Errr sims meter build got nerfed in AE too and if you haven’t noticed his st hp does like 60% of its damage compared to super so even if it CHs its doing less damage than it did to you before in super. Also sims super damage was nerfed, so cant see how that match is gonna be significantly worse. And to you guys saying he lost his tools to be competitive and cite hes had the same tools since vanilla well err no he never had the boom charge time he acquired in super, and now the meter build is just being changed to compensate for this huge buff (something that should have been done in super anyways, quite an oversight).
And i dunno his upside down kick looks like a friggin awesome new tool, gives you time to get charge too and confirm soo yeh guile still gonna be viable i think, just not so dam crazy good like he was in super. And yes he was most definitely high top tier in super no question.
These reactions to Guile’s nerfs are overreactions imo. Doing a little less damage on normals and flash kicks and building less meter on booms are not big deals. Having to hit the opponent with 1-2 more normals is only rarely the difference between winning or losing for Guile, and some characters against whom ex booms were big had their meter building nerfed too. A single extra startup frame on air throw is whatever. It sucks that boom animations get counter hit the whole time, but getting hit through or over a boom is a rarity and often meant something bad like knockdown or big damage already. There was already a big incentive to not get hit while booming, and good Guiles rarely did. To the extent that it means Guiles have to be more cautious in fb wars and against chars like Gief, well, I’m fine with that. In general I don’t think almost any character really needed nerfs, but most of Guile’s aren’t all that objectionable imo.
The nerf to u2, though, I hear you guys on that. Very strange choice.
And don’t forget that upside down kick, one of the best new tools in AE imo. Guile can now actually create a throw/counter hit game, especially in matchups where the opponent doesn’t have a good reversal. I bet meaty udk even beats or whiffs over/through some reversals. Probably gonna be a lot of interesting technology to be made with that move.
Haha, since the hot topic right now is upside down kick, I’m gonna end it right now so anymore people don’t get deluded. So, Capcom changed UDK so that it doesn’t get hit low during the first few frames of the move right?
Now, PLEASE look at [media=youtube]E2PWSlg0AVc&t=3m32s[/media] and skip to 20:34-20:36 and tell me that you just did not see Blanka hit Guile LOW out of the first few start-up frames of UDK?
Also, UDK is character specific because it mostly whiffs on a lot of characters whose hittable boxes lower when they crouch tech or do low moves. [media=youtube]E2PWSlg0AVc&t=3m32s[/media] 23:27-23:28. Outside of the great conditioning that Guile player did to make Ibuki want to crouch tech so he can bait her with UDK, he wasn’t rewarded for Ibuki’s crouch tech decision and just opted for a throw after it whiffed. IF the Ibuki player knew that he could be punished on UDK recovery, then Guile could have been severely punished for it. And besides, UDK could just be thrown or command thrown since it’s not airborne. All you have to do is have defensive reaction time and watch for the start-up of the move and react, much like you do most to most moves in this game.
UDK is so great that it’s not doing what it’s supposed to be doing, it was always just a good tool but people are over hyping the move for what it really is. I already stated that Capcom didn’t fix the move entirely for what their true purpose was for the move in AE.
I’m not as “okay with” the initial changes as I was before, because I thought with UDK we were getting another tool to further apply into matches and be creative with. But it’s still shit; I imagined it would fully avoid lows, throws, and hit low hitbox characters. So now it looks like in AE we have nothing new or refreshing to game with, however Guile is a lot more toned down. Can’t believe the tagline for Guile players in AE will be “throw fewer Sonic Booms”…what kinda shit is that?
If I could take out any of these nerfs it’d be a toss between the SB meter build or U2 speed & power. The rest I could live with.
First post should get updated with everything Di3mini0n mentioned with Guile’s AE changes.
i’ve been watching dhalsim matches and it’s obvious he’s had his damage and his main anti airs nerfed. sakura was jumping in for free on him all day (i think this was partly down to her j.hp being buffed too though).
so what i’m wondering is…do any of guile’s jump ins beat out dhalsim’s anti airs now? if yes…isn’t this match suddenly kinda in guile’s favour? of course this is me totally hypothesising.
honda vs guile is not that bad for honda in super, you just have to know your spacing. A properly spaced jump in on reaction to boom forces guile to guess. if you guess wrong you eat a 400 dmg meterless bnb. or you can block and play a terrible guessing game. hondas jump ins have retarded priority in super. there are very few good hondas. also, the only bison who knows the guile match up in america is andyocr. this match has never been 7-3. vega guile isnt bad either, dunno who youre playing. gief who can OS ex green hand inside of normals and ex hand boom on reaction. now what? stick a limb out and get knocked down by a jab or s.lk.
guiles nerfs are over the top for sure.
when not played at a high level honda/bison/vega/gief vs guile is definitely a land slide in guiles favor. it’s different when people know their characters.
I have a question regarding FK FADC to U2 since it was an important part of my game. ( sorry if i can’t explain myself properly )
Is that move even possible in the closest range ? Since we have to wait for the dash forward and with the new start up for U2 i can’t see how it can connect. I guess the only way to make it connect is to do a back dash or dash forward after a combo…
Ok, ya. I over reacted. IMO honda, hawk, hakan, and bison were mostly auto-wins, but ya, you had to work on Gief, Ryu, Ken, etc. However, it’s also rediculous to say that those matches weren’t in Guile’s favor in Super due to his buffs. Ya, Guile didn’t get uber buffed in super, but many of his bad matchups got nerfed, which is the main point that many people just aren’t seeing. Ya, Guile does less damage, making Zangief harder to deal with now… but not having EX greenhand knock down anymore only hurts gief in this matchup. Now, he doesn’t have a free flashkick-beating crossup attempt. Sonic hurricane is slower and does no damage, making it harder to tag ryu through a fireball… but now he doesn’t have a get-out-of-jail-free roflcopter.
With my time playing AE, it felt like 1/4 of the matches were easy, 1/4 of the matches were hard, and the rest fell somewhere in between. That really seems balanced.
Am I pissed about the nerfs? Hell yes! This fucking CH garbage? Slower hurricane? Air throw? Invisible UDK buff? Where the hell is my meter at? How do you think Ryu/Akuma’s feel about their nerfs though? Blankas? Rufus’ damage? Abel’s U2?
Either figure out how to work around the problems or play dee jay. Personally I have TONS of room for improvment, and no doubt others do to. Enough room where I think throwing our arms up in outrage blaming our losses on nerfs is overly premature.
This is the same as my opinion/thoughts. I know I have tons of room for improvement. I’m working on those and going to keep on moving with Guile. If nothing else, it’ll help me focus on things more vital. His meta game.
yea like i played a couple of godlike honda’s who’d pick the right jump in to beat my designated anti air, score a knockdown and mix me up all day. imo gief is a much easier matcup than honda in super (in general terms…not if you’re unlucky like warahk and have to play vangief all the time).
from what i’ve seen so far of a.e, i totally echo slinkun’s thoughts. looks like guile has got about the same amount of good matches as he does bad, then the rest are about 5-5. i personally think he still looks b tier at the very least.
but it has no relationship for our fighting gamer.
Today I went to Safari with lonely man KSK.
I fought Jobin, Kyotojin, Daigo.
It is First time to play with Kyotojin on AE and talk to him.
At first, I messed up cheap finish twice.
I was too nerves.
He said "On AE, this match is worse than on SSF4. Guile’s combo damage is getting fewer."
He accepted my offer to upload video comfortably. Thanks Kyotojin.
Today’s Movie is
Kyotojin aka Guile Master VS KSK aka Soushihan
[media=youtube]5on-IY0WT24[/media]
Kyotojin’s Firm defense is still alive and well Although Guile became worse.
Finally KSK was upset, then his big face became Murder face!!! (01:36)
Yeah some people think Guile can just throw booms and do cr. fierce on reaction against Honda’s jumps, it does not work that way. They start doing empty jump to oicho, or timing the jumpins to get trades in their favor or beating it clean into hands to super.
It absolutely is a frustrating match for them because they feel they have to do all the work.
That Guile is really good, but the main problem is that the Abel plays too safe and doesn’t wanna take too much risks to get in.
A good Abel doesn’t use that kind of ways to get in on Guile and forces you to play 50/50s which is very much in his favour. He also didn’t utilise the EX rekka which is Abels best way of getting in from a poke and also EX TT just out of Guile’s throw range.
Ooo, so ex hand is only as good as it used to be outside of combos in either reactions or random unsafe times (even 3 meters won’t save him, punishable on fadc back). The stupid nerf in that situation is to Gief, thank crap ex hand still knocks down at least on counter hit and that the very fast release projectile character gets ch during his whole release, cause catching boom startup is an unsafe guess only.
I think no knockdown on EX GH allows Gief to option select another EX GH after it with a c.lk if he predicts a backdash. I know jumping can punish this but Guile’s backdash is so slow that Gief might not even have to OS EX GH and just do it on reaction by pressing c.lk and buffering EX GH so he has time to react if Guile backdashes.
So it might not really be a nerf as far as the Guile/some other matchups are concerned. It becomes a lot more easier for scrubby Giefs to mash ultra/SPD upon no knockdown cos they don’t really have to get the right timing to jump. Guile can FK FADC away but I think it trade/get stuffed by lariat, which is another option for Gief.
I think this major change will actually benefit good Gief players in the long term.
EX Gh not knocking down is a buff, not a nerf. That means that Gief can go into (new and improved) SPD, another GH, block>lariat…you name it. It might be good news for guile because we hate Giefs mix-up on knockdown, but Akuma is gonna get fudged big time because of that “nerf”. people with decent wake-up options dont lose a Gief match because of the knockdown but Giefs damage output. Increased range SPD means a whole new set of bait whiffs is gonna go into lp SPD. Yeah…fuck Gief