Guile in Super Street Fighter IV (arcade version)

God damn. Online is gonna make me stab someone. Can’t seem to tech throws, today I got hit by like 5 land and random ultra bullshit. Its just so stupid

Yeah, that’s been happening to me pretty often as well. I usually know that they’re about to throw, and while I clearly input the command to tech it, they still throw me regardless. My FK has also gotten beaten by a good amount of jump-in normals lately. Almost makes me want to ditch it completely.

you have no idea how rage inducing it is when your opponent is a pixel from death and he jumps and ultras, making my stand fierce just do nothing and i lose

these fireball wars make me cry. I can only win in the 2nd round when I have meter. Besides that I’m screwed without meter. All the charge partitioning in the world can’t save you. How do you guys deal with Ryus and Sagats that just throw fireballs?

i’ve been complaining about online throw teching for about 18 months lol. there’s players who realise that you can’t tech on the connection you are playing on, then base their whole game around it. mega frustrating if it starts to become THE reason you’re losing.

Close the distance via blocking or jumping over fb’s. Personally I prefer being in their face with their back against the wall. I can’t SB for too long, hands get tired and mentally I lose patience especially online…charging all day for a standing lp is the most salt-inducing (and soul-crushing) experience I’ve ever had!

Spacing. Find the optimal sweet spot where throwing fireballs play into your advantage and not your opponents.

There’s a particular spacing that’s in front of Sagat that will null his poke range against Guile’s. Guile can outpoke anything Sagat throws out from this range.

Is there a normal that can outpoke/go under Tiger Knee? Or you mean stay out of it’s range? If staying just outside his knee range, then it is pretty useless cos he can just take a step and do it anyway. The distance is also different depending whether you block it high or low. And he still has tiger shot, which is his best poke.

Tiger Knee = 7f startup.
Any normal that starts less than 7 frames and active stuffs tiger knee. You just have less than 7 frames to react. lol. Most Gats, imo throw low tigershots first at close/mid range. Which, you can easily just fwd mk to score a counterhit. . Plus, low tigershot has a 12f startup. Take your pick. Imo, it’s always best to stand block Tiger Knee . Block it low and Gat gets the frame advantage. Block it high and it puts Sagat at negative frames.

Edit: Also, keep in mind the spacing when Sagat throws out the tiger knee and you stand block it. If Tiger Knee hits on it’s way down, consider the fact that he’s safe and has the advantage. If it hits on the way up, the ball is in your court.

I’m sorry, but don’t you think you’re being a bit excessive? The Bison/Guile matchup in BISONS’ favor? I know Guile got farted in the face by Justin Bieber, but that’s just pure exaggeration. In Super, this matchup was 7-3 in Guile’s favor, and now in AE Bison has the advantage? Unrealistic.

It is easier for Bison, but this matchup is still in Guile’s favor since the dynamics of this matchup is basically the same. Despite the SB Meter Nerf and overall damage nerf, Guile can still turtle like crazy against Bison and make it really hard for him to even touch Guile. I’d say it’s like 6.5/3.5 in Guile’s favor. Didn’t improve significantly for Bison.

i’d be interested to hear from the actual tourney players (warahk, dagger g, dieminion etc etc) which characters they feel beat guile 7-3 or worse when played at the highest competitive level. yun, yang, dhalsim, viper?

edit: and i’ve pretty much decided that i’d rather have a ~500 damage ultra that i can only use as a punish tool than a 200 damage ultra that half the time ends up with me having traded to get it out anyway. then i can at least hope to mount a comeback with ultra 1 and a smart/lucky focus attack.

I think the meter nerf is overlooked. Yeah the damage nerfs suck, but the bigger of the two is meter, Nem.

Giving an example with the current damage, if you had meter gain like Super, you could at least FADC a bit more liberally or use EX moves more frequently to add to your damage.

Without the meter, you can’t really do anything. I get more meter from getting hit than trying to zone.

Playing Guile is kinda like playing against Ibuki but for the majority the cast, in the sense that once you get knocked down, you’re done.

Are you fucking kidding me. Makoto can fucking fullscreen punish FUCKING WHIFFED JABS ACROSS THE ENTIRE GOD DAMN SCREEN. WHAT THE FUCK IS THIS? A FUCKING JAB. FUCK YOU CAPCOM.

haha, that used to happen to me all the time, I’d crouch jab from a safe distance just to fake sonic boom (bad habit from my sf2 days), and then get ultra’d or something stupid.

You know, after playing AE for a while, I’m starting to get used to Guile changes. I don’t like them, and I still lose when I would’ve won before with more damage, and U2 after hitting someone in the air twice with Super just blows, dispite all that, I can’t shake guile as a main. If we stick this out for about another year when they patch the game again, I’m sure Guile will at least get something back and we’ll feel stronger for it.

idk, I still hate the nerfs and I rage if I think about them too much but what can someone complain about when they lose to him now?

Hey, I haven’t fought a good Yun or Yang yet so I’m not sure how to gauge the match up. So far I’ve been playing blow joes and I’ve been able to handle them alright with little rage so if anyone here is playing with him as a second or new main, please add me and show me why I should be afraid.

In this video Monome shows us a safe jump setup after a successful back air-throw against Yang. Being that Yang’s reversal is more that 4 frame start-up, it should also work on Yun because his reversal is 5 frame to start-up as well as any other character with reversals that have 5 frames or more to start-up.

Crouching fierce is the measuring move displayed in the match. So timing (or mashing) is the key to this set-up.

EDIT: I’m now aware of the old video thread turned into new one for AE.

This would just be the Makoto doing a random guess, it’s certainly not on reaction. Calm down, we Makoto players had to deal with Guile’s zoning for over a year in Super, and it was always an uphill battle.

Sadly, I think this match is very much in Bison’s favor right now. First of, IRL the Super Bison/Guile match-up was never 3-7 in Guiles favor. That was only ever the case at very high level play. get that 7-3 bs out of your head.

Guile wins this match by keeping Bison out forever. This was accomplished with proper spacing after throwing 5000 booms and EX sb’s and reacting on what Bison tried to do about said thrown boom.
As we can’t throw ex anymore, you can’t snipe. As booms get counter hit, it opens the door wide open for fast-poke-into-combo characters to do damage and destroy your zoning.
Bisons j.mk jump-in/cross-up fucks with Guile more then ever. Bisons spacing on SK’s makes them almost unpunishable unless the bison is an idiot. Bison still builds nice meter, has 2 very usable and damaging Ultras and a godlike poke/footsie game that Guile can’t abuse anymore.

The Bison Guile match-up is a 5-5 at best and 6-4 or worse in Bisons favor in casual online play.

To change the topic a bit, has anyone been getting knocked out of cr.fierce significantly more often now then before?
This one is killing me. There is no documented change about Guiles cr.fierce but I get beaten using it so badly right now, I’m getting mind fucked.
I’m not a new Guile player so this is not a case of me asking why cr.fierce isn’t knocking people out of the air everytime they leave the ground.
It’s getting beaten on known AA jump-in setups. All of Guile now feels very awkward and weak, I can’t put my finger on what it is exactly.

Damnit, the secrets are getting out. I saw some japanese Guile’s using this same safejump during the Topanga tourney.

I told myself I wasn’t going to tell anyone about safejumps for Guile since they work so well for me. No one sees them coming. I’ll explain this one a little.

All you have to do after a backbreaker is mash c.fierce as fast as you can, then hold UF to jump after coming out of the c.fierce animation. You are correct that this is a 5f safejump for Guile. But what the Yang(or Yun) could have done here is their EX DP type move to beat this safejump since it’s 4f startup. This safejump works great for anyone with a 5f or slower wakeup. So go ahead and use it on someone like Sagat or C.Viper, it totally owns those guys(get ready to learn some option selects). Also, if you dont want to use c.fierce(31f total animation) you can use far s.rh(also 31f total animation). You can setup a safejump crossup short with far s.rh.

What Guile really needs to make a good safejump off of the backbreaker is a move he can wiff that’s 30f total. You can wiff his d/f+rh to sometimes make a safejump off the backbreaer, but that’s only if the timing of your mash is slow. If you do d/f+rh the first frame after coming out of the backbreaker animation, the safejump will miss.

Maybe after the PC AE version is released, I might do a video showing all Guile’s safejumps. He’s got a bunch of them. It’s easier to test them on the PC version using macros, since things like backbreaker safejumps are hard to test in training mode without another person to help you.

EDIT: if you are going to start testing safejump setups, be aware that most of Guile’s safejumps are 5f(or greater) safejumps. It’s very hard to get 3f and 4f safejumps with him, although there are a few that exist.