st.HP is a hell of a move, st.LP> st.HP frametrap is basically safe and leads into huge damage/stun on CC. Properly meaty’ing st.HP makes it safe and leads into nice combos on hit, even without CC. At the right distances -4 isnt easily punishable, so you’re neutral in most scenarios. I’d say it’s worth using as a frametrap, had plenty of good results with it!
Losing to people I’d normally maul with Laura sucks, but I just think I need more work with Guile. Made some slight improvements though, even though I don’t attempt loops.
I absolutely think it’s my own ability holding me back so far, not the character, so that’s great!
I think that some characters with good defensive strategies have been made high execution on purpose (Chun, Dhalsim, Guile and even Ryu to an extent). Beats me what the fuck they were thinking when they came up with Nash lol.
Chris G has extremely good execution and he was doing stuff like this day 2 -
I’ve had at least 100 battles with Guile and finally comfortable forming an opinion about the guy. His FK seems to JUST miss the chin of the opponent, it’s so short that even in whiff punish situations it’s worthless. The boom can’t be spammed like SF4, in fact, I think the less buttons e presses the better. Much like Gief, he benefits from having options that are only available when he isn’t nervously throwing out buttons just to do them. Once I started minimizing my game and tossing booms at the right time I did a lot better. I haven’t been able to get the VT combos started because frankly I have a problem even establishing the simplest of hit confirms with Guile. I’m always on the move with him since his AA situation isn’t the greatest.
I still have fun with him and will probably continue to mess with him but I feel his normals are lacking for a charge character.
So after playing him all weekend, here are my main complaints: recovery on SB is slower than it used to be, so you can’t fill the screen with booms like you used to unless you’re in VT (I guess this isn’t really so much a complaint as it is something that I’ll just have to adjust to) and 5Hp being negative on block. It’s a solid meaty (plus it starts one of his only links) and can be made safe, but it sucks having to give up pressure everytime it’s blocked. It makes me wonder why 5Mp doesn’t combo into 2Mp off a regular hit. Despite that, I’m still really enjoying him, and I expect that given time, some of the above issues may be resolved. He definitely is a challenge to figure out, plus it’s going to be a blast coming up with some VT loops. Im sure in a few weeks someone will have unlocked his potential; I look forward to seeing that
Man, why do people always think this? He has solid AA. s.mk for ranged affairs or when you don’t have charge, c.hp for closer engagements, fk when you have charge. s.lp and c.mp both work bootleg styles. boom always works for ranged empty jumps.
Guile looks solid. I cant fully utilize his normals yet, but having a charge character with good aa and a reliable reversal feels nice. I need to study his frame data and hit the training room before I play ranked with him. I can easily body silver players with him though.
Gonna stick with laura in ranked till I figure guile out.
I also think guile combo videos are a little meaningless, those are rare opportunities.
It’s the basic meta with him. Everyone wants to counter him so they all start out just jumping all day. So you just sit there and FK them till they learn.
So for me it’s just sitting there doing lots of fake wiffed jabs until they jump and then I FK them.
Once they commit to being grounded cause they’ve gotten AA’d to many times, comes phase 2:
At that point t I start to throw just enough booms to goad them into jumping into my FK again. The thing is even once taught not to jump… They will still jump. Once that is learned is when I think guile starts to take off.
As the game gets to be more known and people find out how to take him on without jumping is when we will really start to see how he truly plays. Right now playing guile is just beating the scrubbiness out of people.
Once I remembered jab fakes from the oldschool (kinda like what infiltration does with Nash) that’s when my guile started to play much better.
Some people don’t fall for the jab fakes… But I’ve found that those people don’t jump booms. People that fall for jab fakes are the ones looking to jump booms on extremely fast reaction/anticipation.
S.MK works when I catch people with the tip of my foot, but I’ve been kicked out of it by attacks that were closer to Guile’s hands. I’ve found s.LP works well for that range if I don’t have charge for flashkicks.
What is VERY annoying is that Capcom is making a deliberate effort to punish zoning in this game. And it wasn’t like SFIV wasn’t already anti-zoning enough. They completely made zoning a near impossible feat in this game. I’m not sure the logic here with Guile. The only thing I can thing of is that he’s suppose to be more offensive, and sonic booms are just suppose to be a means to get him in. Guile’s lockdown is a lot stronger than it use to be, almost at CE levels. But I just hate the whole “one track mind” gameplay, and it has made Guile a lot less smart to play as. I could be wrong in that assessment though.
As badass as this is, it wouldn’t surprise me if the hitstun or pushback on his Booms get lowered because of the long combo strings. It goes against the SFV game mechanics. Capcom designed the game so this wouldn’t happen, so players wouldn’t be in this state of a punching bag for god knows how long. I’m not saying it’s overpowered or underpowered at the moment because it’s too early to tell, but I can see most of these long flashy combos for Guile gone by the end of the year.
this, i dont understand the fireball game in 5 in 4 the fireball game was on the lower side but it was still a good tool it force your oponent to commit to jump or dash ( focus) and if your opponent have anti fireball stuff (ibuki ex neck braker for instance) it usualy unsafe if you bait it.
in 5 every one have good tool to deal with fireball at prety much every range am cool with that but why make fireball frame data worst, push back super low and chip lower.
in every match up i feal am not allowed to use fireball i wish ryu have -10 frame of recovery nash -10 frame of start up and guile -8 frame of recovery.
am just a scrub so maybe am missing something but so far i dont understand the game design choice behind fireball in 5.
Hey man, long time no talk to. Don’t know if you remember me from back in the days, but yeah I remember you always liking to chuck the plasma. I don’t find it that difficult in this game tbh. I just use a tin of jab fakes and abuse the shit out of guiles crossup jlk and if I have super and the opponent jumps at me… They get flash kicked into super.
What’s this lockdown you speak of… Color me interested.
So this is probably something silly so feel free free to call me out and stuff and give good reasons why I shouldn’t feel like this.
I’ve sort have been a high/top tier hipster, but I’m looking to change that to play who I want. In particular, Guile is really damn fun and most definitely feels like one of the better characters and according to this one of the more used characters in the top 500 Players on CFN.
Assuming Guile does turn out to be high/top tier after results and number of players used in tournaments, I don’t want to switch for something silly as wanting to represent a character that’s not used as much/lower tier just for the sake of being “different”.
I want to stick to my guns and play the character who I both have the most fun with and fits my playstyle most with and it turns out Guile by far fits this the most so far (we’ll see if other DLC characters in the future do but unlikely for S1 DLC characters).
Once again this is really stupid I just want to get over these dumb hipster feelings of wanting to be different and representing underused/lower tier characters and just use who I like using the most. I just like seeing variety in results and different characters used.
I haven’t played a ton of SFV, so I may not be speaking correctly. I do feel there is definitely more of a risk to throwing sonic booms from anywhere but close to full screen away. The way jump ins work in this game, they cover a deceptive amount of ground. But may it’s just me not being that use to SFV mechanics. I do know sabat kick is way more useful that in SFIV.
As far as “lockdown”. It could just be my opponents. But I feel that if you corner someone with Guile, they really CAN’T escape the corner. Because of improved flashkick, it’s really not a simple matter of “just jumping out”. I also feel that a lot more stuff opens up when he has them corners, such as st.mk being safer. I feel if played right, Guile has nearly inescapable corner pressure.
In SFIV and well any game since SF2 CE, I always felt that Capcom just made it easier to just jump at Guile. Get out, or just challenge. But I feel that SBs are point blanks are so much harder to react to. Anyway, don’t take anything I say seriously about SFV Guile. I suck at this game. But I think his corner game is probably a big part of his gameplan. Everything Guile has seem to push people to the corner.
I just noticed I lose more when I play neutral with Guile than if I just flat out go on the offense. If I just push my way in, and then start locking people down with sonic boom pressure, they will just and I just keep pushing them into the corner. When Guile is in the corner with sonic booms, a lot of people don’t have great reversals to do anything about it. And they really can’t just jab out of his pressure because jab leads to nothing for majority of the cast, at least nothing that will fully get them out of the corner. And I think Guile’s sonic boom as a poke coupled with his insane frame advantage on hit will basically make people have to hold his pressure more. I think the main issue is getting to that point against good people.
Off hand I pretty sure people like Karin, and Necali has no answer to Guile’s corner lockdowns. Even if they have meter, Guile’s ability to space while in the corner is going to be a nightmare for them. I remember I played a solid Karin who was getting around all of my shit in neutral, but once I got her in the corner, it was lights out. Even if she just say there in blocked, she really couldn’t do anything as long as I stayed out of her st.mk and cr.mp range. I also think whiff punishing with booms is amazing, they’re fast as fuck and knock down now.
Actually just to piggyback off of my previous post. What do people feel are Guiles better pokes in this game. I LOVE cr.lk. I haven’t heard many people online giving it love, but it hits further than it looks. It’s very fast, and at the very least you get a target combo off of it if it hits. I know, not a lot, but it’s something.
Other pokes I feel are st.lp and st.HK. st.lp isn’t a 3 framer, but it doesn’t need to be, because it has range going for it. And seems to setup the most frame traps. During footsies, unfortunately I think his goto move will be his sweep. It has good range, and seems fast (I haven’t verified the frame data on this yet). I feel since this version of Guile seems more reliant on strong oki, a CC sweep will probably become essential for him.
I feel cr.mk is still decent, but no longer spammable. I also think you have to do it from a different range. I’ve been working with crouch walk cr.mk outside of sweep range.
I think in terms of A2A, jump jab seems to be the best move for him. Especially in scramble situations.