with fireballs he either wants to dragon you or throw when you jump and land, to beat this there are 2 options, jump but dont attack…as soon as you land stick out ur crouching medium kick…that will stuff the throw attempt… Or jump over the fireball and dont do anything, but make sure ur charging a flash kick whilst airbonre, if he tries to dragon u he’ll prbably wiff as u havnt stuck out guiles long leg.

if ur trapped in a corner and ryuken is spamming fireballs, if the spacing is right do ur own boom which will nullify the hadoken and then immediatly do a spinning backfist or jumping knee, sobat kick or crouching medium kick, its dangerous for ryu/ken to keep fireballing guile cos he has good counter attacts which take advantage for the hadokens recovery. but to do this u may have to block a fee fireballs to get the spacing right. If you u can predict the fireball coming u can even do the spinning backfist preemptivly which will hit them as their in the startup animation of a hadoken…this also works for chun-li and guile mirror matches

blanka iisnt guiles toughest matchup, I’d say thats vega or dhalsim, but vs blanka is pretty tough. That hopping shit pisses me off as I end up blocking or flash kicking the wrong way.

in order of difficulty I’d say:

vega/sim
balrog
blanka/chun-li*

  • been struggling alot with chun-li players recently, even ones i used to comfortably beat…they’ve even gotten better or I’ve been playing too much MW2 lol

blanka iisnt guiles toughest matchup, I’d say thats vega or dhalsim, but vs blanka is pretty tough. That hopping shit pisses me off as I end up blocking or flash kicking the wrong way.

in order of difficulty I’d say:

vega/sim
balrog
blanka/chun-li*

  • been struggling alot with chun-li players recently, even ones i used to comfortably beat…they’ve even gotten better or I’ve been playing too much MW2 lol

Hm, as a chun and boxer player I have to say that I’m more scared of Guile when I play boxer than when I play chun. I feel a good guile can really keep boxer away at full screen and shut him down. Chun is also a tough fight for both but she’s very mobile and her defense is stronger than Boxer’s. It’s hard for Guile to attack a turtling chun, esp when she has meter. The best guiles will use hopping sobat kick to hit her low forward, so he does have attacking options, but it’s still hard for hm imho.

Just my 2c.

played a an all guile session with marsgatti yesterday and he was pulling out flash kicks like dragon punches, almost on command flash kicks, I asked him about it but he said he wasnt doing anything out of the ordinary to get them out quick, anybody else seen any other guile players doing super fast flash kicks?..is there a technique to it.

also another question, if u had to use guile with one button missng, which button would you sacrifice…ie can you play without low forward, or firece punch?? The reason I ask this is because I play without using guiles medium punch so Im wondering how much less effcient guile is without that punch

also, what can guile do to defend against cross ups, gatti was crossing me up like crazy, when I blocked it, he would throw, when I try to flash kick escape I still got hit. I was pretty defenceless against it

Ironically enough, I’ve heard that Guile’s crouching medium punch is one of the best cross-up counters that he has.

Also, hi everyone, new Guile/Chun-Li player here.

What exactly was he flash kicking? He probably uses the pre charge method

I’ve heard of pre-charge for sonic booms, but how exactly would it work for flash kicks?

we were both doing booms, I’d get him into a regular boom throwing pattern and then jump and he flash kicks my jumpins really quickly after his booms, I’ve seen the cpu do it so there must be a technique to it

we were both doing booms, I’d get him into a regular boom throwing pattern and then jump and he flash kicks my jumpins really quickly after his booms, I’ve seen the cpu do it so there must be a technique to it

I would guess:

B (2 sec), F, DB (hold), punch

Chances are I’m wrong, this is just an educated guess.

Never ever ever ever ever base anything [media=youtube]tbsmckSPmpk[/media] on what the CPU can do in this game, it breaks all rules and has CPU-only versions of moves.

There’s an that discusses stuff like this over at sonichurricane.com, and, basically, you can’t do better than that. When you hit punch, the charge times are restarted.

if u did the pre-charge technique for a boom, but ended in the down back position could you not potencially be charging the flash kick quicker, since from the back-down position you can execute a boom or a flash kick.

Technically yes. Since sonic boom charge is not connected to flashkick charge.