Guile General Discussion: Go home and be a family man

Can someone please give me their inputs and timing hints for the cr.MP, SB, cr.MP SB corner combo? I can do cr.MP, SB, cr.MP, FK with pretty good accuracy but the other one escapes me which doesn’t make sense. I find that I can do it more frequently using l.SB but is there something else like spacing that matters?

Nevermind, it’s a really late cancel on the 2nd SB. They sure don’t make this easy. It’s not even a true block string

http://www.eventhubs.com/images/2016/jun/06/chrisg-uile/

Can someone explain to me how this is even possible? How does he have a back charge? It’s probably easier than it looks I guess.

Hameko had a tweet with this in it a while ago - pretty sure the top-ranking damage combo in SFV ends with this.

df.hk is 38f total and CA charge time is 40f. The timing is tight.

I think you can buffer the charge in between moves like this example of bazooka knee, s.HP, FK: https://www.youtube.com/watch?v=FR2iOQgbqLg&feature=youtu.be

Pretty sure I saw ChrisG do it again in one of his games yesterday. He clearly has the best combo execution of any Guile main I’ve seen.

Actually just tried the df.HK CA about 30 times and connected it about 7. It’s probably easier than it looks since I struggle with the 1 frame links moreso than this. It’s definitely a muscle workout and after a few repetitions you may feel the burn

it’s pure styling anyways lol he would’ve won the round just by doing a bazooka knee into super.

Are you sure that is possible? Anyways according to VesperArcade the df.HK CA only works against certain characters and is probably spacing dependent which is why he left it out of his combo tutorials. I’ve seen ChrisG whiff after dashing and try df.HK and f.HK without success.

Someone needs to organize Guile’s max damage combos based on execution difficulty for general screen position and normal starter (with and without counterhit). I think Guile’s max damage without corner or corner carry is 370 for VT, 504 for CA, and 543 for CA+VT. My execution is starting to get better and hopefully I can start explore some of the more complicated combos soon

What i mean is - after the 5 x v trigger booms, he could’ve just bazooka knee’d forward and gone for his CA. It would’ve killed too. He was just styling.

ChrisG went 1-2 at last night’s WNF with upset loses to Valiant/Bison and Illya/Ryu and an extremely close match against Vega that had to go an extra game after a match point double KO. The hype train is probably over now lol

Why did you guys shit all over the forums by making a separate match up thread for every single character?

The whole thing needed on thread made by somebody willing to update the OP.

Also, something weird happens when you are doing the Guile loop online. I keep getting massive slow down during the combo, along with weird roll backs. I had someone roll back super me lol.

I think that question answers itself. Are you willing to make a thread and keep it up to date? If nobody is then separate threads are the next best thing.
It may clutter the thread page up a bit but it’s still totally usable and the information is better organised.

The reason individual threads are better is more because of balance changes over the course of the games lifespan. I remember when I was looking for some Guy matchup notes back in SF4 and I had to navigate through 25 or so pages to find anything worthwhile about Guy. Even when I did, everything was all out of date and they’d changed the frame data on two of his moves.

This is why I’d like it if the thread owner could update the first post so it’s current technology - anyone new can get up to speed really quickly.

I’ve decided to put Guile aside and move on to polishing my other historical main Ryu for the time being. I haven’t cleaned up all my execution issues with him yet nor have I learned many of his VT combos but I don’t feel it’s worth the effort right now when I think it’s better for me to play a more mobile character to grow as a wannabe competitive gamer.

Here’s my take on Guile:
He has the most effective projectile zoning tools with above average AA but where he suffers is the area that the game eventually gravitates towards and that’s close proximity normals. Guile’s limited mobility and normal options while maintaining charge for SB/FK just doesn’t translate well to high level play. Sure ChrisG and JW can win lower level stateside tournies with Guile, but at any well-contested Premier event you’ll be hard pressed to find a Guile even make even top 16.

I’ll keep Guile around and play him at least once a week since he’s my favorite char, but right now I need to adjust to the speed of the game and Guile just doesn’t translate well to that strategy. Perhaps later on I’ll work on employing a more ChrisG style to be more competitive.

so with the new balrog (boxer) reveal and gameplay in capcom protalk what do you guys think? I feel like he is going to be a big problem when he can v-trigger through booms and setup mixup easily (not to mention superior damage).

I think the hardest matches for Guile are the characters with strong footsie tools - until we know how boxer handles himself in neutral, it’d be a tough guess I reckon.

Chris G’s Guile is ridiculous. Another WNF. Got Chris Tatarian’s Ken in stun on the left side of the screen, corpse dragged him by dashing against Ken to the right side of the screen, into st.hp, cr.mp, boom and then the loop.

Which reminds me - this happened to me yesterday lol -

https://www.youtube.com/watch?v=wBkXuq0io3w

I did this on reaction in my match yesterday and I’ve never really used this before -

https://www.youtube.com/watch?v=t8wv-DczQjo

Very powerful when you think about it. Oh you jumped? I’ll just anti air you with another boom. Going to be testing it out a lot more.