I thought the same about SFV zoning at first, and it sort of is true, but one big thing that I realized is how much you need to spam V-Skill with SFV Guile. You canāt spam LP Boom endlessly anymore, so that confused me for a long time. But if you just do V-Skill and then wait to see if they jump or w/e, you can Flash Kick on reaction. Once you train them, you can do V-Skill into Boom and change up your rhythm.
If LP Boom was the go-to spam for zoning in 4, V-Skill is the go-to for 5.
Umā¦ Definitely donāt spam just L boom people. It has the same frames as m and H boom. When I play guile most of the booms I use are fierce booms. Same frame data as L boom and harder to jump on reaction, and hits people walking forward easier.
Thatās why my cr.lp fakes work. The opponent has to jump FASTER to clear an H boom than to clear an L boom. L boom is to be followed in on offense or to setup and AA opportunity when done from just outside of the opponents jump range.
Having to use L boom is the reason why I didnāt like SF4 guileā¦ But sf5 guile is in no way beholden to L boom.
Spamming v skill is decent but it has the same recovery as a standard shoto fireball. V skill>H sonic boom is to overpower other fireballs, v skill>L fireball is to follow in knowing that one opponent fireball wonāt beat the boomā¦
Which sets up punishing Nash for trying to absorb booms, and also sets up anti airs. If you can react fast enough to an ex move being used to clear your ab vskill boom, you can v skill just as the first boom gets hit, allowing you to keep a projectile presence on screen.
V trigger ex boom is fucking crazy and the new thing Iām going to start spamming. Crazy damage for only 1 meter (220 or so iirc) which is only 100 less than your average super, plus it moves batshit fast.
When losing the projectile war, guile can gain ground by v skill to absorb a projectile, then unleash sonic boom right afterwards.
Versus Nash that wants to stay away and eat booms, you can use v skill L boom and follow it in to shut that shit down.
If the Nash has v trigger then you can bait his v trigger with jab fakes and then once you see it you can flashkick it on reactionā¦ As long as guile has down charge and isnāt committed to something, itās easy to counter nashes v trigger when done raw.
Same goes for sonic scythe. Just treat it like a long range jumpin and it becomes much easier to play against. Also use sobat at times you would have boomed and the Nash may scythe into where you were.
After FK hits Nash is free to dash st.lk pressure for guile unless nash has super.
Basically use bazooka and sobat to move around to bait scythes, and use L vskill follow to counter nashes v skill.
Idk I used Lp boom a lot more than my other booms. It stays on screen the longest, which is important to me for zoning reasons. Folks have to respect that boom while itās still in front of them, it allows me to get into whatever position I want to be in.
EX boom is godlike though. I couldnāt tell you how many rounds I stole with a random ex boom they couldnāt react to.
After watching quite a few matches of Momochi, ImStillDaDaddy, and ConchitaWurst I noticed that cr.MK was rarely used except as a boom followup, a starter for the TC with f.MP (overhead)
or against characters with better ranged normals (Alex & Zangief). Their most used pokes are cr.MP (7/1), b.HP (8/-1), and f.HP (10/-1) because of CC, combo ability, and better range (except cr.MP) vs cr.MK with (7/-4).
One other thing I noticed is ConchitaWurst has a rushdown Guile and will go entire matches without a single FK because heās always standing and staying mobile.
After using him for a couple of days now, I love this character. I think heās is strong for sure. He has one of the best CAās in the game and I think his V-Trigger is very good too. Being able to V-Trigger freeze into CA is a much bigger deal for Guile than it is some of the motion characters.
I must say however that I am curious about a couple of his design choices. Is his throw range the worst in the game? It feels really bad to me. Not sure about making st.hp that negative on block either? I donāt think it should be plus frames but I donāt think it should be that punishable either.
Iām loving how many people think this character is complete garbage. Iād like every bandwagoner to think this Guile is low tier lol.
Agreed, he feels pretty legit. Plenty of pressure options if you need them, good zoning game, CA and VT are solid. Whatās not to like?
My only niggle is that right now it feels like his damage output is a little high, but Iām sure thatāll get tempered as people learn how to fight him.
Chris has the best guile Iāve seen yetā¦ But he seems to really have something against FK. To many times I saw him block the most obvious jumpins when he had charge for FKā¦
Having said that, heās implementing some things I really like and thought of but havenāt been able to use so much.
He likes to save meter for ex boom then use the long range KD from ex boom to setup vskill L boom approaches.
naw his throw range isnāt the worst, it looks worse than it is because the whiff animation. Without knowing the data but knowing a good deal of the cast it feels mid range.
I think heās just not spent any time with the fk - doesnāt know where to put it. The upshot is that, as you say, heās working on a lot of interesting stuff with the neutral game.
Not very, even at high level. You need corner and a CC/jump in to get it started, and full VT, but, if those conditions are met, itās worth it. Meterless (albeit using VT) 500+ dmg is insane. The combo isnāt even that difficult, so I suppose itās worth learning if you play the character at a high level and want to maximize your damage output with VT.