lol Gilley, I also decided on Gouken as my counter character. He’s actually quite complimentary to Guile’s style.
Guile and Gouken share similar tough matches, like Abel, Viper and Akuma, and to some extent Balrog too. But yeah, Gouken can even zone Dhalsim, so I am hopping on the station too.
ALL ABOARD!
Yeah, Gouken and Guile share a similar mindset. They’re both pretty good at zone tactics. I always wanted Gouken to be a secondary character for me but he always felt incomplete. It sounds like Gouken is getting huge buffs though. All I want to know is if his jab palm has invincibility on the 1st frame. If he has this, then that will fix one of the big problems with Gouken which is having a good “get off me move”. His tatsu and counter move can both be beaten too easily(d/b). His other issue of having hit confirmable combos that lead to knockdown seems to have been fixed. So if Gouken can get that invincibility on his jab palm, you will see Gouken placing in tournaments and he will be a high tier character. Also, I just like using Gouken because of the counter move. It’s just b,f,b+p/k like Guile’s SB
I think Gouken does OK against Dhalsim due to his demon flip stuff and the counter move can make Dhalsim scared to throw out pokes. Gouken is only going to get better against Dhalsim in AE.
I like using Adon too, and they gave him huge buffs and no nerfs so expect to see Gamerbee at EVO again tearing it up. If Gouken doesn’t work out for me, I’ll probably be using Adon. Making his wakeup longer isn’t a nerf IMHO because he’s always been free to safejumps. You just have to learn different safejumps against Adon. Hell, I have 10 safejump setups for Guile that work on Adon. I think people are just too lazy to discover them for their own characters so they complain about his wakeup being too fast.
WOW. I would like to get good at safejumps, but there is very little literature about this on this forum. Someone should help the guile community by posting their known setups.
I would like to know about safejump setups too, somehow I find 10 safejump setups for Guile against Adon to be a little farfetched. I mean, how many types of knockdowns does Guile have where he even has time to jump in on the opponent? I can think of U2, flash kick FADC on hit (with no followup), maybe airthrows/backthrow in the corner. I don’t think you can jump safely after sweep. Share the knowledge!
the only one I know is backthrow, f+hp, j.hk
Daigo confirms air throw has become slower. claims it’s more boring to use now. i assume he means that it will only connect if your opponents clearly fucks up, no more wtf grab, which is what made guile fun in his opinion…
states that guile has been changed so that only people who really like Guile will bother using him. but he also claims that Guile might still be upper mid tier. but this is just early impressions.
btw I really hope that every single one of those damage nerfs is by 10 points, aside from SH. any more would be retarded.
im sad about the airgrab. that sucks
Profound sadness Airgrab is definately my favorite move…
Remember class, the japanese word for turtle translates to boring.
Personally, I would wait for an official translation.
I got to play a bit tonight. I had a bit of play time against the computer, and so was able to test out a couple of things.
First of all, flashkick FADC (forward dash) sonic hurricane still works (however, the damage is pathetic, see below). The time that I did it, at the screen freeze, the opponent’s body was at about the level of Guile’s head. Sometimes in Super, the opponent’s body is at about the level of Guile’s arms and the ultra still connects; I didn’t get to test that extreme case, so it might still have a tighter window. In any case it hasn’t been removed from the game. On one attempt, I did the ultra a touch too early, and the opponent fell on the wrong side, just as they would have in Super, so that seems to be unchanged.
On a few occasions I made a note of exact lifebar positions after damage had been dealt (first damage of the round). After coming home I tried to reproduce those lifebars to figure out damage values. I believe we have the new damage values:
lk flashkick from point blank on the ground: 110 (compared to 130 in Super)
lk flaskick (point blank on the ground) FADC (forward dash) level 1 sonic hurricane: 190-200 (compared to 290 in Super(!!:0))
Unfortunately I didn’t get to test anti air sonic hurricane.
I didn’t notice any other obvious changes, aside from the meter nerf which they already told us the value for. I didn’t get a chance to try air throw in a situation where I needed to do it close to the ground so I can’t comment on that.
One thing I’m extremely unsure about, but a couple times I poked with far stand fierce, and was surprised that it whiffed. So it’s possible the hitbox is smaller, but that should be taken with a huge grain of salt.
dislike on the slower airthrow
hm. what would qualify for an official translation? I’m Japanese.
???
???:???
there.
Wait how is his airthrow changed if they said they kept all the frame data intact?
Good stuff…sounds like my predictions on U2 were correct. From what you have described, it sounds like U2 has 10 frames of startup. One way to test how much startup the airthrow has is to wiff an airthrow on the last frame of your jump. Guile will hang in the air longer than normal. In ssf4 you can feel two different hangtimes from this wiff. One of them won’t feel as long as the other. You want the longer one. Now in AE if you do this longer hangtimes and it feels like you hang in the air even longer than the SSF4 version, this means the airthrow has a slower startup.
Any word on the autocorrect ability on FK? Does it still feel like it sucks?
An easy way to test the hitbox on far s.fierce would be to test it on Abel. Can guile do s.jab > s.jab > far s.fierce > far s.fierce
Hopefully one of the LA arcades will get it this weekend. I can’t wait to play.
We are getting it this week in Antioch, TN courtesy of Jacob Ford and Jason Wilson (DreamTR)!!!
That is so cool, can’t wait for more info on the nerfs including SB meter building (hopfully won’t be nerfed much).
Daigo also said that fireball characters are weaker in AE.
Yeah unfortunately I only go to school out here and I have to head back to NJ for a three week break so I won’t get to play it for some time.
Guile i think will be middle tier with his poor matchups becoming even harder in AE. I’ll soon find out once it hits the arcade 10 minutes from my house. I’m not very happy with the nerfs he got.
Good news everyone! I pulled back into Yokosuka a couple days ago, and hit the arcades yesterday and got some Guile news for everyone.
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Sonic boom meter build nerf is definately noticable. I have a pretty good natural sense of meter without looking at my bar, so when I kept inputting EX booms and nothing would come out, I was sad. Is it game ending? Meh, it’s still tolerable.
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Damage nerfs. Didn’t really notice them to be honest. Wasn’t really looking for them though.
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The UDK buff is… um, existant? I guess for lack of a better word. Ya, it sails over lows way better than before, but without a hitbox buff that means that you just whiffed a super slow normal point blank most of the time.
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All UDK combos seem unchanged as well. Yang can be tagged with the UDK crumple into backfist midscreen.
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Sonic Hurricane feels super slow. Like a snail slow. Won’t combo after a super anymore (at least when I tried), won’t punish EX scissors. Also seems to be slightly smaller… don’t quote me on this.
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F**k El Fuerte. The matchup seems the same, except you can’t air throw him out of the belly flop anymore. You just lose. I heard something about his tostada press flop being invincible now? I don’t think it’s an issue with the frame slower air throw though. Against Elf was the only time I felt air throw wasn’t working like it should have been. Every other time against every other character it felt pretty normal.
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F**k Dhalsim. I’m not sure how to win this fight anymore. I didn’t notice ANY damage nerfs on his end, slower hurricane makes it harder to tag a yoga fire, and his buffed up-close game means that if he slips behind on life, he can just slide under a couple booms and mess you up. Meter loss is definately noticeable here.
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Yang seems like an ok matchup… but it’s still to early to tell. His command dash goes through projectiles, but it’s easy to tag with a s.hp like if Juri tries to counter through a boom.
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Phantom buff?!- Seems like sonic booms are wider. Maybe I’m just retarted or maybe some peoples jumping hitboxes got widened or something… but claw and Yang couldn’t get over booms for shit. Some stuff (especially vs. claw) strait up confused me when he got hit. Don’t look to into it though… probably a false.
This all seems bad, but honestly, Guile still feels like Guile. I think they did ok with this version… but I think that characters that struggled against Guile are still going to struggle, and Guile’s hard matchups will probably be just as hard or harder. Fireball users will probably have an easier time. Also, I got to revisit U1 a bit more since U2 seems pretty bad on most of the cast now, and while U1 hasn’t changed… hoooweeee that thing does some damage. Since super came out, I’ve been all about Hurricane. Now that it kind of stinks, I’m seeing a little bit more benefit of U1. Since the damage is all in the last kick, using it a bit earlier as an AA still nets you solid damage.
Anyways, I’ll try to get some videos up. Let me know if you guys have anything you want me to test.