There is some good tech in the Guile thread. Some characters are just more popular than others. For instance characters like Karin and R Mika will always be more popular than Guile, so naturally they will have more people contributing to their respective tech threads. Also, I don’t mean to hate, but I find what you said kind of offensive to those of us who have tried to find stuff…also, what have you contributed?
Oh, there’s no “kind of” - it’s offensive. Especially considering a month ago @gradx posted in the Nash forum asking for tips on improving consistency for canceling from s.mp into scythe after a f.dash (at least I think it’s scythe; mp.ss doesn’t stand for anything, technically). If that’s the kind of shit someone has trouble executing in training mode (even a month ago), I can’t say for certain that player is capable of critiquing the amount of Guile tech. in this sub.
I bet I’m a lot further along than you were at the 2 month mark of practicing/playing regularly on a stick. You were probably in diapers the last time I used one regularly and the speed of the game has changed tremendously since Alpha (1998) and I’m not accustomed to cherry tops so I’m pretty much starting over. Everyone knows it takes time to build muscle memory and timing for the more difficult links from both sides using an arcade stick and if you want to ridicule me for that it shows your ignorance. I’ve been quite open about admitting that my execution is inconsistent which is more to say than you. In fact right now my biggest struggle with Guile is the s.HP, c.MP xx SB link.
As far as the comments about the tech and what I’ve contributed. I’ve commented more frequently than most that now the overall gameplan of Guile is to remain mobile as zoning is more elastic than previous iterations and you must be able to switch from a stationary FK charged zone with booms, to an “in and out” zone filling space with normals and well-timed booms, to counter attack/rushdown. The unfortunate reality is there isn’t much general tech to discuss because Guile has limited links and only two specials. It’s more about exploiting opponent’s weaknesses and matchup knowledge.
Well I guess you could go back to the basics with something like a WU option of following a SB with an empty jump into a c.LK/c.LP combo starter or throw. It’s one of ISDD’s most used tactics. Then there’s the screen specific setups for optimized corner carry and V-Trigger combos but those are pretty much covered in VesperArcade’s video. He didn’t get into which characters you can follow sonic crosses with df.HK or df.HK+FK but those are mostly distance dependent.
Ya done stepped in it now, guy. I was born in the mid-seventies and have been playing on arcade cabinets since the early-eighties. Did a stint working for a rather large arcade back in the tail-end of the arcade scene (late nineties). So take your diaper comment and cram it right up your jacksie. And to be honest, ridiculing you was an emotional response to your cheap-ass insult - and lets not dress that up: it was insulting. I’ve contributed research and tech. to these subs over the years and will continue to do so - again, what will you do?
How about you quiet down the bullshit, ask questions, post ideas, and help build the tech. and knowledge up?
It’s not plus enough on hit to follow up with a cr mp anyway. The most you can get after an UDK is a cr lp after the UDK counter hits (or if you hit the UDK really meaty, cr lp will combo)
Edit: You can also get a St Mp afterwards, which is nice for VT combos
I posted in the match ups thread in the general forum that I didn’t think Dieminion would like this version of Guile and he got interviewed on the subject within 24 hours lol. I watched him play MVC3 too and he’s at his best when playing as lame as possible. Fang is a good fit for him because of runaway ex slide thing he has. I haven’t even seen him play Fang yet but I can already imagine his style.
I do fear this character is going to stay underdeveloped. Nobody that’s a top player has a reason to switch to Guile (or any of the future DLC characters for that matter) if they are doing well with their day one character. Even SF4 Guile mains have very little reason to come back if they are playing Nash or Chun Li already. I’ve been playing Chun a lot recently and I find her space control is about as close to SF4 Guile as you’re going to get in this game.
I’d be surprised if anyone at Capcom Cup straight up mains one of the dlc characters. Someone like Infil will have a pocket Juri or whatever for shock factor, but I’d be really surprised if Guile makes it.
It wouldn’t surprise me if he isn’t all that popular for the first year or so of the games life. However, even if old Guile mains end up dropping him, there will undoubtedly be newcomers that pick him up as the game gets older and become the “new” Dieminion or Nuckledu
ISDD is doing well with him and we don’t have any real view into the Japanese Guile scene, but I think he’s legit. Justin’s Alex is really coming together and I know of a few other ones (Alex’s) so I think we just need to wait another month and a half before the Guile mains start popping up.
ISDD and samboner are the two I watch the most but I’m not holding my breath to see much new general tech out of them. I use it more to learn about how to approach specific MU though.
It’s laughable to put Alex and Guile in the same breath because their style is completely different. Alex has moves that parry and guard break, better distance pokes to control space, a command throw, and two aerial specials that can mix between a high attack and a throw.
I know what Alex is capable of - that was a reference to how long it’s taken Alex to make it to tournaments. Alex copped a lot of negativity over his first month of release, but now the situation has settled and cooler heads prevail.
Should I avoid V-Trigger combo? I feel like damage scaling really hurt it. There multiple matches where my opponent is like 35~45% of his health, I land a Jump HK -> Cr. MP -> Sonicboom -> V-Trigger -> Sonicboom and maximum follow-up SB and they still survived all this. This lead to them having a chance to make a comeback when I was certain to KOed them.
I reckon that unless you want a CA, his VT is better used for pressure and traps. Keep in mind that his regular boom when VT is active drops from 38f to 36f total - 2f better recovery and +10 on hit.
IMO his mid screen VT combos aren’t terribly rewarding and they usually cost his entire bar. I agree that in general it is better used for pressure etc, his pressure in the corner with VT is particularly strong (I honestly feel it’s the best VT in the game). However, I would still recommend trying to learn the corner boom loops, the damage you get is so amazing that it is definitely something worth investing some time in training for
What does FM mean? Why haven’t I in my whole life ever been able to understand the meaning of a videogame-related acronym?
But actually i came here to ask a different question. How do you punish tech throw attempts with Guile? Do you try to “shimmy” the opponent or do you go for the throw-invincible upside-down kick? I haven’t found a decent combo to use in a shimmy (without having full v-gauge), and I don’t like that you can only combo from the upside-down kick on counterhit, which means that when I’m actually making use of that throw invincibility I don’t get a combo.
Maybe the best option is the infamous “unmoving shimmy”, forcing the opponent to block a jab, holding down-back until I see a throw and punishing with cr.MP into flash kick (but I would like something that I can use when I’m representing a throw after my opponent blocks a sonic boom)? Or going for a counterhit combo with standing MP?