Guile in Super Street Fighter IV (arcade version)

^
I can’t imagine that they really took out Super -> Sonic Hurricane. It’s too major of a nerf since he barely does any damage to begin with and Capcom also stated everything you can do with Guile in Super, you can do in Arcade. The slower start up probably messes up your timing though meaning you have to do it at the earliest possible moment. Or it could possibly only work with lk super and not mk… hmm.

Apparently AE is in Hong Kong tomorrow at a certain arcade which I can hopefully get my hands on for a little bit. At the very least I can probably just watch. Hopefully catch some interesting stuff.

I really dislike the SB nerf. By the way any other changes to lk fk? (invincibility frames, charge time, hitbox, recovery). I’m also hoping for changes to bazooka knee (since Capcom want guile to be more offensive)

(does sonic boom in SSF4,builds meter)(does sonic boom in ssf4 AE,does not build meter)

=(

i believe that he’s going to struggle a bit more on his harder matchups that make them even more harder. building meter to get those Ex booms, is crucial in my opinion.

im really interested in finding more about those phantom booms though. it could in fact be a a good thing, depending on if it’s character specific or not,
their hit boxes may have widened if they are having trouble jumping over.

LK flashkick seemed untouched in terms of hitbox and invincibility. Same goes for the other flashkicks, although again, I can’t really see how much damage they are doing. LK flashkick still goes through c.mk xx fireball like a champ.

Bazooka knee still seems the same as the version that got buffed in Super.

Unfortunately, I really don’t think you can combo super > U2 at all anymore. I’ll try it again, but when I did it, I used LK super and it still whiffed. My timing is pretty solid, so I don’t think I messed it up. Also, it has nothing to do with the juggle counter changing, since AA lk super > U2 still connects for one extra hit. I’ll keep trying… but like you said, is it really that big of a deal?

Well it actually is. If it is difficult to combo Ultra 2 from Lk super, it would be even more difficult to combo Ultra 2 from Flash kick FADC, which is already difficult due to delaying dash to avoid cross under.

I guess the only ultra 2 set up would be HK flash kick trade…

Also: WTF Dhalsim match up got harder??? El Fuerte more annoying??? Sonic boom confirmed for low meter gain!!!

:frowning:

Still better than Vanilla. =)

Sooo much for Guile’s Trial 21. They better change it or it’s impossible to clear that trial.

EVENTHUBS
Other Stuff

? A lot of people are talking about how strong Yang and Yun are right now.

? After someone reported that E. Honda’s EX Headbutt traveled less distance, lots of other players said that person was full of crap. Such is the nature of these reports, right now.

**? Guile’s damage on Flashkick, Focus Attack Dash Cancel, into Sonic Hurricane is even lower now, someone called it, “pathetic.” Estimated that this takes off about 100 less damage overall.

? It seems like Guile’s Light Flash Kick does about 20 less damage**

Here’s what Daigo was really saying about airthrow…

*Toyoizumi: OK, now how about your console character, Guile? It seems that the startup time of his air throw has been nerfed?

Umehara: It?s unfortunate that it got nerfed. It?s one of his signature moves. I can understand nerfing Flash Kick and Spinning Back Knuckle, but the air throw? It?s almost like they?re saying, ?Guile? I guess you can use him? if you really want?[?]? But he can still hold his own, and I think he?ll be upper-mid tier. It was hard for him before to deal with E. Honda?s jump-ins, but since that?s also been nerfed, it should now be a little easier for Guile. But for me, I?ll probably use him a little bit as an alternate.*

Like I mentioned, the only place I noticed the air throw nerf was against elf… and I think that was more attributed to the tostada buff. It still probably has the best range + jump arc in the game.

Startup got reduced by one frame, right? That’s still gonna beat out most air to air shit imo

Imo, I think Sim will be harder in AE than in Vanilla. I would assume that Guile now takes almost the same time/slightly slower as in Vanilla to build 1 bar due to his faster boom speed. But both of Sim’s ultra are very useful against Guile especially his U2.

If yoga fire comes toward Guile and he has no charge to neutralize it, Guile will be pushed to the corner very quickly cos Guile can’t jump. Some Sims really doesn’t mind trading hp with boom as Guile gets pushed back a lot and there is a chance they would score a counterhit.

It’s a really lame match if he picks U2, even in super.

hey Slinkun, what’s your impression of the range on his backfist? i hear some vanilla players think that the range has increased… :wonder:

day 1 AE impressions:

new upside down kick is godly. it has much faster start up, which wasnt mentioned. it is lower body invincible very early, and possibly airborne very early. this one buff makes guile’s pressure significantly stronger. people will respect your frame traps if you are capable of following udk up with combos. this will make throwing opponents easier once they respect your frame trap game. i feel like UDK is similar to a tk cannon strike.

new u2 does hilarious damage, even raw. i built a full u2 and tested it against a friend. i estimate damage to be between 300-350.

new sonic boom meter build is hilarious.
new flash kick damage is hilarious.

air throw feels like it has less range to me. dunno. i was playing a guy and i neutral jump air threw a jumping elbow at a distance i am positive would have worked in super. but it just whiffed.

guile is definitely worse, and i will probably be using u1 in most matches, but the new udk is potentially the best frame trap normal in the game!

EDIT: @poochie - backhand hitbox didn’t change in super, despite what people may have said, and it doesn’t feel like it has changed in AE. the damage difference is noticeable though.

My (noob-ish) day 1 impressions:

  • I almost never ever used UDK to begin with so it’s hard for me to notice anything positive about it but I’ll just say it’s just as grab-able as ever as I got Karakusa’d out of it repeatedly during startup.

  • Sonic Boom meter build is teh sucks. I’ve never really managed my meter extremely well or carefully before but I kept finding myself in situations where I thought it was about time to FK FADC out of trouble and I would look down and see myself at 1.7 bars full. This kept happening throughout all my games as I always felt I had meter to get out of trouble and I didn’t. Sad.

  • I felt the damage reduction throughout the match. It just felt a bit more Vanilla in that I would look up after landing tons of hits and still find my opponents HP curiously high.

  • I’m positive that I could feel that 1 frame of airthrow delay visually even when connecting with the opponent. Twice I’m positive I should’ve won air-to-air but got hit instead. Doesn’t break the air-throw by any means but it’s noticable. Throw a tiny bit earlier.

  • U2’s slower startup is also noticable. I was screwing up my Super -> U2 execution all day though so I can’t even comment on it’s comboability since I could never get it to come out period haha… that’s just my fault though. I can confirm that lk Super anti-air when in the corner against an opponent crossing you up still lets you turn around and U2 them as before.

  • U2’s chip damage is also notably lower than before… naturally… used it on an opponent waking up and they took very little damage.

Misc:

  • Sunglasses in AE. Awesome.

  • NO ALTERNATE COSTUMES! :frowning: The machines in Hong Kong (well I assume everywhere outiside Japan), don’t have Card support and as such there’s no option to select alternate costumes or colors. I’m actually kinda pissed about this and I can’t really imagine them introducing colors/costumes outside Japan since inside Japan you use card points to purchase them (from what I’ve heard). It just seems like a stupid omission that removes a lot of character from the game for no real good reason.

Warahk

Will UDK when in its active frames, trade against reversals like SRK when used in frame traps? I think this is really important.

I’m thinking it still won’t hit Ryu’s c.mk but I’m hoping it’ll hit his c.lk. Does UDK have almost the same startup as far s.hk?

I still prefer vanilla Guile to be the most balanced. The only problems were the flash kick arks really.

Here’s Yoshio playing Arcade Edition:

[media=youtube]yzcyaDHgE4s[/media]

hrm, if UDK has faster startup then j.rh > UDK > c.strong > SB should be possible. I’m going to FFA later to try this out.

gw guys.

watching that yoshio vid. i just have 2 questions.

a) have you tried matching fireballs with shoto characters? cuz it almost looks like the initial meter is LESS then a wiffed hado. i’m seriously hoping it’s 10 points and not less.

b) when he comboed UDK, far HP, it looked like UDK did LESS damage then far HP. so depending on how much HK FK got nerfed, may not even bother with UDK in combos anymore.

This doesn’t look good. But i’m really happy about the buffed UDK since i used it a lot lately. People aren’t really used to it.