Guile General Discussion: Go home and be a family man

Can a 1 frame link guru please post this combo: after FK knockdown: dash in, meaty s.MP (CH), s.HP, c.MP, FK and post the damage/stun and a video please :slight_smile: I just tried it for the last 20 mins and could only get the first 3 hits about 4 or 5 times but never with the FK ender…

I think you can get this as a meaty because I think I did this accidentally the other day. You can definitely do it if the st.mp is a counter hit.

The other thing that makes this so clutch is that he got the super after the boom just before -

st.MP is great for meaties, but it kinda sucks that he doesn’t a good heavy for this situation. st.HP would be that button, but it’s fucking -4 on block. Almost everybody got good heavies for meaties (like Chun’s b.HP, Bison’s st.HK, Nash’s cr.HP, Ryu’s b.HK) while also having nice mediums to do the job, but they simply decided Guile should have only st.MP. It’s one of the many design choices to hold back his damage output, and I think they ended up going overboard with them. It’s cool that he is not a medium medium character, cross-up with lights only, but Guile should be able to combo off UDK without CH (like it was in IV). His zoning and neutral are not strong enough to warrant these flaws.

I definitely agree that Guile is mid-tier. It’s just that what he gained in V is not enough to justify so many things he lost from IV.

s.HK is a meaty after the shoulder throw and the slow startup of UDK can be deceptive on a walkup meaty.

UDK not comboing unless CH is fine, what troubles me more is his lack of ability to create chip damage with slow normals, the lack of a juggle with b.HP CC, and f.HP whiffing crouch. Tweaking any of these would help him be more competitive but I can see where Capcom would prefer the pros use other chars since Guile vs Guile mirrors are way too boring from a spectator perspective

I asked ChrisG about using a s.MP meaty CH confirm into s.HP and he laughed saying it was -6 on block and would equate to fishing.

UDK not comboing unless CH is not fine, in SFIV he could get a medium off of it on normal hit. It’s a big nerf for no reason other than cap his conversion capabilities, which are already bad. I think cr.LP off a normal hit and cr.MP off a CH is the ideal.

Nash’s f.HP whiffs on crouch as well, so it’s fair I guess. It’s not like his st.HP that’s just inconsistent compared with other characters similar normals. st.HK can be used as a long range poke instead of f.HP (although it should be a bit faster). b.HP juggles on CA, it’s good enough to me considering its range (it’s kinda similar to Ryu st.HP).

We shall see which path Capcom will take with Guile in S2. He will most likely be buffed.

VT makes up for it but now that you mention it linked into c.MP that sounds like a nice ranged combo into FK. If he had this I might put Guile top 8 but with such a small cast at launch it’s probably better to wait until S2. I’m certain Guile will get a buff by then just to balance the game some. Ibuki looks like another tough matchup already.

It’s hard to say which specific normals he could get buffs on that wouldn’t make him ridiculously strong. Making st.mp less stubby would be a great buff. Giving cr.lk more hitstun is another one I’d personally like. I think right now he has the worst sweep in the game (except for maybe Fang). But would improving the sweep make him silly because of all the extra crush counter sweep into sonic cross mixups he’d get? If you buff his normals so he’s more like sf4 Guile then the boom loop has to be removed.

Would someone please post the notation for the boom loop? I’ve been trying to get it for weeks now and not landed it once. Is it

VT, d.mp > mp.SB, d.mp > mp.SB > mp.VT.SB, ff > HP, d.mp… and so on?

Is the loop using LP or MP or FP v-triggered sonic booms? And after the v-triggered boom, it’s double tap forward into HP right? Confused

I would MUCH prefer having proper normals like in SF4 at the cost of the boom loop. A buff to cr.MK, cr.HP, and UDK comboing on-hit would be great.

Any boom >> VT Activate >> Dash Forward > st.HP > cr.MP > Any Boom > cr.MP > MP Boom > LP VT Boom > Dash Forward > st.HP… …

I dont think the boom combos need to go anywhere.

Certain match ups, especially online match ups I find myself spending my V-Bar on V-Reversals just so I dont have to roll the dice with characters like Cammy or Necalli up close.

Me too but there’s no way they’ll get rid of it now. They are praying someone pulls that off at EVO.

I just hit it on a Dhalsim online. I’m pretty sure he turned his torrents on half way through because it got laggy out of nowhere.

Does Guile V-Trigger give him less recovery on his sonic boom?

I actually really like Guile the way he is now and I don’t think he needs anything. I’m not sure what st hk is supposed to be used for that f mk isn’t better for but apart from that I see nothing that might need work at all.
His zoning game is quite strong I think - you just need to make the opponent respect all your options. Supplement your boom game with walking forward, jumping forward and dashing forward and your space becomes a lot harder to contest.
Also guile’s corner game is fantastic.

-2f recovery and +2f on block (so yes, it’s faster with more block advantage)

Use this for reference: https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/edit#gid=992184813

Does Guile V-Trigger give him less recovery on his sonic boom?

Thank you very much. I’m surprised that there is barely any less recovery when he is in V-trigger. Just two frames.

It’s so you can apply horizontal pressure while maintaining back or down charge.

Did JWong win a tournament with Guile or am I going crazy?

There’s actually something weird with VT booms. On hit regular booms are +8. VT booms are +10 on hit. However they are both +1 on block. 2 pages ago drunkards_walk asked if VT booms would be +3 or +1.

If they were plus three on block, you could lock down the corner way too hard - there’s no push-back for a projectile.

I guess they felt that massively improve SB during VT would make him play old-school zoning as soon as he got meter. They want combos and set-ups instead, zoning is not allowed in SFV.