Guile in Super Street Fighter IV (arcade version)

other unconfirmed rumors…

  • flashkick start up increased (unlikely)
  • backbreaker recovery increased (opponent recovers faster after it hits)

niconico mark not pleased with airthrow. lol

This one makes no sense to me. Only reason I could see they would change the recovery is so that Guile can’t have a SB right on top of you after the backbreaker. I guess I’m going to head out to FFA now and test this one. I have safejump setups off of it that will make it easy to test the recovery. I’ll see if they still work.

Do you have a link for that vid?

[media=youtube]tR1W9WaRNPc[/media]

it happens at 0:52 seconds. this video has plenty of evidence of the new SB CH properties. and you can see that the same does not apply to hadoken.

keep in mind that up until now, you would NEVER eat CH damage from an EX-Fireball going through SB, as you have to be hit during the first 9 frames or so for it to be CH.

That video is just sad. At one point ryu jumps over a boom and lands CH HK for silly damage.

Another nerf? Watch that vid at 6:23 when Ryu tries to jump over Sonic Hurricane. In Super wouldn’t he have bounced backward into the hurricane for damage, instead of falling through it? Man, I hope I’m wrong. This is getting ridiculous.

Interesting, so not only we can’t build meter fast enough for EX Boom, now we get CH punished for any boom we throw out.
But I’m still sticking with guile, there isn’t any other charge character that can replace him.

This happens in Super sometimes, so I don’t think it’s a new nerf.

I’m at FFA, backbreaker recovery is identical ssf4. Safejump still work :slight_smile:

Am I crazy or did they improve the hitbox of crouching fierce so that it works better against crossup jumps? Right at 2:00 and 2:22 he does a crouching fierce that looks like it hits curiously far backward… though I don’t personally use it much at that angle so I’m not sure of myself. (I’m usually just blocking already orz)

naw, definitely not improved.

does anyone know if U1 is an armor breaker now? i know it’s not too important, but the ultra is based on an armor breaker so it would only make sense if it had it too.

i say this because Deejay had the same problem with his U1, but apparently it’s an armor breaker now.

Ok thanks. -__- still sane

so yeah, I can double confirm Guile’s SB getting CH if he gets hit during the recovery frames. I got hit several times from Gen’s short jump ins. Yes, I was being way too predictable with my SB’s.

If anyone complains about SB now they can eat a dick.

i’ve heard reports of this happening more often then on console. can anyone confirm? is it because of the slower start-up? or possibly overall active frames have been reduced too?

after reading the recent comments, about CH’s etc this would make all of us tighten our defensive game. I dont agree with what capcom did, so i guess we just have to live with it.

furthermore, I am much more selective in my metre usage since Guile cannot build metre so fast.

After playing for 3 hours my local arcade, I found that Guile can build metre relatively fast, just not at the levels we are all used to seeing.

Ryu’s C MK got nerfed quite bad apparantly, which means Guile still has a slight edge

Question 1: Are his sonic booms larger making it harder to jump over?

Question 2: Is his jab sonic boom slower or same pace?

Question 3: Is there anything different about it or it’s just the same all around.

Does lp SB recover at the same speed it does in Super?

Pretty sure everythign else about SB is the same so far… I didn’t notice anything different in recovery or travel speed. Vids don’t seem to show anything out of the ordinary either…

You know, when they said that “this is not the complete list of changes” I wasn’t expecting to see even more nerfs for Guile. So the fact that charge FB characters compensate for the fact they have to charge with faster recovery on FB’s was too good? Really? I mean… really?!? Now they’ve got us eating CH damage just because there’s less of a window to hit them after the FB. And yet we can still get out zoned by other FB characters since we still lose the FB war with most others. And now, and now, the overall theme is that up close fighters have the advantage. Wasn’t SFIV supposed to go back to when people with projectiles were feared? I guess the same methodology doesn’t apply with SSFIV:AE. Now unless Guile gets SOMETHING good back, I have to seriously weigh my options as to if I want to keep maining him or not. Guile was not so damn god tier in SSFIV that they had to nerf his everything.

With that out of me, I’m still going to use the guy. He’s extremely comfortable for me, I know most of his match ups well, and more importantly, I know Guile well. His charge times are second nature, his normal block string pressure is great, the fact that I can move around the screen more or less safely with his normals is something I really miss with some other characters. I really dig Guile and for that reason alone is why I’m so mortons (salty) about all this. Just want to throw that out there before I get any of the “suck it up” talk because regardless of my feelings, what’s done is done and now we’ve all got to deal.

I think I’ll pass on the AE DLC if it becomes available… +1 with Fire.Tisane’s rant. Oh well, it was fun while it lasted (i.e. SSFIV Guile improvements).