Family man patriarchy remix (Guile strategy thread)

I’ve seen vids of Marsgatti beating buttslams with properly spaced cr. fierce.

Crouch fierce will sometimes beat a rising roundhouse buttslam, and often trade with a falling one. Backwards sobat will often make the buttslam whiff, then you can punish with whatever. But the real counter to buttslam is jumping fierce, that thing has crazy air-to-air priority and will beat every buttslam air-to-air.

Or just flash kick it.

How well would Guile’s backfist work as a long range antiair, I walk forward and use d+hp after my opponent hops over a sonic boom but if backfist has a good enough hitbox and a nice distance, I feel I should be using this instead…

It sorta works. Most of the time you’ll end up trading. Spacing it can be a task as well.

I find plain standing Fierce (not towards+Fierce backfist) works bettern in AA situations unless they are going to land very far away from you.

This seems pretty accurate for the most part since backfist doesn’t seem to have much priority, its pretty good for character’s such as a boxer trying to get in e.g punishing headbutts(works in ST but strict timing MUCH easier in HDR)…

Speaking of that any matchup tips for Boxer(against a good one, don’t want any unreliable gimmicks that work against someone who is only alright with Boxer)? I fucking suck in this matchup…

1st video, sick Guile combo/set-up at 2:33 in:
super nohoho fighter ii x: Versus Danisen Videos 070410

Incredible! Great post Zaspacer. Thank you. Muteki does so much wonders.

Question, as far as I understand in order to do cr.lk x3 super or flash kick you have to renda cancel something. Can someone explain why I have to renda cancel? How to renda cancel? Why it makes it connect? I got the cr.lk links perfect, I just don’t exactly understand what I have to do afterwards to connect the flashkick/super.

Guile’s cr Short is not cancellable the way his cr Jab or cr Strong is cancellable. That’s why you have to kara cancel it. Renda cancelling just means using a kara cancel to combo multiple Jabs or Shorts into a Special or Super.

Example:cr Short x2, Super
:db:, cr Short x 2, :df:, st Short, :ub: any Kick

You can combo 3 cr Shorts on bigger characters like Zangief or Hawk, but 2 cr Shorts will work on everybody. If you want to use 3 cr Shorts, you will need a 4th st Short (or even a st Jab will work) to renda cancel into the Super.

So if I understand this right, cr short cancels with another normal but not with a special move?

Actually, cr short will cancel with specials. The trick is that as soon as you do cr.short xx cr short/short/jab the cancel rules change. Moreover the rules for canceling into supers are different than the ones for canceling into specials.

In this vid, towards the end, pony uses the sobat kick against hawks dive, he ony does it once, but does anybody know if this is a reliable defence against the dive if the flash kick isnt charged?

[media=youtube]V0aWwtfH6to&feature=grec_index[/media]

It is ShootingD with Guile, which is his sub-character. Pony is also with his sub (Hawk). It is reliable from the front; if Hawk reaches Guile’s leg around the knee or closer to the body he will either beat the move cleanly or trade.

Does c. short x2 into super or even c. short x2 into FK not work against Chun?

anti chun-li strate / tips

anybody got any RELIABLE anti chun-li strate or tips for fighting against chun-li players?

thanks

Ugh. This and fei are my least favorite battles. I try to keep up the fb war and use sobat exclusively to counter. Everything else looses or trades if she recovers and tosses out a sweep or cr mk I force (hope for?) a jump and mix up far aa mp and cr mk. If close - walk under throw. That’s pretty much all I got. Her normals are brutal for guile to deal with.
The aa mp, cr mk and sobat do it all and, it’s not easy.

I used to find balrog(boxer) the hardest matchup for guile, but I put in hours against some formidable rog players and I kinda got the hang of that matchup now, but I dont come across many chun players.

I too go for the fireball war, but lose out when I try to jump in, or when chunli jumps in and I get caught by that stored super. which throw do you use against her, the back drop or the grab? If chun lie jumping in with light kick…does the AA mp work effectivly against that?

Mp aa: Yeah, pretty sure but needs to be timed/spaced perfecty. (I use it all the time so I assume I’m getting a mix of jumping lk and mk) If they are too close it will hit guile so I’ll either go for trade with back sobat or push in and take the hit and try throw. I only use mp throw since a mp whiff (backfist) wont leave me so open.
Yeah the super… Most chuns seem really eager to use the stored super on walk up so at least that aspect helps to make it a bit more predictable.
I dont jump in much on good chuns since she can answer everything. In the fb war I use sobat and try to jump only from far on prediction of fb. if I jump from in close I’ll use late mp- feel that gives me the best positioning to avoid the vacuum-like throw.

Speaking from the Chun side of this equation, here’s some thoughts:

Air to ground, jumping lk is strictly worse than jumping mk, so a Chun will generally not be trying to use jumping lk unless she thinks you might be jumping at about the same time as her. The hitbox on jumping mk is in the back top of her sprite, so you’ll be able to hit her more easily and cleanly the closer she is.

At the start of the round, my #1 goal is to get a life lead. This either requires predicting a Sonic Boom and jumping, or going in by the ground. To get in on the ground, I need to either hit Guile with a fireball (which trying that will usually get me backfisted after he counter fireballs), hit his leg when he sticks it out, or walk up and throw him if I think he’s too scared to throw out any attacks.

If I get a life lead and I don’t have him at a frame disadvantage, I’ll usually just jump back to full screen and trade fireballs until Guile decides to come to me. (For many Guiles, this is at about 20 seconds left on the clock.) Every once in a while I’ll go throw out a super just for some free chip damage if it’s early in the round, but it’s probably best to keep it so you can anti air with it. If I’m feeling really tricky I’ll just throw you instead, though.

Some things I’ve seen Guiles do that’s worked out well for them:

Instead of walking backwards when at a distance, jump backwards and hold down while you are in the air. This way you’ll have a down charge sooner if you need to anti-air.

If you have super and Chun is trying to cross you up, use that, because it will hit behind Guile.

Don’t be scared to be aggressive, especially if you don’t think Chun is expecting it. You’ve got a really good pressure game with Booms followed by sobats, upside down kicks, and sweeps and if you get Chun in the corner, she doesn’t have any easy ways out. It’s also really hard for Chun to concentrate on a good offense and a good defense at the same time, so if she is rushing you down, that can be a good time to surprise her.