Guile Combo discussion

Yeah I guess it’s just one of the frustrating things about playing Guile sometimes is that if they want to just hold down - back against you, it drags the game out as you don’t have a lot of options for getting in / getting through block - strings.

Yeah, but as Guile, your game plan shouldn’t usually be breaking the opponent open… it’s more about getting the life lead and being “solid”, keeping the opponent in the right area of the screen etc.

You’ve got tools to sneak in damage - Guile’s really fast walkspeed means that walk-up throws during frame trap strings are viable, and his overhead, while not very damaging, is very quick. He also deals a decent amount of chip damage through constant booms, which puts pressure on the opponent. His cross-up j. :lk: is fast an ambiguous, and can be used from nearly point blank range, too, and you can empty-jump short instead of hitting that cross-up quite easily and effectively.

In SFxT, my basic offensive patterns with Guile are:
[LIST=1]
[]Stay at footsie range and fish for cr. :mk: x st. :hk: x Launcher. This is pretty safe at max range and regularly deals big damage.
[
]At close range, go for cr. :mp:, cr. :mp: xx Sonic Boom. This restores perfect spacing for pattern 1.
[]At close range, go for cr. :mp:, cr. :mp:, then whiff a Knee Bazooka and go for throw.
[
]At close range, jump cross up with j. :lk:. On hit, go into cr. :mp:, cr. :mp:, st. :hp: x Launcher. On block, go into pattern 2 or 3.
[*]At close range, go for a cr. :lk:, cr. :lp: safe blockstring. On hit, confirm into st. :hp: (link, not cross rush) and launch. on block, either repeat, go for an overhead, or go for a throw.
[/LIST]
At long range, just keep booming in a syncopated rhythm to bait the opponent into trying to jump (which you can then anti-air). At max range, I alternate between booms and just whiffing st. :hp: over and over to build meter.

I have a brutal corner carry combo in Cross Tekken, shit is literally making my arm hurt with the inputs though. jump in roundhouse <link> upside down kick <> stand fierce <> raw launch, close strong xx punch lariat tag cancel rolling sobat, cr strong, cr strong xx flash kick.

That’s a single meter using two characters not known for long combo strings. God fucking damn this game has some hard execution sometimes.

I’ve only landed this Bison/Guile combo once against an actual opponent (but I’ve done it in practice mode plenty of times): from mid-screen —> j. HK, guile high kick, ex flash kick, switch cancel, Bison Hell attack, stand MP, stand HP, HP psycho crusher, switch cancel, cr. MPx3, lk. flash kick. I think it’s about 550 damage. It’s a waste of three bars but it looks cool :wink:

I’ve decided to drop Sobat from my BnB cross rush juggle for two reasons.

1 - I find the link inconsistent. It’s not just the timing (I admit, I can mash occasionally), I can hit it fine in training and games MOST of the time, not all. The issue I have with the link is that they often get launched at different heights depending on what leads into the launcher and I find the follow up can be quite inconsistent for that reason and it’s not worth losing out on the flash kick damage for the benefit it gets.

2 - On those higher launches I’ve found by going straight into cr. st, cr. st xx flash kick h it’s possible to cross under them with the flash kick, I’ve managed to do this a number of times and it almost always works out in my advantage as I know it’s coming, my opponent who likely wants to roll does not.

Damage isn’t everything and improving consistency and my oki seems worth the little extra it gives.

Fair enough. For what it’s worth I think that the character using the launcher is more important than what has led into the launcher in terms of determining launcher height. The full Sobat juggle combo is definitely one of the most finicky ones out there, and I basically cannot do it off of Julia’s launcher, but with most other characters, (I think Gief should be fine too) you should be able to get it pretty much 100%.

If you can’t though, it’s not a huge loss, and you’re right that if the effort of trying to master it is detracting from other parts of your game, you should let it go.

Gief gets a really easy, high launch, I don’t have issues with Gief but I’ve been running Kuma second almost exclusively. He has a really odd launch as far as height and distance go. His tag in combos are fiddly as well.

I do love the character though, no other character I’ve found does metreless solo jump - ins for 477 damage.

^Paul does around 460 now and it’s easy as hell. x)

Guile used to be a temp character for me, until Cody would eventually be released. However, I stopped playing before the DLC hit, so I never really used Cody. Since it seems I’ll play this game serious again I think I’ll just stick with Guile since he is the only one except Paul I know how to play and Cody doesn’t feel “right” to me [and now he does really suck]. That said, I’ll take Guile into the training mode in the future and will make a neat new combo list, like I did for Paul and Cody. I could also include a up-to-date frame data, which would make the other sticky obsolete.

Guile is really shitty now, and I think he was top tier in the last game.