Family man patriarchy remix (Guile strategy thread)

Agreed Thelo and brian. Guile can use precharging at the start of the round, after blockstun, wakeup, after knocking down his opponent and during the recovery of normals (which is also why precharging is much better for corner pressure Sonic Booms). If you get used to precharging enough, it’s pretty easy to do it fast enough so that the Sonic Boom becomes a reversal attack after blockstun or on wakeup.

Okay, quick Q: How do you get Guile’s MP down consistently? By that, I mean how do you consistently anti-air people with it? More times than not, it does me more justice than doing the crouching HP, even though that’s a good one. I just find the MP one to be more better at stopping someone, like Chun-Li.

Any tips on how to time it better?

It depends on the distance that the other guy is jumping from. Using MP as an AA is very distance specific. I dont use it much but when i do its from a range where the other guy jumps and his attack is just infront of me

Be aware of where it hits?
http://www.pedantic.org/~nate/HDR/guile/fastrong.html

I’m too lazy to go back and find the post, but someone mentioned earlier that cr.lk cr.lk st.lk xx sb -> backfist is a good combo in the corner… i can’t for the life of me get st.lk to cancel into a boom properly. half the time i cancel st.lk too early so the opp is already out of hit-stun, other times boom just doesn’t come out. also, i have only ever pulled this off once with hp boom, lp boom isn’t much of a problem, although useless as a combo.

the motion i’m using is, (hold db) cr.lk, cr.lk, b, f, n st.lk xx punch. does that sound right? help~

Hi, random Guile player here. Stupid question: do you guys use c.HP a lot? In what situation is it good to use it? I mean, I know, as a AA, but every time I try to use it it comes out too slow and I get hit from any jumping attack, and when I plan to use it on opponents jumping from far away I usually have a FK charged. So, any situation where c.HP would be better than FK?

Also, anything I can do against tick ochio? (theloooooooooooooo :D)

Thanks!

Use it this way. It demands training, yes, and online screws it, yes.

Neat. Thanks!

just use when you opponant is directly above you, you’ll see alot og guile player doing the lunging forward knee after a boom so that they are in position to c.hp if the opponant jumps

I use b+mk as a tool against jump ins also, and one quick question, does the f+mk and b+mk have lower body invincibility… it beats out claw, deejay, and blanka’s slide around half of the time… and they all happen to hit the feet…

http://www.pedantic.org/~nate/HDR/guile/faforward.html

Yes, probably not against Zangief or Chun Li’s sweeps, but it has low invincibility against the majority of sweeps.

Edit: What an idiot I am, blitzfu beat me on this one! Whatever, I will leave the content here, it took me time to write. :slight_smile:

Well, there is no real lower body invulnerability or something, you see: it is all about the hitboxes or a certain frame. Those moves you have mentioned do have no hitboxes which are in contact with the ground for a few frames, but still it does not mean some lower attack can not reach Guile during that time interval. If the offensive hitboxes are high enough, he will get hit no matter what. As an instance, Chun’s sweep will hit him even in the air. As for Dee Jay’s slide, it has higher hitboxes on the last offensive frames. You can check it all at Rufus’ HDR hitbox website. An amazing website, if you ask me!

Does anyone air throw(like on purpose), Guile’s does a crazy amount of damage and I’m learning how to do it against somewhat predictable opponents(doesnt work well against characters that land quickly after jumping e.g Claw, Blanka)… is this worth incorporating into my game?

Airthrow whiffed Ken :hp: SRK and Super.

There is a circumstance where you can get a free airthrow or back breaker against vega. If vega has you back into a corner and then does a wall dive toward the wall closest to you, if you jump you’ll at that time, you’ll always get a air throw/back breaker

All I know is, back breaker (kick grab) works on opponents under you and does massive damage, airthrow (punch grab) works with opponents over you (and right next to you) and does sigltly less damage. Also, from personal experiences, it’s easier to use than backbreaker since no way in hell an opponent’s going to jump and whiff early close to you when you’re charging db. Let alone leave the ground. Might work on whifffed DP if your opponent’s near enough though. But no one does that, right?

Personally I drum hk and mk (or mk>hk depending on which move I want, or hp and mp just in case.

There was video a while back, that showed a japanese guile player (can’t remember who), bait two jab srks from a ryu and proceed to back break that bitch twice in a row. It was awesome to say the least.

Shit, that’s godly! That makes me wish there was a record option in HDR, I’d love to practice many airthrow situations.

Yeah. Here’s some more Raisin’s awesomeness.

Awesome, indeed. It was [media=youtube]AMEp78fZmwU"[/media].

Finally incorporated air throws into my game thanks to Raisin’s awesomeness… the punch throw is probably the most commonly used one imo(pretty good tool for punishing jump-ins)… Guile does not have too many opportunities to get above his opponent, the kick throw seems like the best option for punishing specials but I’m nowhere near that good…

Also could someone explain the Dictator and E.Honda matchup(I heard that it was easy but once a good E. Honda gets close then its pretty much ggs at that point)… more emphasis on the Dictator match than any other, I got my ass beat by someone who hardly knew how to play…

Some good block strings/combos are in order, I can win with the only one that I know(Jumping lk(confirmable), crouching mp, either think of some random normal move to use on the fly if crossup is blocked or walk up and throw), but I do not now any other mixups and good players manage to punish it when they fall for it one time too many.