I had the feeling Guile cr.firece hitbox got nerfed, I need to be a little more extra close to opponent to successfully AA them using cr. firece in AE.
learn strategy you babies. fighting games do not consist of: begin match, light sonic boom, either turtle/or walk forward backfist, turtle, either flash kick/ or walk back+sonic boom, walk back to corner, sonic boom, sonic boom, sonic boom, ex sonic boom, sonic boom, sonic boom, sonic boom, turtle, flash kick, airthrow, walk up, throw, sonic boom, spinning backfist… rinse repeat. it’s stupid. the character is stupid and braindead and i hope they remove him from street fighter 5. i fucking hate guile. hated him since 1991.
It usually depends. Certain characters consistently beat out my cr.HP without even trading–no matter if I throw it out extra early or late. Dudley’s j.HP always stuffs my cr.HP. The success of cr.HP for me is usually hella random. I’ve gotten so used to making guys think twice about jumping at me in Super, but now it seems like it’s not as reliable in AE. I still think st.MK is solid as an AA, so I might have to focus on using that more.
so which character do you use? do you not realize it takes skill to use Guile you stupid troll. anyone that has troubles fighting Guile needs to learn strategy
Dud’s and boxers j.fierce and boxers j.rh were always fairly unreliable for cr.fierce but things like Hondas butt splash, shoto close jumpin (except ken’s j.fierce) and so on were useless against cr.fierce. That move knocked them out of the air every single time…it was designed to do that (ala Akumas and Sakuras cr.fierce). Also now, standing fierce seems to always trade even on proper spacing. It’s my favorite aa move after s.mp and s.mk against the likes of Sim, Chun, etc.
I’m gonna have to play (again) a whole week using only his normals to better my game as he needs to be relearned. I wen’t from a very solid forward Guile to a turtling scrub. Can’t have that.
When I first heard of all the nerfs that Guile got (before AE console release), this was pretty much what I started doing. Taking into consideration of his nerfs and relying on normals (Counterhit) setups with safejump setups.
I did that when I fist picked him in vanilla as he was so much different than in prior games. Didn’t have a need for it in Super but it seems now it’s that time again. It’s a smart idea to do that with any new character one picks up. As he feels like an almost new character, many of us should if we want to stick with him for more then just shits and giggles
been testing that safe jump after back breaker. it works amazingly well. doing the cr.hp definitely helps the timing.
congrats to dieminion for winning guard crush. i loved that attempted reset you did to sanford when he was in the corner. i know it didn’t come off properly, but i’ve never even thought about doing that before.
for those that didn’t see, after an df.hk, dieminion did a cr.mp reset into a cross up.
only thing i’d say is that it doesn’t seem like many of the guard crush guys play the twins to a very high level, so i hope you get that match up experience in for evo.
Thanks Wikum!
I think we all have been saving secrets and I’m guilty for that also. The down-forward roundhouse reset in the corner is something that I’ve been using since the beginning of SUPER. I chose not to show it in tourney until last night. I don’t want to make a video about it until after EVO because if opponents get familiarized with it, then they are going to look out for it. But I’ll be more than happy to explain…
So if you manage to somehow catch your opponent in the corner with a jump-in fierce or roundhouse, if you are close enough you can High Kick (down-forward roundhouse) and then crouch strong xx jab boom then into a tricky reset. What happens is that after you hit opponent with crouch strong they get put into the reset state in which they flip back. In order to have sonic boom cancel after the crouch strong you must have very precise timing. Right after df.roundhouse is when you need to start charging for sonic boom.
If done correctly right after the reset state the opponent should flip back onto the sonic boom and is forced to block it. If they block it, then you can then set them up for a tricky reset. Right after boom, you can choose to slightly walk forward and cross them up with j.short or you can just immediately jump and press roundhouse OR some characters you can cross them up with j.roundhouse!
There is a lot more to come from this situation. I don’t want to explain it all but soon (after EVO) I’ll make my first tutorial.
Is there gonna be any Guard Crush footage? And I gotta go test out that reset right noww
p.s dieminion gave me inspiration to go back to ultra one. i landed it on dudley three times in the same match lol
I was playing around in the lab today Guile vs. Guile. In SF4/SSF4 I had this decent midscreen focus crumple combo… lvl2 FA > b+rh > c.strong > SB > FADC > c.short > s.jab > s.fierce
For some reason this shit aint working in AE. The c.short after the FADC wiffs on Guile. I’m not really sure why this combo doesn’t work, but it looks like Capcom might have been playing around with Guile’s hit reaction hitbox. It looks like he’s less vunerable low during this point in the hit reaction animation. Cause if you mash c.short at this point in the combo, the first c.short will wiff, but then he gets hit with the 2nd c.short(not combo’d of course). I’m not sure what’s going on with this though, it could be a change to his c.short
WTF? I loved using that combo on another Guile.
is it good though that the hit box may have changed? maybe some other combos from other characters might not work on Guile anymore as well?
I dunno if it’s related, but since I started playing AE I have noticed some of my old “fancier” combos whiffing on certain characters. I wonder if capcom messed around with other characters’ hurtboxes too. Or maybe even messed with the pushback on Guile’s normals. I thought maybe I was just getting sloppy, but if it’s happening to other people too…
Personally thought it was the change of the frame advantage of sonic booms on hit/block that caused the cr.lk to whiff.
(If that were the case,) that makes sense, but I didnt think it was changed on hit.
It’s not changed on hit, so it doesn’t make sense.
Edited my post to clarify . A ton of combos worked on Guile, so it would be nice if they buffed his hurtbox, but I doubt it. I wouldnt use 2 bars for that little damage unless I was trying to style or it was ftw.
my new theory for this game is -
if they press buttons/mash = pick guile
if they block = pick yun
seems to be working well so far lol.
now i’m actually half decent with yun, i’ve gotta say, he’s cheap as fuck lol. the only thing that keeps him grounded is the fact that because he has low health. total random bullshit beats you. i’ve lost to more scrubs with yun than players that i’d consider to have an idea of what they’re doing.
guile is always good for taking care of moronic players.
Yang is more of a problem than yun…imo
the old safejump off of backthrow…the one where you land backthrow, whiff backfist and then go in with jump rh…what frame reversals does it beat? 4f?