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.