Guile General Discussion: Go home and be a family man

I think there’s mileage in the VT breaks that no-one’s looking at yet. This is definitely a good use.

This is one of my main issues with Guile right now - doing the loop online.

I get an opportunity to hit the loop probably once every three or four matches. My success rate is probably around 70%. Sometimes I just drop it and there’s nothing wrong with that (I’ve seen Poonkgo drop it a few times). However, I’ll play on some connections where the match will be fine, then I’ll combo into V-Trigger and start the loop, only for the game to start feeling like I’m playing under water and I clearly start losing animation frames.

https://www.youtube.com/watch?v=-QirBQPwhm8

If you look closely you’ll see what I’m talking about. Can you see how choppy it is around Guile and Necalli? This is exactly what I’m seeing during the match, along with a feeling like the game has slowed down.

I’m not sure if this occurs because of the rings around Guile’s hands in V-Trigger. It’s genuinely making me consider dropping Guile altogether. I’ve noticed similar things happening in matches when Necalli executes V-Trigger. It’s as if the game starts to drop more frames because of his animation or something?

Do you get that one every stage? Personally, I have noticed FPS drops on the right side of the waterfall stage since beta.

After playing Story Mode, I’m guessing it’s because there is an entire cave rendered past the right side, even though you can’t see it during gameplay.

I get it on a few stages outside of training mode stage. I remember it being bad on the NYC stage too. I’ve noticed it seems to happen on the right side of the screen way worse than the left. It get’s even worse if the opponent has their V Trigger active too (like Necalli’s hair). Whatever it is it’s definitely not just something I’m imagining. It sucks because if it wasn’t for this I’d be really content with maining Guile, but I think I’m going to have to just secondary him until it gets fixed (which is debatable if it ever will be).

Anyone have Guile color 11-15?

Nvm, found it.

http://media1.eventhubs.com/images/2016/07/01_balrogibukicostumes37.jpg

So I had a complete epiphany tonight and realised that Guile isn’t supposed to be played by double tapping buttons (IMO anyways). I heard Chris G talk about how he didn’t double tap and I didn’t really think much of it until I was messing around tonight and realised how much easier it is to do stuff like dash forward st.mp, cr.mp boom combos. I was wondering why he never drops the loop so I tried it out this way and after about half an hour of practise it feels like some kind of easy auto combo in comparison to how I was doing it before.

The downside is that I feel like I have to totally relearn the character now lol. It feels unnatural to me right now because I didn’t play SF4 Guile this way but I guess I’ll just have to get used to it.

In other news, here’s some live footage of me doing the loop online with the game deciding to totally come out of sync half way through lol (watch with sound on to hear how bad it is) -

https://www.youtube.com/watch?v=ykVL3QaFfzI

https://www.youtube.com/watch?v=dy9vYepwYSk

I hope they fix this or just get rid of the loop altogether and just buff him another way. It’s kinda tedious to perform and losing rounds because the game decides to come out of sync is kinda shitty.

I never double tap too.

I stupidly assumed that meant for cr.mp - boom you would tap on each input (which also works).

I didn’t realise he was designed in this game so you do a combo like st hp, cr.mp, mp boom, cr.mp, mp boom and only press mp twice. It’s pretty clear to me now from the way his combos are designed that this is the proper way to use him.

It just sucks that I feel like I have to learn the character all over again lol. Well at least I know his combos.

Oh, that is what I do actually. I thought you meant to double tap only for cr.mp. I only use negative edge for cr.mp cancelled into CA.

Still need to pull off these combos in a real match though. I will take note of these crossups confirms.

Yea I genuinely think he’s designed in this game to negative edge. If you try doing it on the loop you’ll see what I mean. It’s like st.hp was given to him for this very reason.

I always double-tap st.HP after dash and the cr.MP after the st.HP. So much easier.

I never double-tap specials and I never double-tap the cr.MP into MP Boom into LP Follow-up Boom. I also never double-tap st.LP or cr.LP after st.MP, but I often double-tap the st.MP.

cr.fp is a great meaty with its 5 active frames when timed correctly.

From point blank, cr.mp x lk.FK, dash, cr.fp hits meaty on the 5th active frame and can link to st.fp, cr.mp, etc. if they back roll. Just one of the many setups for it.

Only against KDBR and depending on the character, the back-roll animation can move them out of range. The start-up and active data for c.hp is the same as b.lk if you need to get some forward momentum though.

See: http://toolassisted.github.io/OKI/#GUL/83/29/24/1,1,18,0,dash+forward/19,8,5,16,crouch+HP/1,0,0,0,/1,0,0,0,/1,0,0,0,/1,0,0,0,/1,0,0,0,/

st.mp is a good meaty if you have v trigger so you can do his target combo into super

Guile at Evo has been pretty sad overall. I think Chris G got the furthest but I’m not 100% sure. The real problem I see with Guile at top level is that you have to have the zoning abilities of someone like Dieminion AND the execution level of someone like Chris G. It’s not very often that a player has both imo.

I think it might be time to go back to the drawing board on this character. I’m starting to ponder if doing midscreen activation, 5 booms, df.hk and then more booms is a complete waste of V-Trigger. This is what I’m going to start trying -

cr.mp, boom, v-trigger cancel, st.hp, cr.mp, flash kick. Then I’m going to back off and use the V-Trigger timer (which lasts for ages if you don’t use it up) to throw booms that have recovery closer to SF4. If the opponent gets past one, you just instantly press hp+hk once and you get an instant boom that covers your ass (even if you already have one on screen). This way the timer should last around 30 seconds and you should get some proper opportunities to zone (in most match ups anyways).

I haven’t been playing like that as I’ve been trying to save V-Trigger for the corner loop. I think I’m only going to go for that now if I’m 100% certain it’s going to kill.

EDIT - LOL literally 10 mins after I said how I won’t use it for the loop, I got this counter hit crouch fierce reset lol

https://www.youtube.com/watch?v=YNl0Nw1SrAQ

I did test it out for doing what I said also and I got very good results.

P.S I found this. Maybe this will be useful tech? V Skill/Hadouken trade, dash up, st.hp beats his next fireball.

https://www.youtube.com/watch?v=SlfXRasI2lg

I struggle so much with this character. I’m trying to learn every character and Guile is my current challenge. I barely ever win. And it makes me want to play him all the more just because of that fact. Besides I love keeping people out.

I’m too predictable with Booms I feel. I’ve started incorporating a lot more V-Skill baiting to score flash kicks which is helping majorly however.

My gameplan is poor too, I just look to zone and force a jump-in to score damage. I don’t try to be aggressive. I focus on stray normal hits.

How are you guys approaching Guile?

Check out all of the DLC characters - it’s just too soon for the new characters to take on the highest level of competitive play. Our time will come :wink:

I definitely think the loop should be used when possible rather than trying to save up and land it. Esuta (p4_esuta) uses it well from what I’ve seen and almost everyone else uses it badly. A prime example is ISDD - he likes the loop, but if he doesn’t get it, he burns the entire V gauge in one shot (last time I checked, anyway). Madness.

Here’s an example of a mid-screen VT cancel I posted a while ago (this is an oki video, but still). After the f.hp, Guile is about halfway to a new boom charge (f.hp is 28f total) and has just over half a gauge left.

Edit: and the carry is legit.

His booms are definitely weaker, in terms of recovery, than they have been in the past and given how strong jump-ins are in this game, throwing booms for zoning can be risky. You should check out gameplay from folk like p4_esuta, doyanbo, and ISDD (imstilldadaddy) for ideas on how to use his normals and how to zone effectively.

I watched some Estua matches and that’s kinda what I’m talking about.

Also, this -

https://www.youtube.com/watch?v=-CkJ-GByXvo

I played a lot of Guile in SF4 and still want to use him now… is it a waste of time using him if you can’t do the loop? I just like smacking people with his normals and doing small combos.