Guile General Discussion: Go home and be a family man

yeah, I made a joke about it being difficult to perform and you need a Hitbox to make it easier. How is that being smug?

EDIT: the twitter post if anyone wants to see how stupid this guy is acting…

So not to derail the discussion but is Guile’s offense any good? I always liked to play rushdown Guile in Ultra but I can’t seem to do it in 5. Can he still pressure at all or is he strictly a defense and neutral character?

Edit: Specifically, I’m finding it harder to pressure people with booms. I can still manage but if feels like more of a gimmick in 5, vs legit pressure in 4.

The main difference straight away is flash kick. It’s really good. You can fucking cancel it into super on reaction to a jump in really easily, much easier than a fadc ultra 2.

His V-Skill is a new mind game too. Bait jumps with it. It actually beats Alex’s stomp.

I think Guile is really strong but he’s going to take some work. Don’t get disheartened losing to people that you would own with the character you’ve been playing since launch. Perhaps when you watch some other videos of people playing him, that will be the moment it all clicks for you. I watched that Daigo video and even though his Guile is pretty meh right now, I still learned a ton.

Speaking of Daigo, I noticed he was using the changeless booms. I tried using them in a couple of matches myself and got some interesting pressure out of using them. Anyone else been using them?

I think I’m in the minority of ppl who think Guile isn’t actually that good.

His booms are weaker in this game, and I think his offense is poopy. Still excited to see the high level players put him to use, cus I think he’s gonna have to work really hard to get his wins.

It’s hard for me to understand how people CANT use guile. Maybe it’s because I mained him since streetfighter 2 where he was at his best, but he’s so straightforward. Just throw booms. Then AA.

For offense throw jab boom and walk behind it. This is guile.

It’s still early and my opinion of Guile has improved since yesterday, but I still think he’s not that great atm.

Seems like they focused too much on Guile his booms. Sure it’s great on block/hit, especially combined with his V-Skill, but he doesn’t have the normals to back them up.
His normals feel slow and seem to be extending his hurtboxes a lot, forcing u to take a lot of steps backwards, usually at a range where people wouldn’t be pressing buttons.
His backwards walkspeed feels slow as well, and his backdash kinda sucks, so it’s kinda hard to move at your preferred spots.

My opinion of him will probably change for the better as time goes on, but I currently feel like Nash is a better Guile than Guile.

I’m having issues gEtting SB to come out after the St neutral. Hp xx cr mp link, I feel like im charging as fast as possible and it still won’t come out.

Seriously!? 0_0

One thing that helped me getting that combo down, is to wait until u see cr.MP hit. when u see cr.MP hitting that’s when u have to press f+punch. U actually have a lot more time to cancel cr.MP than u might think.

Hmmmmm I’ll give it a shot

It’s a pretty late cancel when you do 5Hp, 2Mp, SB. My guess is you are trying to cancel too soon after the 2Mp

Ever since I dropped Bison for Guile, I am winning way more often, even against players (4000 points) way above me (1500 points). Being able to do something on wake-up (EX Flash Kick) make such a difference.

Once you get it you won’t lose it. Guile’s charge times were frustrating the fuck out of me on day one. Now I’m able to do the full Infiltration loop into super etc etc. You have so much more time than you realise.

Actually that reminds me, anyone got a trick for more consistency get the v trigger mp/lp booms whilst doing the loop? This is the only reason I ever fuck it up. I’ll get either 2 lp or 2 mp booms and my loop is over :angry:. I’m kinda pianoing it on pad. I’m guessing this part would be super easy on a stick actually.

Start it with a forward dash and it should make it easier. I think that’s how it’s supposed to be used anyways.

Yeah I’m starting to get it pretty consistently now (using it solely as a pressure tool/meaty after a dash as you said)

So what is the standard VT loop everyone is using? Or does it vary from character to character?

Edit: Man it’s really frustrating at times losing to people who I’m quite sure I would beat with my main. Maybe it’s just me, but I feel like Guile has kind of a large learning curve this time around

Definitely. You’re going to have to be a very good player to play this character. I think you are on the right track though (flash kick setups), and I think st.mp we’ve been talking about is going to turn out to be a very important button.

Just remember he isn’t strictly a down back zoner in this game. He can definitely be played offensively and Capcom have given him loads of tools to go forward whilst have the ability to retain your charge (if you’re good enough). I know Combofiend said he was the games first true zoner, but this game doesn’t have SF4 zoning. Someone will show us all how to play him properly soon enough lol.

As for VT loops, I have just about started to get them down in training mode, so loops in actual matches aren’t happening for me yet lol (outside of the simple ones). I think tomorrow I’ll learn one that works anywhere on the screen and try to incorporate it into my game. There’s one Syngin posted from Twitter in the tech thread that I’ve got my eye on.

Having consulted the frames… Guile seems ass. Unfortunate.

His boom game has huge recovery unlike previous guiles… And it’s not so bad cause it had a bit more recovery in streetfighter 2 as well, but in that game characters couldn’t dash forward.

In this game people are jumping my booms left and right and comboing me… So I’ve resorted to the tried and true cr.lp fake… Works great, except you have to be perfect. When people feel the cr.lp fake coming they can just dash forward. If they were correct… Awesome, they are in. If incorrect, oh well, took 50 damage and are still a bit closer.

As it is, knowing nothing about him really, it seems like his single pokes could use damage upgrades. His flash kick, his cr.mk, everything. If you jump at the same time he releases a boom you get a free combo. Back in the days that was only a free blocked jumpin.

Walking booms don’t seem great either since they are also hampered by seeming,y bad frames. His fierce boom seems like the way to go. Jab booms from far to close the gap, fierce booms upclose with jab fakes for neutral. Gonna try to throw more ex booms as well in the next few games and see how it goes.

Yeah after this last match of playing as him… You can REALLY disrespect his boom game. It’s THAT bad. It’s like using Ryu on,y charging your fireballs and having a slow dash and a good ranged cr.mk.

Idk, I’m losing to weak ass players that I would destroy with my main just cause these people can play jump/dash mindgames all day. Need a much better AA with him than cr.hp which is just super slow.

I’m not seeing his strength when his frames seem so bad.

Do you really expect to pick up a brand new character that has been out for like 2 days and just wreck everyone?

I said this in the Alex thread, capcom won’t release an op character, all of them will be on the weaker side as it’s safer balance wise. Not saying he’s good or bad, barely had time to play him.

Easier and safer to buff characters the problem arises as to if capcom do any buffs and nerfs, which is the key difference to mobas which this whole platform is based on. They will release balance changes pretty often which gives them chance to fix new characters.