Guile in Super Street Fighter IV (arcade version)

-happy with the Reverse Spin Kick change.
-pissed about Sonic Hurricane having more start-up (worried how it will affect using SH as an anti-air and after Flash Kick FADC).
-not sure how I feel about the meter and Flash Kick nerf until I see the actual amount/damage. Same thing with the Air Throw having slower start-up (if they’re still doing that), I’m guessing at worst that’ll slightly change my timing in air-to-air situations when I wanna grab from max range.

The rest I’m okay with. Just wanna play the game.

i think it will probably end up meaning sagat beats guile again.

with ryu and ken though, i think guile will still win 6-4. yes he got damage and meter nerf. but they’ve still gotta take the risks to win. booms will still keep up with hadouken’s, back fist will still punish fireballs, they can’t jump in, can’t throw a fireball once guile has ultra. on top of all this this, they can’t escape the corner for free anymore either.

i don’t see the zangief/balrog/rufus matches changing much either.

i expect all the matches with pure rush characters (except for bison) got a lot worse though. i think adon/akuma/seth are going to be really bad. not too sure about yun and yang yet…but i think makoto and hakan could be trouble now. we’ll have to wait and see.

I will never understand why Flashkick and U2 got nerfed…NEVER. Everything else makes sense besides those two.

Bottom line, it just means one thing. Step up your zoning game and get a more solid lock on meter management.

Edit: I don’t plan on maining anyone else so I’m just going to work that much harder on what I have now and learn the matchups altogether.

i think people still underestimate how much of a difference ultra 2 made to guile.

All nerfs and one little buff. SAD. Now guile will have to become 2x as lame in order to make up for the nerfs.
UDK changes, not practical unless more specific info.
Backfist, deserved damage nerf(it was too good).
Sonic Hurracane, this is the biggest nerf to him. On one side you have a ridicuolus 510 damage u1 that can only be done on dummies. On the other side, you have a weak *360 damage U2 that is about the only combo for guile to connect. It is not even easy to do and and it sometimes requires 2 meter bars!

My suggestions: Manage your meter better and start to max absorb revenge meter to maximize u2 damage.

*360 damage , I guessing it will be this

Personally, I think people still sleep on Ultra 1. There’s a number of times where I’ve been able to use Ultra 1 in situations. I don’t rely on ultras much in general but more on overall fundamentals. Learn to backdash/forward dash/autocorrect Ultra 1 consistently and it’ll come in more handy than most people realize. It’s just not as practical.

Agreed on Sagat and some of the rush down characters. Good Ryu players still give me troubles at times but I try to rush in too much and play less lame. Looks like I will have to up my lame out factor.

I really don’t like nerfs, I wish they would just buff the weaker characters to level the playing field a bit. Oh well, soon we will have to relearn the match ups.

[media=youtube]RA54bkIRvKc"[/media] I seem to remember the arcadia article saying something about buffing the FK.

Really? No sense in debating this now…but can’t see how that move raised any red flags aside from ken/ryu players who get smacked and run right to the boards.

The double and triple unblockable backfist combos really made people mad

Not sure you linked to the right video.

It’s the right video; a while back Gilley explained why this occurrence (1:52 in the video).is significant It affects how FK operates on auto-correct, namely why it blows as an auto-correct reversal.

care to explain this to me? I didn’t know Guile had any unblockables…

It’s when the opponent forgets to block

Yea, the controller doesn’t even want to respond to Guiles using that combo because the damage is just tooo sick as is.

Seriously though, i could see where they were coming from with the standing fierce damage reduction last time around, but with the backhand…

lol. Go play a match against Zangief and throw repeated backfists at max range. You will see.

I don’t like most of the changes unless they are going to give him viable offensive options or make the stage smaller. Most of his buttons are there so you don’t push them as is and they are going to shit on the couple of worth while ones. If they want guile to be more offensive, they need to make cr.mk special cancelable and cr. jab, cr. strong link a 2 frame link.

If Ultra 1 was as good as Ultra 2 I’d use it, but it’s not. Brings back nightmares from Vanilla. Unless it was after a Focus Crumble or during “oh, fuck it” wake-up I barely used it. On the rare times I crouched for 55 frames and my opponent was dumb enough to jump in I would activate Ultra 1 as they began to descend…but then get beat-out by (or trade with) a standard jump-in attack because I didn’t perfectly time it. And then when I would activate it a bit later they would just land on the ground and block it. That thing was stingy as hell.

I do like how they tweaked it’s damage in Super. If they boosted the speed or added a few more invincibility frames I’d consider picking it back up.

I’ve already started on it as soon as I heard about the nerfs. I didn’t put my head down and give up…that’s what bandwagon guile users would do. I just have to step my game up…that’s all.