Guile General Discussion: Go home and be a family man

I agree completely. I was loosing so much, throwing a tonne of booms and trying to rush in.

No I just sit back and be patient… I can usually just FK some kind of unsafe normal they throw out or a jump in and bait the jump ins with V skill like you said.

Carefully pick my moments to back fist and dash up on crush counter for a fairly hefty combo. He is getting more fun as the days pass

Going in with booms is viable once you follow their habits and have hung back a bit and playing defensive. Helps keep them guessing. Offense Guile alone is pretty predictable.

I can’t beat command grab characters :frowning:

specifically Laura and Mika, Mika is obvious… She’s just stupid.

But even Laura is crazy, I can’t deal with a random guess after a jump in, jab or two jabs straight into a command grab.

It’s just gotta be a complete random guess, if I wanted to do that I’d go play guess who.

How do all of you deal with this problem? Or do you just stick with guessing wrong/right.

Basically you’re just supposed to zone them out so they dont get to the guessing game part.

Or just have that surprise EX Flash Kick ready

Man, the amount of people crying about guile needing nerfs is hilarious

Where are these people? I want to observe the salt first hand

Oh, just different online forums and whatnot. The most recent one was that desk vid where he negates a super with v-trig. You’d think the world is ending with some situational setup like that…

It’s started in the general thread and everywhere on Twitter.

I just saw complaining about it on neogaf. What Ryu is throwing out raw supers like that?

So I’ve been working on my Boom loops, but I’m having a bit of trouble. My problem is, during VT, after St Hp, Cr Mp, Sb, Cr Mp, SB, the extra boom I throw always hits too soon and so I can’t dash in and continue the combo. Any advice? I’m guessing I am throwing the extra Boom too soon, but the timing feels really weird to me

As long as you do mp > lp after the cr.mp you should be able to dash no? I was trying different timings and still have been able to dash

Ok so some guile observances of the crazy theoretical kind, mainly from observing hitboxes and reading the prima guide:

Fmk is a tool we need to use more as guile. It crushes lows and has huge range for an sf5 normal. So remember… It crushes lows… This is important because:

Fhp… Of course we need to be using this in intelligent ways more often… It’s a CC for gods sake and has huge range just like fmk. But it has 2 big problems. It’s duckable… A problem that is insurmountable in many ways, but also… It’s very vulnerable low because it has a high hitbox and a very exaggerated low hurtbox.

Put these 2 moves together and you get:

Fmk crushes lows, which beat fhp.

Fhp CC’s highs when timed right, which have a better chance of beating fmk.

So there’s a basic poking counter mixup here from range. Sonic boom of course beats like all pokes…l but it also has the least amount of reward.

Something to further remember about sf5 in general is that people are more likely to use crouching attacks inside their max range to go low (in other words they don’t really want to wiff lows) but higher mid hitting attacks are used more as hit checks/buffer moves to counter pokes and dashes. Countering those moves is probably where fhp comes in.

Moving on:

Cr.mk

What’s it’s use? Well unfortunately it isn’t a traditional low in that it doesn’t just have a lower HURTBOX (it’s hurtbox is really high up) It can easily get stuffed by mid attacks like Alex’s cr.mp or chuns Fmp or even Alex’s HP.

So what’s it used for?

Well it’s speed to range ratio for one still gives it decent priority for beating out other attacks. But the other mainline use of thr move is to combo from low.

Unlike previous guile who’s low to high target didn’t combo… This one does (it didn’t combo right? Idk it’s been years since I played against sf4 guile)

His BHP is kinda obvious in that it’s just a CC poke that has good priority and main purpose is high priority followed by giving guile V meter. It can’t really be combod off of on reaction without guessing on a v trigger cancel. So it’s best used to control space, gobble up v juice, and use to setup crouching v skill on CC (theory)

St.mk is a great ranged AA and that’s its primary use.

Guile also has one of the better mixup games in the game for a poking character, but getting to the mixups aren’t easy.

Off any blocked jumpin you have lots of options:

Throw
Cr.lk tc into v trigger
Cr.mk tc
Fmp
Cr.lpx2 if looking for the confirm

St.mp is an ok option for when you don’t have v trigger to cancel the lk TC on block.

After close range ex boom>knee

Guile is left at a shitload of frame advantage against the falling character. In many ways this JUST AS GOOD as a knockdown in previous streetfighters.

Guile gets a low/throw mixup here for free as well as free meaty pressure or an unsafe overhead attempt.

This will become a mainline guile tactic I think ESPECIALLY against those gimped characrers that have no reversals till super.

Boom setups and ways to use them are vast and matchup dependent so I won’t go into them as I’m still figuring them out myself… But suffice it to say that h boom is an incredible poke from a little less than half screen away, ex boom is an incredible poke from a bit further out and L boom has incredible space control allowing guile to set himself up well.

One pattern that I really like with guile is doing a fullscreen or near fullscreen L boom, immediate knee bazooka, dash, jump attack. The boom will protect you basically the entire time from basic strategies and ground assaults.

Good for when you think the opponent will just neutral jump your boom or just block it.

Yeah I just realized I was getting two Mp Booms instead of a Mp into Lp

I didnt realize how much time I actually have; this shit is actually pretty easy

Oh lol. Guile is atleast +20 after blocked boom xx v trigger.

I put chun on cr.lp reversal and CH her with guiles overhead :slight_smile:

Unfortunately not as easy in this game if you’re facing someone decent with all the anti fireball tech :frowning:

Easier than SF4, I’d say.

Got any replays of you playing against these characters? It’s a lot easier to give advice if we actually see what you’re doing against said characters.

booms aren’t your only zoning tools.

It isn’t actually possible to punish guiles booms on reaction I don’t think. So the anti fireball tech doesn’t mean that much to him. Everything is a guess. Boom has 28 frames of recovery where you have to input a motion (or be inputting the motion beforehand) and still have to allow for frames of travel and startup time for your moves.

Simply throwing out a decent amount of LP fakes makes it basically impossible to react to booms any kind of fast. Anti boom tech will be guess based and read based.

Does anyone in their free time can watch my replays to tell me what I am not doing right with Guile? While I win more often, I feel like I made big mistakes and got lucky.

My Fighter ID is HiryuMK. The replays where I am Ryu are not my matches, it was my brother playing, so don’t bother with those.

it depends in my experience. it isn’t so much that the recovery is too fast for booms so much as it is that the startup+projectile speed is too fast. they’re on the screen in 10 frames, and then coming at you at variable speeds, some of which are very quick. if he uses something like ex boom then you’re going to have a hard time even reaction blocking it, forget reacting to it with an anti-fireball move. factor in that most of the anti-projectile moves in this game aren’t projectile invincible on their first frames and it becomes pretty easy to see how hard it is to do something before the boom hits you. slower booms are easier to deal with, his v skill very easy, and etc.