That’s a 2f trap, so yes. That’ll net you a counter-hit too (assuming they pressed a button) as you’re hitting them during start-up. Short-window traps are important, but look for wider ones too. 4 and 5 frame traps are good things to look for when you can bait medium normals.
If the early SF4 days (arcade - Gilley got a fucking board and posted the results of his experiments) were anything to go by, stick around the Guile forums and it’ll turn you into a scientist.
Lol I’m getting my ass whooped so hard. I’ve just lost 11 games in a row, still haven’t won my first guile set. I’m having trouble generating damage from the ground, similar to what it was like with fang. Those combo vids are really cool and all but as far as simple BnB’s, I think his are really fucking hard to land in comparison to the rest of the cast.
Guile gets a heap of his damage from abare - pokes and counters in every range except close/point-blank. Every lp (standing or crouching), c.mp, and s.hp must be converted into a boom or fk where possible. Booms are your pokes and are always better to use meaty than negative normals unless you’re fishing for a CC.
FK is full invuln.: 4f-6f, 5f-7f, 6f-8f, and 1f-9f for lk, mk, hk, and ex respectively. You need to use it late if you like lk.fk, adjust accordingly for the other flavours.
Edit: Anyone thinking that the fk isn’t working the way they expect should check the hitboxes. So legit.
Yea it’s a matter of familiarity. I’ve been using birdie and alex who play completely different than guile and I don’t really understand what the good ideal ranges for pokes are, because he’s supposed to dominate neutral yet I’m getting my ass handed in neutral XD.
I used a Guile a bunch and really like him. I’ve been heavily anticipating him since no other character extra super fit me. I feel committed to maining him now since I started to main him at towards the end of USF4’s lifespan/
That said I have a lot of questions to make sure I’m using him correctly in neutral/general
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[] - Whats the point of st.LK. It’s 5F startup and it seems like other lights are either better or faster or have longer range. This only seems to have the target combo
[] - While st.MP is + and can be good to combo and doesnt seem to have too much in the way of frame trap potential and short range and non-cancellable. I feel liek this move shouldnt be used too much?
[] - Whats generally a good way to punish with him since he doesnt have ant input specials
[] - His best air to airs seem to be j.LP and j.MP does this seem about right?
[] - He has so many anti-air options its hard to find which one is most consistnet. st.LP is the quickest, cr.HP has the biggest range and Flash Kick has good range and priority. 3HK is one I considered but it seems like the other ones do it better.
[] - Are any of his target combos worth using?
[] - Whats his general best meaty? UDK, backward HP and st.HK all seem good to me but I just dont know what benefits others would have over the other?
[] - As far as his longest pokes go, it seems forward HP is good if you dont think they’ll crouch and maybe want to bait and is faster than st.HK. st.HK seems better than forward HP if you think the opponent will crouch. cr.MK seems good to make them respect blocking low. Are there any other good pokes that would be worth using in netural like UDK (only -1)?
[] - It seems like with Soumersalt it generally only seems worth to use LK version since it has the fastest startup and EX when you want the hit invul. Maybe HK for damage. MK version doesnt seem worth it.
[] - While he can do kinda well on the offensive he seems to prefer patient zoning. I like to go offensive sometimes, what are some good tools for doing this? His overhead is slow but his dash > grab seems decent enough.
[] - So far I really like the Versailitiy of his V Skill. Can be used to power up booms, a funny anti-air, protect yourself again projectiles, and maybe use to bait jump ins while you charge a flash kick. Are there any other cool uses? I’ve considered using it as a meaty but it doesnt seem worth since it’s too slow and on hard knockdown there are probably better options.
[] - st.HP is good for the Crush Counter so would you only use it if you tihnk the opponent will press buttons super up close? Could it function as an ok anti-air?
[] - Backward HP… seems like a good high priority poke but so far all Ive found is that it’s good for meaties. What situations woudl it be useful?
[] - Is cr.MP can be an ok poke or is better for block strings and combos
[] - As far as BnBs go, it seems jab jab Somersault seems like the best especially from a jump in. Besides like cr.MP Boom/Somersault are there any other worthy simple BnBs to learn?
[] - j HK generally seems like his best jump in but it has a weird arc where it can miss sometimes, are there any other good jump ins besides like jHP?
[] - Guile in general seems like a good beginner character since he only has two specials and lots of normals and rewards good fundamentals and patience since he doesnt have many shenanigans or mixups. Does this sound right?
[] - Are UDK and backward/foward MK basically mostly good if you think your opponent will throw out low moves in neutral?
[] - It seems popular to use V Trigger mostly for combos but I feel like it can be a good neutral tool since the opponent will have to block it if they have dont have some kind of armor/Critical Art to beat it. Can it be used raw to approach opponent and scare them with approaching mixups well or is it better to just save these for damages?
[] - While his crouching Walk is a neat idea in theory. I havent really been able to use it well against a competent opponent. Has anyone found any good use for it?
[] - His bazooka knee in theory seems cool to approach behind a Boom or approach to get closer to opponent or an anti-air… however every attempted application of it seems to not be as good as other moves. Am I using it wrong?
[*] - His st.MK is strange it feel like it could be a poke or anti-air but the angle isn’t good enough for either. Is it even worth to use this attack?
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The particular nuances of his normals will become apparent with time - it’s early enough that you should experiment and watch others for guidance.
His AA is built around fk, s.mk, and c.hp. Anything else used is situational.
His air-to-airs are all of them: they almost all have uses in the air, but his go-to will be mp (lp runs a close second to this). mk is interesting (feels like a poor man’s replacement for his SF4 j.hk).
c.mp and c.mk feel like his proper pressure pokes, but time will tell. c.mp in particular feels quite slow so abuse might not be on the menu.
Jump-ins are on lk, hk, and hp by default. mk has some limited value.
c.lp c.lp xx fk should be replaced with c.lk c.lp xx fk due to the first hit being low. The important starter is s.hp c.mp.
UDK and sobat (f/b.mk) are for exactly that - crushing lows during neutral. f.mk is also used at longer ranges as a movement tool.
bazooka is your charge-maintaining dash forward. Use b.lk during boom pressure in conjunction with b.mk to let you move around while maintaining back charge.