Personally I just use traps and baits. If you want to actively bait throw techs, you aren’t going to be able to convert properly if you don’t have charge, so the “hold-db c.lp wait…” angle is about right.
Guile Boom Loops are seriously incredibly fun to use. Definitely a welcome addition to the character. However, I’ve heard more than a few people (mostly on YouTube and Twitch, so take it with a grain of salt) saying the Loops are broken and need to be patched out. If Capcom were to do that I’d be incredibly disappointed
In the corner you can activate VT to extend his target combo: c.LK, s.MP, f.HP, df.HK, FK (234/470) and CA (434/470)
Without the corner you can do the same thing without df.HK
This video demos two another useful VT: To gain enough time to FK from standing position
I agree, I just don’t see many high level pros putting that much effort into him. It’s not like there were many in USF4 and given the current meta, Guile sits in a gray area where his rushdown is below average while having his zoning ability nerfed. Even some matchups that historically were in his favor like Zangief are troublesome to the best current Guile mains. I expect him to be slightly less popular than Rashid and Alex.
I just watched it and Chris showed a version of Guile with a lot of finesse. His use of the s.MP after foward dash+immediate back charge created new wakeup block strings and his shoulder throw into walk up dragon plex was interesting as well. In his interview afterwards he still was adamant Guile is mid-tier but mentioned that he enjoyed playing an “honest game”, not having to rely on going ham with buttons, and the duality of Guile being a defensive monster with tactical rush down pressure, not to mention the VT combo loop. Sounds like he’ll continue to work on more Guile tech because he feels more at ease playing Guile than Nash/Cammy.
Lol he got the loop in top 16. I think I’ve only got it properly twice in real matches. I can do it all day in training but for some reason I drop it online a lot.
Yeah, it seems that Chris G understands SFV Guile more than anyone else atm. Even though Capcom advertised Guile as the first defensive/zoning character, his optimal play requires him to go in and commit sometimes. “Make things happen” like Chris said. I hope he goes to more tournaments and show off his Guile, because it’s really fun to watch.
That’s because ChrisG has godlike execution skills and the announcers repeatedly mentioned he doesn’t double tap any links. He had quite a few close matches especially against Fox|Julio but he prevailed because of his consistent execution of max punishes and a strong wakeup pressure. I get the feeling he’ll continue to main Guile but to compete at an elite level vs the japanese (who historically have understood the Guile matchup well in addition to better defensive technique and spacing), he’ll have a variety of characters at his disposal for the tougher matchups.
I like how he admitted that even though he won, Ken craps all over Guile. He definitely does. I think he was a bit lucky that he avoided Filipinoman’s Chun too. But I’m really glad he seems like he’s going to represent the character going forward because it seems like we lost all the other top players who played Guile in SF4.
I will say this too - dash into st.mp, cr.mp, sonic boom/flash kick/super is absolutely essential to Guile’s gameplay and everyone needs to master it.
I’ve been the most outspoken person in the Guile forum with criticizing Guile’s weaknesses.
I was testing a dash, c.MP, c.LP, (FK confirm or SB block string) meaty setup but ChrisG appears to prefer the versatility of s.MP (+3) to setup frame traps with the 4f (s.LP, c.LP, c.LK), 5f (s.MP), and 6f (c.MP, throw) which all connect on CH. Not sure you can dash into s.MP, c.MP, FK without VT. SB requires 45f and s.MP+c.MP = 42f total. A meaty s.MP (CH), s.HP, c.MP, FK does work and can be setup off of FK, dash.