http://www.twitlonger.com/show/n_1sol610
Looks like ChrisG agrees with the Guile not being good sentiment.
I guess with Guile you have to have good fundamentals and be super on point with his super good booms and anti-airs.
http://www.twitlonger.com/show/n_1sol610
Looks like ChrisG agrees with the Guile not being good sentiment.
I guess with Guile you have to have good fundamentals and be super on point with his super good booms and anti-airs.
Does anyone know the frame data for VTād HP+HK single Sonic Break? Looking mainly for startup, recovery, blockstun and hitstun.
And has anyone recorded the charge time required for Flash, Boom, and Super?
I tried Flash Kick and itās exactly 1 second when timing it in training mode. Iām gonna assume itās the same for Boom and Super.
I was on holiday and have had minimal time with guile but I think heās good. The only problem is that he canāt hit confirm to good damage from his normal buttons, or hit confirm meaties to good damage. Wait. That actually sounds pretty big.
He makes up for this with zonining and mix ups after slow booms I guess.
In general it seems like Guile has to rely on super good fundamentals outside the V-Trigger loop combos which will be super situational. Since he wonāt get good damage on average youāll just have to be super good in the neutral game.
Players who love ST (like me) seem to taking to Guile very well for that very reason.
Guile plays the beautiful pure game of spacing and zoning.
He plays less into the meta of fishing for (crush) counters and capitalising for big damage. He canāt really be played like this since his damage off of confirms is ass. He gets bits of damage for his zoning efforts.
Its just like Mika who doesnt play the meta of the game by just fishing for claps and going ham.
Heās basically the anti-mika.
Damn. The free play stations at Dreamhack donāt have Guile unlocked. I hope tomorrow they have him. Iām gonna use him all the way.
Nvm found the right stations.
[list]
[] When is it best to use EX Sonic Boom? Ive noticed it can be used for getting knockdown on whiff punish or help in winning fire ball wars.
[] The only purpose Ive seen for st.LK is that it has the most range and it target combos. Does anyone here use it that often? It has the flaw of being a 5F normal compared to his other lights.
[] Can anyone even get st.MP in a match regularly? It has really bad range and he already as a whole bunch of other good + on block moves for frame trapping.
[] How often do you use backward/forward MK as a poke outside beating lows? It seems to have decent range and startup if you do the forward version as a mid range poke but has the problem that you can maintain charge.
[/list]
Also looks like Di3minion fighting the fight for defending Guile actually being good in this game:
Been using ex boom to surprise attack. Itās pretty good for a bit of damage but not sure itās worth losing a slot for ex flash kick. Also if you land it in v trigger you get all the juggles and its decent damage.
I canāt see a use for it really as a 5f start up attack. Not that guile has a great MP that would make it redundant and leads to major damage. I think St and CR jab is better. Both special cancellable and chain.
St MP doesnāt seem as useful as other characters due to range and no cancels from it. I sometimes use it after a jump in and link to jab xx boom. Itās pretty much the same damage as cr MP xx flash kick though.
Fwd + mk is an alright meaty attack. I use it in footsies sometimes. I use bck + mk a lot to keep a bit of distance. See whatās happening and boom.
I think heās right. I donāt think heās that bad. He just has a radically different gameplan to the cast and meta so far established. Combofoend mentioned heās the first defensive character introduced. He can gain more from creating distance than going ham I believe. Everyone else is about going for the counter hits allll day. Guile can do that too but Iām not sure itās a good idea to do so outside of the life lead.
WHY THE FU*K did Capcom decide to make f.hp whiff against crouching opponents? It completely baffles me, and I feel like it hurts Guile a bit. I canāt tell you how many opponents throw out crouching normals on wakeup while I throw out f.hp only for my fist to be right over there head while there attack whiffs completely.
forward HP would be stupid good if it always hit crouchers
I wish u could activate f+hp by pressing down forward. Itās annoying getting SB when trying to back knuckle, especially when trying to CC reversals.
SB buffer windows are too big imo.
Gilley has confirmed Iceās science:
playing guile without the loop or any advanced combos running on a 90% win rate now,
just doing proper zoning, well spaced AAs and well placed SBs like I did in USF4.
works pretty well for me
also alot of ppl jump in vs Vskill
when I donāt throw the SB afterwards I can hit them everytime with FK
itās hilarious
Do you generally go for meaties and go in, or do you back off and continue zoning on knock downs?
Your decision to risk pressure really depends on your opponent. If zoning is working, then obviously the smart money is to keep at it.
just backing off playing very defensively most of the time
I think going for a meaty slow boom to guard an advance on their wake up is probably the most prudent approach in most situations. If your meaty button gets blocked the opponent is in guiles face and probably + which is rarely at guiles advantage. Better to create that space.
St HP is such a good meaty though.
I just posted a video in the Video thread of Doyanboās Guile - dude is legit. Possibly the best Guile Iāve seen so far.
Doyanbo vs. Sako (Chun Li) https://www.youtube.com/watch?v=d3s7IkEjbW4