Guile in Super Street Fighter IV (arcade version)

UDK got buffed with lower-body invincibility, right? Would that mean it goes over Viper’s thunder knuckle (and maybe even sim’s limbs)? Cus despite Guile being top tier, he still has some quite bad match-ups. So I’m thinking the UDK buff must have addressed that in some way shape or form.

hahaha!

if you’re going to switch to a retard friendly character i suggest yun.

im gunna focus on super until AE becomes tournament standard. which might be never. Im hoping the console version is Console Edition - where capcom apologizes for its atrocities against guile players with some sweet reparations.

there isn’t really a need to practice AE anyway, guile plays exactly the same; he’s just shittier.

Is AE going to be used for Evo2k11?

Fixed.

I think with UDK buff, it will go over it (if it doesn’t already?.. I don’t remember this). Rolling Sobat (f/b + mk) already goes over them iirc. UDK will be able to be used to bait the seismo and get a nice CH combo.

Haha.
CH combo.
Guile.
Ha.

StreetFighter II CE
Super StreetFighter IV CE

The more I’m looking at this, the more it feels like I’m going back to the 90’s.

So I played a few rounds of AE today… man… between nerfs, changes, and people experimenting with Twins it’s kinda difficult to ‘get in the zone’ and play seriously…

Anyway I watched another Guile player fighting a Ryu. If I recall correctly it went something like:

  1. Ryu lands medium damage combo into tatsu.
  2. Guile gets up and after a moment throws EX-Sonic Boom
  3. The Ryu jumped at exactly the same time so it was either a read or a lucky jump-in
  4. Ryu does jumping RH, Crouching Fierce, EX-SRK for big Counter-Hit damage
  5. Guile is stunned.
  6. I cried.

call me crazy, but I would rather have Vanilla Guile back. At least he didn’t slap like a little girl. Vanilla Guile with the buffs to his command normals(b+lk, f+mk, UDK, GHK). never got why they buffed his charge time, people always complain about too much SB, and now you make him throw more? if he really needed help against fireball characters, they could have given EX FK 10-12 frames of invincibility… and he already has the SH anyways.

ps. rumor is Yazu is going to main Yun from now on. if the top Guile player in Japan who was okay with shit tier Guile no longer wants to use him… i don’t know what to say…

First 32 minutes of AE Guile in action: [media=youtube]E2PWSlg0AVc&feature=sub[/media]

What’s up guys. I’ve played Arcade Edition for the last 2 days. I’ll just get to the Guile stuff.

So basically, Guile is the same character with less damage, no meter gain if you’re not offensive enough (very funny) and his beloved ultra 2 does laughable damage and comes out slower.

I’ve played a Zangief player yesterday and it was tough to finish him off due to less damage. It feels like he has 1200 stamina again. Sonic Boom does 50 dmg and short Flash Kick does 110. Now Zangief players feel more brave to get in and they start to jump in more because Guile takes less damage overall. I got stunned a lot trying to air throw Zangief’s headbutts. Guile’s air throw, more than ever, is not a viable air to air attempt because you have to be so precise with the timing now due to an extra frame of start-up. Not saying that it won’t work at all, but I don’t think it’s worth the risk to try and air throw when you think it would work.

Dealing less damage also plays a factor in a lot of other matches like C.Viper, one of Guile worst matches. Her transition from Super to AE is the same, yours is toned down. It’s the same match-up in a sense. The big difference is that she’ll live long enough to do kamikaze or all or nothing Burning Kicks just to get that big damage ultra setup that she needs to win. Again, in another match-up where air throw might seem like a great option to counter her burning kicks, in AE it’s NOT going to work all of the time because of the extra 1 frame added to air throw mixed with the way she can control the different trajectories of the move. Good luck with high level Viper matches.

Ex or Super meter plays a big role in Guile’s game because he is primarily a defensive character with only 2 special moves to work with, meaning that outside of using a super you’ll only find 3 main uses for using ex meter; throwing ex sonic booms, doing ex flashkicks, or fadc from flashkicks. That’s less options than the whole cast. The fact that he’s building less meter means that his most important defensive option is hindered and the offensive or rush down characters have more incentive to pressure you for free basically because you don’t have that option available. Guile’s character defense have gotten worse. As a remedy, if you guys plan to have any future with AE, I strongly suggest you work on your player defense as you should anyway. That’s the only kind of true defense Guile is going to have in this version.

Sonic Hurricane has gotten nerfed in 2 areas: damage and start-up. Average Sonic Hurricane damage is going to be about 290-320 because in most matches when you need to turn the tides of the game, it’s going to be when you want to catch your opponent making a huge mistake somewhere in the middle of the match when it matters most. This means that you won’t have a full ultra when you need to use it. Against projectile characters, focusing projectiles is highly recommended because this way you can opt for 2 ultras per round. Also, less damage means that Flash kick > FACD >Sonic Hurricane does a noticeably less amount of damage. It’s so bad that it’s not worth wasting 2 meters to tack on extra damage for a “big damage combo opportunity”. It’s a shame that Balrog’s cr.jab> cr. jab>cr. short> headbutt> ultra 1 METER LESS COMBO does more damage than the that we have to spend two ex stocks for! This is bad, but to me the damage is not the main problem.

More start-up frames on Sonic Hurricane means that again, you have to be sure that you’re going to land it or you will just waste it. You have to have better reaction time when it comes to opponents jumps (if you’re planning to use it as anti-air) and if you want to punish a badly spaced projectile. In SSF4 Sonic Hurricane was practically an all-purpose ultra and was used to punish many situations. It made your opponent wary of the ramifications of getting hit by a flash kick into ultra 2. Because of the extra 2 or 3 start-up frames, timing is key to achieving the fadc to ultra combo that is Guile’s only way of stacking needed damage to an opponent. Different weighted characters either falls slower or faster depending on their weight so you have to know the timing for every character. The only characters in my opinion it’s worth to try it are character’s with less than 1000 stamina. Other than that, save Sonic Hurricane for a better opportunity, if it ever arises in AE.

UDK is have more lower body invincibility frames. This however does not mean it crushes all crouching attacks, so plinking crouch tech with jab or any other move that’s not a low will easily beat this new found “buff”. For me, the move seems the same as I never had problems using the move in SSF4. This move is only going to benefit Guile players that never had a creative mind when using this move. In other words, “scrubby” Guile players will abuse the move more because of it’s new properties and this is bad. This means that since this move will be overly used, other players are going to make it their business to find each and every way to counter the move, leaving Guile players as a whole with even less options.

One thing I did not notice is the counter hit while being hit out of Sonic Boom animation frames. I’ll test it more today to see if this is true, but it definitely is the case for Dee Jay. But then again Dee Jay is instantly a better character than Guile in AE, so the trade off may be worth it. Another thing on sonic boom is that the meter build is so minute. The first boom you throw when it says fight, you don’t see your meter build.

Warahk said it best, Guile as a character is played the same way, but a nerfed version. Will that make a big difference in his results? You guys can be the judge of that. I’m not thrilled at all with Guile in this version. He’s not fun to play compared to other characters and he takes an uncalled for amount of work to win with. I know believing in your character and all that means a lot, but the designers over did the nerfs with Guile. From Super to AE I think Guile received the most nerfs out of any character. We can thank the criers that keeps running into Backfist 4 times in a row, or the guys that keeps jumping whenever Guile throws a sonic boom just to get anti-aired over again. Tonight will be my deciding night on whether I switch mains for AE. There is no point in trying to prove that you can win with a character that takes hard work, it’s bad enough that he 's not even an exciting character to play. I’ll still play him in Super of course, but in AE i think his Jamaican counterpart is well off. Jackknife Kicks are the same as Flashkick, but AUTO-CORRECTS. Max Out has less recovery than in did in Super and guess what, It builds way more meter than Sonic Boom. Has better and more frame-advantage normals and easier 2 frame links that promotes offensive play. He has more offensive options than Guile ever had just in case you want to switch styles, has one ultra that runs past projectiles, and another ultra that auto corrects on cross-ups and does huge damage. Best of all, he has more experimental value than Guile, keeping him a fresh and interesting character. Sounds like a Guile player’s dream to me.

--------------The only thing that makes Guile unique are his shades----------------

It’s like eating steak with a spoon. Might as well use a Knife amirite?

Hopefully the developers read that.

nope. super.

yeah, if i switch thats going to be my choice. i have the execution and reaction to use any rush down character, and right now yun appears to be hands down top tier.

it was so stressful trying to win last night. I didnt get a single win off of JoontheBaboon’s ken and we usually go 50/50. U2 suuuucks in damage and i cant even land U1. I feel thats the biggest nerf. i’d be fine with everything else if U2 just did some more damage. I feel U2 is probably what ill use just to count as another hit i can land but not necessarily seeing it as a move for Ultra damage.

this is the mental image I get from this.

Project SSF4AE Brainstorming session

Ono: okay guys, for guile it looks like we are going need to nerf him a bit. I want everyone of you to think of a nerf for guile, and we can choose a few and implement them. I want you to get back to me with the list of changes when the game is finalized.

a few months later…

Ono: Okay this is the deadline. Tell me what we have…

Ono: WTF?! You guys implemented ALL the NERFS!!! I SAID A FEW!!!
lead programmer: there was a lack… of communication
Ono: fuck it, it’s too late now, let’s just roll with it.
random programmer: uh, Mr. Ono… I accidentally deleted the hitbox on UDK when i was nerfing the damage.
Ono: …
random programmer: …
Ono: …you’re fired.

You guys should stop calling it Sonic Hurricane and call it something like. Safe ex-boom if its bad lol.

Nice post Dieminion… hopefully some developer reads that so our angst is made known…

I just can’t eat the CH Sonic Boom change. Even if the goal is to stop Guile players from throwing booms when it’s ‘un-safe’, now more then ever I’m scared of throwing my own special move. Although the outcome maybe that I become more careful with boom timing and spacing, there’s just no avoiding the fact that every single time I throw a sonic boom I am temporarily making myself very vulnerable to big damage and stun. The result is it makes Guile feel weak and no amount of carefulness will stop your opponent making some good reads or just doing random projectile-passing attacks/Ultras into unnecessarily high damage.

AE changes:
Guile deals less damage, less often, in fewer ways, and takes more damage.
In return we have received a very minor adjustment to a difficult to use and easily punishable normal so that it does what it already did slightly better. So effectively nothing.

thx Cap.

played Guile today at Video 94 all I can say is…

I had a fun little win streak with Yun

I dont even call Ultra 2 Sonic Hurricane…its Guile’s " Let Me Give You A Bro Hug" invitation…he keeps his arms out for so long its like hes inviting people to join hands together for world peace

Cool. I have no reason to look at AE buffs/nerfs or whatever anymore.

I’m calling it the Sonic Tropical Depression.

[media=youtube]E2PWSlg0AVc&t=3m32s[/media]
It’s nice to see some nice Guile play in AE, though I noticed the inevitable counter-hits from SB recovery.

One thing I thought was interesting is that at 3:35, Guile does a Sonic Hurricane with a high tiger shot right infront of his face.
a) Sagat blocks Sonic Hurricane no problem.
b) The tiger shot flies over Guiles head and doesn’t hit him at all.

I’ve never seen this particular close call in Super so I can’t tell if the same thing would’ve happened. I always kinda thought SH didn’t have invincibility frames since fireballs always traded but maybe TS flies so fast and high that it just passed through? Or does SH lower Guile’s head enough to go under it…