I would like to see elfuerte, viper and abel removed from the game. My 3 worst matchups
Since I’m a scrub, can you explain Balrog’s headbutt and Honda’s buttsplash also?
Balrog’s headbutt is unsafe on block and is the easiest anti-air to safe jump in the game? Honda’s Buttsplash can’t be FADC’d as far as I know and it’s also, unsafe on block.
Why would anyone bitch about Guile’s flash kick? It works fine as an anti-air, as do many of your other options.
You can FADC a Buttsplash. So many people forget to do that.
You sure about it being unsafe on block? It’s -2 or -3 on block, so Guile can’t punish it on block at all.
Like I said, Guile has a lot of other options to work with. In my opinion Guile’s normals are more important than SB and FK. Try playing without using SB or FK, Guile is still a VERY solid character.
Though I haven’t really played them, Boxer and Claw seem to be characters that are more centred around their command abilities.
Seriously people? Seriously? Are we really talking about getting flashkick buffed still?
Balance. In vanilla, Guile did a pretty good job at keep away and turtling, but didn’t do enough damage with it, had no comeback potential, and had poor crossup defense. Now with better booms, juggles, and a great ultra, he keeps people out for days, while doing good damage, and in the case he falls behind, you have a decent ultra for comebacks.
Guile needs terrible crossup defense. In Vanilla, I was all about talking about an improved flashkick. Now with all the great tweaks and sonic hurricane, asking for that is waaay too much.
Hell, I don’t even want to ask for f.mk and UDK to be considered airborne like I used too! I wouldn’t even be mad if they nerfed him as long as they didn’t re-vanilla him (which I don’t think is even possible now with U2 and df.hk juggles)
Word.
yea, guile is fine the way he is, and about cross ups etc, you have to learn how to defend, except against elf,viper were it is really hard to know which way it is coming at you, but I guess not only guile has that problem. ON another note, I will like to say that fk>fadc>SH(backwards). should take a little bit more health. First, it is extremely hard to actually see and openning and risk a flash kick. Second the movement-timing is 5x harder that any other fadc I believe. Third. You cant just mash it to get a FK in between enemy strings or empty cross up jumps to do a charge FADC. The only FADC I eat now from ex: Ryu is when I miss a link or when they empty cross me up and I go for a tech and eat a dragon punch to fadc ultra. Given all of these circumstances, guiles FADC u1(backwards) should take 50%+ health IMO.
I have landed the backwards FADC only 3-4 times in real matches. All I play is guile and I dont think I suck that hard. The forward fadc is a piece of cake, more than 50 for sure.
Here’s a thought. Kind of far fetched and a tad bit off topic but…
…we all know that Guile can do Dash/FADC > super, correct? Is it possible to do a dash or FADC > Far.st.hp xx super? Or just have an input in there?
I would be quite certain to say there’s not enough frames to hold the charge. Why not try cls.hp/s.hp FADC > super. I don’t whether this can still hold the charge during dash but if it can be done, it might connect on counterhit.
Okay nevermind about that question. It falls into the category of charge partitioning and that doesn’t exist in SSF4.
This was just posted in the front page of Shoryuken. It involves changes made to Guile.
Guile:
Damage down, Sonic Boom does not build super meter.
This is a travesty. Now, they decided to dumb down Guile without any good explanation behind it. How is it that Sonic Boom does not build super meter when Hadoken can?! Why is damage down when Guile only has 2 special moves???
For the love of God, someone rationalize this change so I can understand why Capcom decided to dumb down Guile. This is ridiculous!
yay, our first tard who doesn’t know how to read.
It’s called a loketest for a reason. Capcom always tries out crazy things for these tests to see how things pan out(gief EX hand, seth j.fierce, etc.)
Even if it’s a test, it shouldn’t even be in consideration. It defies Guile’s tools in zoning.
It sounds like a bug.
Well, the way we test our games at Sony sometimes, is we go back and forth through extremes. I imagine that’s what capcom is doing here. Also, during our GoW playtests there were always bugs in the game. So we dont know if they’re trying to test out one extreme, or they’re thinking of changing the super meter gain, but it might just be “bugged”(doesn’t work at all) and they didn’t worry about changing it before they made the loketest build of the game. You can definately see what capcom is thinking with some of these crazy changes. It seems like they think guile probably builds meter too fast. In SF4/SSF4 the SB build’s 20pts of super meter. Since they lowered Guile’s charge time in SSF4 this means that he’s able to throw out more SB’s in the same amount of time so he will build meter even faster than SF4. They probably overlooked this for SSF4 and are planning on changing how much meter he gets on SB. My guess is they’ll probably lower the super meter gain on SB to 10-15pts per boom.
Super Guile has a wall that few can break in this game. Instead of taking it away (which I’m sure none of you would want)…they’ve made it where Guile doesn’t build meter on his strength. Now you have to work for meter now. You can still play his strengths, which are really good as is…your just not getting rewarded for it. Sounds bold to say it’s fair…but hey, that’s why it’s a test.
I can see the Hadouken argument though. How can Ryu build meter off of his strength? Maybe he doesn’t now, I don’t know. Make Ryu work for it as well.
And the damage decrease, yes I can see. What Slinkan mantion’d above about what Guile has been given, yeah, a subtle dmg made sense. J.HP>Guile High Kick>H.Fk=330 every time. That simple.
Guile was my main in Vanilla, and I feel so weird kinda agreeing with the info on him…but since he built up a bandwagon for Super, I guess I kinda want him to fry alittle. but It’s just a build like Gilley said…they do crazy shit.
Now, that’s a rational explanation. I can live with them decreasing it…but I don’t like overall damage down. I’ll live with a trade off of one nerf and one upgrade…but two nerfs and no upgrades? No thanks.
Reduce flash kick recovery, reduce flash kick height, extend flash kick hitbox range, 50 frame flash kick & give juggle properties similar to Boxer headbutt.
It won’t happen, but its nice to dream.