Gilley are you absolutely sure the charge time is unchanged? Even by a frame or two?
Don’t listen to Renegade TX2000. I’ve faced him a couple of times and he talks smack a lot. He’s not that great. I’ve been pretty even with him or better. I’m only a good intermediate Guile at best because I rely both on my normals, block strings, combos and zoning. There are far better Guile players in here that can easily shut him up. If I recall, I think this scrub was a Bison player…so it’s not that surprising he would make comments like that.
I shed man-tears when I read that. I’m hoping for slight buffs when it comes to console, but not holding my breath.
It was the other way around for me. I thought the changes were not so bad before I played my first AE game.
And the more you play Guile in AE, the more you’ll realise how much MORE effort you have to put in to win a round. Every round drags on longer and the opponent has more chances to try to get in. FK dmg nerf contributes a lot to this.
I even see lk FK’s invincibility as a nerf cos I used to trade EX boom from it. HK and mk doesn’t trade as well as the old lk FK.
lol you’ve gotta be kidding… lk.fk invincibility is one of the best things that ever happened to Guile. An anti-air light flash kick is supposed to beat jump-in normals cleanly, not get stuffed by them everytime. When you have no health left, trading is not an option.
Anyway I wonder what Daigo is smoking… maybe he’s suddenly faced with all these people playing heavy rush-down that psychologically it seems that Sonic Boom isn’t getting the job done like it used to…
Not to mention the nerf of getting CH while it (sb) is on screen…
when i saw the ultra 2 damage nerf picture examples, i realised mvc3 can’t get here soon enough…
…oh, and i played 5 different fei long’s online today. that is totally unheard of. tier whores prepare early i suppose lol.
lmao your lies are so good as you say i’m a bison player. last i recall I don’t even touch bison, dang busted. Don’t try and call me out with your lies and bring attention to yourself. man and we’ve never played cause the only guile i ever play is a 22kguile i know in person and a couple on stream. that’s it. get put on blast.
I may be wrong about you playing Bison, but talking like a southerner won’t get you out of lying about playing against me.
Hopefully that’s the last of the derailing.
/rerail
I’ve been missing alot of airgrabs that I swear I should’ve hit lately. It feels like the range was nerfed as well as I rarely get those ridiculous vacuum airgrabs now yet had those a lot in Super but could just be me. The 1-frame nerf is just annoying and it feels like it did nothing but irritate Guile players more than is necessary. /eats another jumping normal that I predicted with an airgrab that got stuffed. It actually feels like you can’t do air grabs quite as soon after leaving the ground now but that doesn’t really make sense as a side effect of a 1-frame change… anyone else feel this or is it just crazy talk?
It’s definitely not just crazy talk. The -1 frame on the air throw feels laggy as if your playing online.
Also for Yun, Yang and Makoto that likes to wait for jab sonic boom to hit then neutral jump and dive kick or axe kick over them to slowly get in without being anti-aired, I would suggest that all Guile players use the dash Flash Explosion (ultra 1) to neutralize that. Also for max range jumps Guile High Kick (down-forward roundhouse) works great on Yun and Yang. As for Makoto cr. forward works for an ok meaty punish but that’s all I see for now. There is only 1 setup of AE in London so I won’t be playing as much as before.
Airthrow sucks now and there’s a lot of situations where j.hp works better rather than trying to airthrow imo cos airthrow can’t trade.
I thought about using dash U1 to counter their divekicks but it seems that it’s a guess on Guile’s part. Can you dash, buffer U1 first, and then press kkk on reaction to their divekick animation? I think it might be impossible to catch Yun as his recovery is too fast. I normally use backfist which works well in this situation, but dmg is low.
Yang has a crossup mk which Guile can’t use c.hp to AA him. I played a Yang who uses an old setup which was when I blocked his jump-in, does 2/3 c.lp and then proceed to crossup with mk and I tried to c.hp in reaction to it but it got stuffed everytime. Does anyone know which normal to use to AA this? C.hp has worked against all of this kind of crossup attempts so far that I know of. The only way I managed to AA his crossup attempt was to guess jb.hp his crossup. But it isn’t good cos Guile loses space. He also has a jump-in mp I think, that can stuff c.hp. Sometimes I feel like an idiot when I play with these 2 characters cos everything goes their way when you block a jump-in.
Did you mean you can c.mk Makoto’s jump-ins just like most of Abel’s jump-ins?
For the Yun/Yang dive kick thing, you kinda have to attempt the ultra on reaction. Can be annoying but I’ve had success with it so far. Never experienced the cross up thing yet, but if I did I would probably try and dash under them. Don’t want to block and risk losing.
When Makoto tries to Roundhouse axe kick over your sonic boom to get in slowly cr. mk works from a certain range when she lands. It’s tricky though because that move has SO much range. I don’t know about her other jump ins I think you can just st. mk the rest of them. I’ve had cr. hp get beaten clean by her jump in hp.
As for the “everything goes their way when you block” it’s very true. In this game it’s not in your best interest to try and block something because the offensive characters are so strong in this game and they exploit down back very well. Plus characters with command throws that are mobile (Yun, Yang, Makoto, Abel, Fei Long even Hakan with Oil) exposes down back charge. Better off trying to either jump, backdash (and yes Guile’s backdash is one of the worst) or press a button. Keep it moving in AE.
Let
Sorry if these questions have been answered already ( i realize how basic they sound) but I counldn’t find them:
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is there a consolidated list of Guile’s actual changes in AE?
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Any confirmed news on what XBL/PSN players will be getting in the way of AE?
so yeah, how about dem shades to hide the tears?
- buffed Upside Down Kick
- reduced damage on Spinning Backfist
- reduced damage on all Flash Kicks
- reduced damage, more start up frames on Sonic Hurricane
- reduced super meter gained on each Sonic Boom
- reduced range, slower aerial throws
- jumping attacks register as counter hits on early Sonic Boom attempts
No. There have been no news. Capcom has not even talked about a console release for AE. My guess is that it will happen, just not anytime soon. Perhaps the developers will polish the game some more before a console release. As a Guile player, I certainly would not mind. The dude’s been spanked hard with the nerfstick.
touch more specific:
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Getting hit by anything after throwing a Sonic Boom and while it is still in recovery frames will register as Counter-Hit.
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They have talked about it, just never confirmed anything. It’ll probably happen later in the year and if it is ever confirmed I’m sure there will be news plastered everywhere. Until then, don’t bother asking about it because people are getting tired of everyone and their mother popping up out of nowhere to ask.
Even if AE is released on console, I doubt Capcom will make it different from the Arcades (no change to guile’s nerf/buffs). It won’t be fair for arcade players otherwise.