Guile in Super Street Fighter IV (arcade version)

Could it be that it’s because of the UDK damage nerf? Ono did say that for both backfist and UDK

i think it’s safe to say that guile got nerfed harder than anyone (except for maybe abel).
akuma and dhalsim matches are going to be sooo much more fun now :frowning:

little bit of theory fighter. looking back…if this was vanilla: sagat 3/7, ryu 3/7, zangief 4/6, akuma 3/7, boxer 4/6
and this was super: sagat 6/4, ryu 6/4, zangief 6/4, akuma 4/6, boxer 6/4
then to me it looks like a.e is: sagat 4/6, ryu 5/5, zangief 6/4, akuma 3/7, boxer 5/5

i doubt his matches with the cast of super have changed much…like i still can’t see guile having much problem with cody. but i do get the sneaky suspicion that the hakan and makoto matches might now require some effort to win.

my guess is that guile will be a great secondary character, just not a “top” main. if i was giving tournament players advice (which i shouldn’t be but what the hell), i’d suggest learning a rush down character as a main, then using guile for the gief/juri/honda/boxer type matches. by the looks of things, a mixture of something like adon as a main and guile as a secondary will deal with pretty much anyone.

Wish I could unwatch that video. Watching him fight Viper looked like the same shit (burn kick, burn kick, throw, burn kick, etc) only less damage for Guile.

when I heard about Sonic boom meter nerf, I thought it would “2 SSF4 booms = 3 SSF4AE booms” or something like that, but it looks even worse than half. He got more meter getting thrown than shooting 4 sonic booms that got blocked, also WTF with Sonic Hurricane damage? It sucks so hard, even full couldnt kill 30% of C.Viper??? Also why the hell he does low damage???

He got shafted pretty bad, why does Guile get nerf in his zoning and punishing tools for just 1 upgraded tool (UDK) and Dhalsim gets better up close tools yet still keeps his core tools for zoning? Lol rushdown game my butt.

I guess I need to find another character.

I noticed flash kick damage is considerably nerfed even when it’s counter hit. So how is guild supposed to get out of trouble when we can’t do fk fadc backdash now?

Capcom is so damn backwards man, making AE a more offensive game. Cool. But theyre trying to force Guile to become an offensive character by making it THAT much harder to win a match while playing guile the way hes supposed to be played…Defensively!

based on what you guys are saying, is flash kick fadc ultra 2 even worth the two bars at this point? assuming it still connects?

^no way. they wanted to make fadc ultra 2 useless. only place worth using it is if it’s 100% going to kill them.

if nerfing guile really does make the game a lot more offensive, i’m actually all for it. defensive play is rewarded too easily right now. getting the life lead and sitting back seems to be an overly successful tactic with 95% of the characters on the game…even ones that aren’t designed to turtle. you can play sakura lame vs quite a few characters and get results if you know what you’re doing. that’s why the nerfs slightly unfair on guile. he kinda falls victim to the bitching about the game’s defensiveness and gets singled out. but it does beg the question as to why dhalsim and chun were barely nerfed at all.

i still don’t think these changes will make that big a difference though (but i hope i’m wrong). as long as there are ultras that reward you for losing, meter gains from whiffed specials, throw techs and no universal overhead, i still think it’s going to be a defensive game. even yun and yang just sit at the other side of the screen and build meter all day, then go in.

just out of interest, was the whole “6 more characters” a load of b.s? or is there a chance that they’re in the arcade machines and time unlock or something?
perhaps basic arcade edition dlc will be a free download, then they’ll release 4-6 characters for $5 a piece on xbl and psn. then they become unlocked in the arcade cabinets at the same time. that way no one get’s left behind playing standard ssf4, whilst capcom still get to make some more money off of it.

It doesn’t seem like it’s going to get you back in the game anymore. I would say when you know it will kill, but it seems like fk fadc u2 will do what like 350 damage at most now?

Warahk watched that video with you vs killerkai playing AE

[media=youtube]GZP4G_8sOAk&hd=1[/media]

From 1:56 to 2:21, you started off with what about a sixth of a bar, matched his hadoukens with 14 sonic booms, had a focus in there as well, still didn’t get one bar

I just tested it in super, got a bar after thirteen.

Can someone who has access to AE have a ryu player just throw fireballs and see how many booms it takes to get a bar?
Would be interesting to know.

omg the damage on flash kick and ultra 2 is a joke :frowning:

that udk is gonna be handy vs dhalsim though.

heres a short interview i did after playing AE the other day. pretty much the same shit i posted on here already but yeah.

[media=youtube]amGQBty8DLk&feature=player_embedded[/media]

i just got done playin guile today… i loved him in SSF4, but now in AE… wow… balls.
gauge dont build like it used to. sonic hurricane got nerfed i think… but it didnt do as much damage as i thought it did. i feel that fk fdac u2 is not worth the 2 bars now…

his nice buff in Super just got kicked down in AE

WTF capcom?

I feel like they designed AE to cater completely to Yun and Yang, so fireball zoning and turtling both take a back seat, which unfortunately Guile is a big representative of.

i played AE a little yesterday. Guile felt the same to me but FADC U2 did chip level damage. that sucked. Learning that move was pretty hard too. Only worked to kill. Meter build wasnt that noticeable for me because it seemed to build well if you fight. Also i was still airthrowing fools the same way. It seems that nerf was fair. i probably missed a couple ridiculous ones i wouldve normally got but it felt right. still best airthrow in the game. Versus Sagat feels closer to Vanilla, i felt it was legit 5-5 now which is cool. I lost to a sagat 'cause i underestimated him lol. I also connected a full U2 on sagat and it wasnt that bad to me.

i retract my statement about UDK being faster. it has the same start up. also it does not tag all c.shorts. it whiffs against guy’s c.short for example. it has a better hitbox than it did in super though.

the AE just got released at my local arcade today and i had a pretty solid hitout against tough opposition. Here are my thoughts and findings so far:

  • Guile’s damage output is reasonable even though his attacks do not take off meaty damage like last time. When the chance to land a J HK presents itself, I now do say J HK > C MP > HK Flashkick instead of the EX flashkick. The reason why i do this is because Guiles super metre does not increase to the levels we once saw when the game was released in April this year.

  • Gief’s EX greenhand does not knockdown anymore on hit, but I do think that this change allows gief more OS… You dont have to agree with me but this is how i feel.

    On blocking the EX greenhand, You will get knocked back slightly, meaning that back throwing gief will be harder as you will be out of range. Gief can mash out an EX or normal SPD. Fuck, the range on giefs spd is insanely long now. fuck, I got grabbed so many times tonight.

  • Ryus C MK has lightly more start up frames. This is quite a significant change as this is one of Ryu’s go to moves. One of the top Ryu players pointed that out to me after I defeated him in one of the matches i played earlier.

  • Sagats metre building is almost on par with Guile. The matchup still feels the same nonetheless.

I think Guile/sagat is 5-5 IMO. Most of the matchups would not have changed that much…Its still far too early to tell whether the matchups that favoured Guile previously are now the opposite.

After a a number of games, I strongly fell that most matchups have not changed even though the attributes of special and normals for other characters have

so anyone know if his UDK is considered airborne or ground? lets say im fighting an abel and he blocks my j.hk then i do that on ground and he does ex tornado, who wins?

Abel Wins. UDK is considered grounded throughout. Although it doesn’t have a low hurt-box you are still technically on the ground and very much vulnerable to grabs and command grabs.