Guile in Super Street Fighter IV (arcade version)

A consistent way to stop people from jumping over/blowing through projectiles. Even though his projectile is getting faster recovery, 3 frames won’t make it into sonic boom, and the counterhit property is thus more dangerous to Dee Jay. He has decent anti-airs without charge but not comparable to Guile’s normal options - Guile’s ranged normals are faster and better, almost without exception. It’s not realistic for Dee Jay to consistently play defense in most matchups so he needs better options to vary his approach, like closing space against people who are waiting for a projectile (slide, knee shot).

A consistent reversal against crouchers. Aside from wakeup ultra, it’s possible to hit Dee Jay out of all of his reversals with crouching jabs. Makes his defensive traits different from Guile, whose weakness is crossup/fake crossup. Flash Kick is also better against backdash and focus.

just been thinking…the chun matchup must suck so hard now. on paper, she now has the advantage in pretty much every way.

once you start focusing through hazanshus this match is 7-3. chuns jump is too floaty to be viable, and she cant match booms. shes forced to hazanshu. remeber, anytime you blocked a hazanshu you couldve combo’d her instead. you can practice the punish with record/playback in training mode

i do this already…i have very little problem with this match in ssf4. i’m just thinking that the meter build nerf is going to cause quite a few problems in this one. surely guile has to play this more aggressively now, thus giving her loads more knockdown opportunities.

my mistake is that i keep forgetting that the meter nerf is just on booms, rather than across the board. now that would awful lol.

any news on if dhalsim’s anti air nerfs make it easier for guile to jump in on him?

Well… until she stocks U1. You know… her U1 serves almost the same purpose as our U2… yet has comboability, infinitely more range, super fast startup, and great damage… did that get nerfed at all?

IMO, I don’t think the meter nerf change the matchup at all with Chun. It’s still the same to me. Like Warahk said, just stay out, bait her hasanshus and punish at will. It’s not like she can match booms.

Only in combos.

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its like fighting rufus fei long and abel at the same time…

they are winnable but def hard matchups. the cr. fierce option select can handle the dive kick and throw mixup, but yun and yang both have a command grab…which defeats the option select altogether lol

You can add Guy and Makoto to that list…
Yun’s Shoulder roll attack through booms is really annoying, really have to be careful with booms.
Yang’s command dash is so fast that it’s like ok… I’ve got him more than half screen away, time to zo- OMGINMYFACE AOwiejfawe

Seems like there’s always new tools introduced into the game for various characters to deal with the older cast, but not much in the way of reverse engineering to keep the older cast current to deal with new tricks. The Yun and Yang stuff I keep hearing about seems like a “let’s give them every way around every move established in the game already!” way of thinking that, again, makes the decision to nerf anything from Super (for any cast member, much less Guile) dumb as sh*t.

In any case… anyone else worried about Gief’s new range on SPD? Saw a video of it today, and it looks almost like new school SF magic throw glitch. One screen, he’s beyond c.mk range, next screen he’s wrapping you up for SPD. What?

yeah u1 changes the match. and i agree chun u1 is godly. but i still feel this match is way in guiles favor. this might sound retarded but chun is my most confident match. (with the exception of characters like makoto and t hawk and crap).

@wikum - definitely do not play aggressive! chun AA’s guile super free, and you dont want to walk into S++ normals. you have to make chun come to you. you can neutral jump ex kikoken on reaction so the new shitty meter build shouldnt matter too much.

i dont. i play it similar to bison (ultra negative). you miss the point i’m trying to make. i’m saying that now guile builds no meter from booms…if you turtle and spam booms, she’ll just sit back, absorb them for super/ultra bar and have ultra 1 by the time guile has about 1 meter. so i’m guessing this will increase the time spent up close with chun and will be a disadvantage.

and don’t you play shizza pretty often? no wonder you’re confident in the match.

Imo, I prefer sitting midrange when fighting Chun Li. Her jump (like Warahk mentioned) is super floaty, simple AA’s will knock her back. Bait out the hasanshu’s and punish. Back her to the wall if she turtles. Just do it at a slow pace and keep your spacing right.

i fear chun li a lot, I cant focus her hasanshus for shit, that might be because online sucks for reactions. Also, you guys mention that guile vs T. Hawk is super free, fuck, I get beaten by fucking silly randomness from them. I can deal with gief better,T hawk, has more options than gief from what I see and you dont know what to expect , spd, srk, poke, grab, cross up condor dive, empty jump spd-super-ultra. Maybe it is just me not being familiar with the matchup yet and playing too many random T. Hawks that do pull off stuff out of nowhere.

if she is trying to build ultra you can bazooka knee her to the corner. if chun is cornered guile can actually do some serious damage to her. once you have her in the corner bait her wall jump, cuz she’ll go for it. yeah i used to play shizza a ton, but he hasnt been playing for months now :frowning:

@monsterer - yeah it is probably a lot harder to focus through hasanshus online. its pretty strict. i think without this tool the match is in chuns favor. as far as t hawk goes, i’ve never played an awesome t hawk, so i dont really know the match. his jump ins feel a lot less threatening than giefs, and he doesnt have ex green hand

Regarding T.Hawk, I’ve played long sets with a guy online that mains T.Hawk with a side of Gief. Honestly, T.Hawk can be damn scary. It depends on how well the guy mixes up his jump-ins and knows his spacing. When he jumps it’s either Condor Dive or empty jump SPD… but going air-to-air unless your air-grab timing is really good he can delay the dive and mess with your head. After a while you become so eager to block a Condor Dive that you end up eating empty jump SPD. Once he knocks you down he doesn’t have the same crazy mixup as Gief but I somehow still eat a ton of cross-up wake-up SPDs. If you backdash too much he just needs to walk forward a step and then his crazy lp.SPD range still gets you. I know it’s supposed to be “free-hawk” etc etc but I cannot beat this guy at all lol… not to mention hawk’s crazy HP where 50 backfist punishes barely seems to put a dent in him.

He’s free in-so-far as he’s zone-able with Guile. He has little option to break through to close range. Just boom and air-throw. Go read the T-Hawk sub-forums to get a feel for his problems.

The bleeding hearts at Capcom must have.

Meh, the only good Hawk I know, HungBee, thought his match against Guile was already pretty even in Super. Just gotta be real patient and stay grounded most of the time. Not like Guile has a great punish for regular hawk dive either, u2 was the only legit one and now it does considerably less damage. And that awesome ex dive goes through projectiles, falls back too far to get hit by backfist if blocked high, and leaves Hawk safe right next to you if it gets blocked at your feet.

I always thought Guile was a little overrated in Super. He blows up low and mid level players, but once you get to a high level of patience, spacing, and matchup knowledge I thought he was just a regular good character. That’s why I’ve been in here following what Guile players think about his changes, it’s interesting to see reactions to his new properties from people who knew him at a high level before.

exactly. but because he got the most buffs out of the vanilla cast, people were acting like he became broken.