Guile General Discussion: Go home and be a family man

started to use cr.lk to low profile jumps. works really well.

Yea I peeped this on a isdd stream.

The PLayStation Experience build of SFV has Guile with a 2-bar V-Trigger!

I didn’t get a chance to play him yet, but any speculation on how they might change his v-trigger to compensate?

Apparently he can’t do the loop anymore and he’s lost some corner pressure but he can now link stand mp to crouch mp without counter hit so I actually think this is more how I want Guile to be.

Allegedly upside down kick now combos into cr.mp too.

I was so close to going to CA for the tournament but I had to bail last minute. Would’ve given everyone a run down of every normal lol.

But has any change to sonic boom been reported?

fyi cr.lk has the same hurtbox height as a crouch, it doesn’t low profile. Anything you duck with cr.lk you could make whiff just by crouching.

So lemme get this straight. Capcom wants to diversify the way the cast plays, so they take away something unique from Guile and add a mediumx2 link? I don’t even.

Anyway, does anyone know if V-trigger got any nerfs to compensate for it being 2 bars other than no loops?

Hope the pushback on c.mp to stop SB loops isn’t true, because Guile can do the loops without c.mp, just substitute c.lp. It would be a pointless nerf that doesn’t solve anything.

s.hp > c.lp > SB > c.mp > SB currently works, it’s just slightly more difficult. Knowing capcom, they’ll probably increase pushback on c.lp though.

I should have went to PSX on Saturday, I actually had a ticket and decided not to go.

Can’t decide if crush counter now being cr.hp instead of st.hp is a buff or a nerf. Maybe they made st.hp safe on block now or something?

The system changes do seem to all be in Guile’s favour though -

Game speed slower (allegedly)
Dp’s nerfed (now on par with Guile)
Damage nerf across the board

If that’s the case, then either they made s. mp +6 on hit, or cr. mp have 4f startup, or they made s. mp +5 on hit and gave cr. mp 5f startup. If UDK comboing to cr. mp is also true then either cr. mp is 4f now or s. mp is +5 and cr. mp is 5f. I’d bet that you still need counter hit to combo from UDK though.

It is possible that they increased adv on hit of UDK but I really doubt they would do that, comboing to FK off a normal that can’t be thrown sounds broken. I bet it is still +3 but cr. mp being 5f startup now means you can link on counterhit.

i want to be clear all of the changes i heard are from someone who played him at cap cup replying to imstilldadaddy on twitter. i don’t know if any of them are true or not (other than the 2 bar v-trigger).

https://twitter.com/GuestFighter/status/805215886428618752

I wish some people would explain how the loop is gone. I’ve heard 2 reports on it, the pushback on c.mp has increased, and LP Boom is faster. Which one is it? Either way, I don’t see why Guile can’t still do the version of the loop that does HP > MP > LP VT Booms in it(the easier loop). I’m pretty sure he’ll still have that one.

He probably can still do some kind of loop but I would imagine it doesn’t have many reps because the V-Trigger is now 2 bars.

Currently he gets 5 V-Trigger booms (hp + hk non charge booms). I would image that probably goes down to 3 of them now that he has a 2 bar V-Trigger.

I’m going to predict this nerf - non ex flash kick can now probably crush countered. Dps have lost their startup invincibility but can still be crush countered. Wouldn’t be surprised if Guile was brought in line with these rules.

Haha, you might not know this because normal FK sucks so much, but normal FK can already be CC’d. That’s why no one uses it :slight_smile:

No one’s gonna be using DP’s either. They’re just gonna have to sit there and block. But they can’t because of white health, which the recovery was slowed down in S2. But at least you can EX DP/FK to get out, but unfortunately meter gained got nerfed. Capcom is nerfing defense WAY WAY too much. The game will really become 1-dimensional I believe.

Did I mention the 8f of lag thing was to nerf defense? Oh yeah, and short throw range and 5f command grabs is so they can’t be used defensively.

/s

=) that’s what happens when you theory fight and don’t have the game on as you talk about shit lol. you’re right i use it so little i completely forgot.

Regular FK does not suck, it’s an excellent anti-air and good for hard reads on grabs/command grabs.

I am more worried about Guile losing corner pressure then the loops. Nerf on EX meter will hurt him too, both EX moves are very useful.

That’s the crazy thing about this game. You can say all of that stuff about things that lead to the game being overly offensive (which are probably true) and then there’ STILL someone else who’s completely adamant that changes like no hard knockdowns and no free meaties after throws make the game too DEFENSIVE and swear up and down how defensive the game is.

I wouldn’t be surprised if the loop still works also. Barring the changes that a 2 bar V Trigger do to it.

Any thoughts on taking away CC from s.HP and giving it to c.HP? Not sure why they did this or if it’s a nerf/buff.

s.HP no longer CC maybe is a buff, allowing combo such as s.HP CH, s.HP, c.MPxxFK for even bigger damage compared to s.HP CC, df.HK, FK?