Guile in Super Street Fighter IV (arcade version)

By looking at sonic boom meter gaining nerf, I believe Guile gains hell alot of less meter then Super.

I know, its almost like ex booms are just too expensive now. Need the dmg on ex FK since its so valuable. Not to mention fadc - that is gone.

since the final changelist from super to AE was released i had been saying guile players should not be using ex boom anymore for that same reason

they arent worth the meter anymore

Has anyone been using U1 more in AE than they ever did in Super?

Good question, U1 is so ass, but such nice dmg. Just have to find places to use it. Its a great punish in some cases.

U1 has always been very nice against some of Guiles very difficult matches, if for nothing but to get out of the bind (Akuma comes to mind).
U1 is also one hell of a comeback ultra. U2 is nice in super but landing a U1 tends to swing matches your way quite quickly.

As far as Guile himself; I’ll stick with him for fun matches against friends and will probably still mentally main him, but he’s ass in AE and I don’t think there is a point of fighting with destiny (Capcom). He’s been turned into a shitty, weak character like almost all of the classic “annoying” characters (Blanka, Ryu, etc). There’s no point in getting frustrated and lose matches against less good people only because of character design.

Nah. U1 is trash in super period. If you think it’s good, your competition isn’t too stellar. Even if you just use U2 once a round in super to inflict some chip after a knockdown, I still think it’s more useful than a U1 that has literally no setups. In AE, however, the main reason for picking U2; consistency and fair damage, is gone. I pretty much just use it against fireball characters with a few odd exceptions here and there.

Well I suppose its good for heavy AA dmg, if your reactions are gdlk. I just wish it came out faster, and the chip is junk.

Man i never used U1 throughout SSFIV. I have to play around with U1 when i get the game June 7th.

so in super i often use jab boom to trade with akuma ex air fire ball. In super its a 50 - 50 trade, since ex air fire ball does 40/40. It’s worth it for position and because guile has more life. In AE the air fireball will counter hit guile, the additional hitstun on the first fireball also causes the second fireball to combo. so the new trade is 50 - 90 in akumas favor.

in conclusion this trade is now only worth it if you have a substantial lead.

Nj.hp is the answer. It really works wonders against air fbs including EX ones. Just SH it if you have it though. It’s the only thing left that it’s good for. :smiley:

effin counter hit nerf, I hate it. Its the same as a life nerf if you ask me he now has 900-950 life, but you cant play him balls out like other lower life chars.

I hope all the Guile players at Evo boo and get yellow boomerangs and throw them at Ono when he gets up to promote whatever he is going to promote.

http://i.ebayimg.com/11/!B6!yd,QBGk~$(KGrHqJ,!iQEyd1dT,OIBMv1ETWoL!~~_12.JPG

winback is an idiot.

wa bam

You know what I really want to experiment with vs. akuma? j.mp. When AE came out I kept being just out of air throw range when going air to air with an EX fireball, eating it, then getting pressured on wakeup. I think j.mp would have a better time AT LEAST trading with an air fireball at further ranges while still doing decent damage because, well, it’s akuma. Either way, the air throw nerf feels very apparent in this MU.

yeah, i use j.mp almost as much as j.hp in super because of the start up, it lets you react a little slower. we’ll have to get i the habit of replacing air throws with air normals :frowning:

i think forward air throw is better than back breaker in AE, have you noticed this at all? Am i imagining it? i know they have different hit boxes, at least they used to

Frame data says its range=same, I get AE on 7/5(PC) Can some peeps go into training and have the dummy jump and toss them around to see if they notice anything different too? Would be a nice find if so!

You guys should really try nj.hp for mid screen jump-ins. It really hits out a lot of stuff that would otherwise trade or get beaten out e.g Cody’s j.hk and Sagat’s Elbow. It can even do this > walk behind lp boom, opponent nj over boom, walk under him and nj.hp. Nj.hp would beat out opponent’s nj attack if he does it late. I don’t know if it works on Chun’s nj.hk but I doubt it will. I’ve hit Honda’s nj.hp with it before too, but I guessed he pressed it too late.

It works really well for jump-ins that hit downwards too.

And Warahk, regarding the forward airthrow, it does feel that the forward version grabs easier but I really don’t know the reason for it.

And Gilley, are there any other easy safejumps aside from the backthrow, backfist setup? I’ve been using backbreaker, c.lp, wait awhile, j.hk and it seems to work sometimes if they try to reversal with a 4 frame reversal. I think after backbreaker, Guile can really set up a good safejump.

Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck.