Guile in Super Street Fighter IV (arcade version)

^ beats 3 frame reversals like Ryu’s SRK. One of the rare 3 frame safejumps in the game.

I think I figured out what’s causing that lvl2 FA > b+rh > c.strong > SB > FADC > c.short > s.jab > s.fierce to wiff on another Guile. It might be his close b+rh. It hits less meaty or causes a little more pushback now or something. You can still do this combo to another Guile off a lvl3 FA, cause you’ll notice the b+rh hits really deep.

I dunno shrug

just been in the lab with yun. seems like guile is one of the only characters he can do divekick. cr.mp x 3, st.mp, up kicks on mid screen.

another reason to say…fuck you capcom.:smiley:

What safejump is this with the crhp timing? Is there a guile safejump thread? Thanks!

check the first video of dagger g vs yun that’s just been posted in the video thread. the cr.hp is just to help time the safe jump. i’ve been getting very good results with this technique. even when i’ve done it slightly too late, it’s traded with stuff like ken’s hp dragon punch. the best part is that you can kinda use it as a mixup.

Huh, I didn’t notice any change whatsoever to UDK’s hitbox. At least it didn’t change to the point where the combos listed in the super combo thread are any different. I’d always go for those UDK combos and they always seemed to work no different than they did in super. I’d like to think that it’s the low hurtbox on guile. Maybe try it with ken or ryu doing combo > fireball > FADC > c.lk?

All I know is that I miss playing any version of Guile. On a desert island with poor internets. =(

well THATS a good reason to frown.

Did you mean to say lvl2 FA >** UDK** > c.strong xx SB > FADC > C.short > S.jab > S. Fierce?

Capcom designers really are a hateful bunch of bastards. Nerfing poor Guile in so many ways… okay. Mean but potentially acceptable. But to create, in the same version, obviously broken characters like Yun / Yang… that’s just downright evil! Super-safe combos with amazing mix-up / cross-up options AND the ability to get out of trouble easily makes Yun / Yang crazy overpowered in this match up.

As Guile, if you’re smarter than your opponent then you’ve got a decent chance of winning. So long as they don’t get lucky. And you don’t make any mistakes.

Makes me sad. :frowning:

Yes! That and my poor FK. I’m amazed at how many times my late lk. fk. is stuffed by jump ins. Perhaps they didn’t modify our frame data… maybe they improved the opponents. Hard to say. I do know that I’m getting stuffed many more times now than I used to.

I wouldn’t put it past the Capcom designers to nerf our cr. hp. and fk. Why not?! I also really like how my FK comes out in the wrong direction on opponent jump-in so often. EVEN AFTER THEY’RE CLEARLY LANDING IN FRONT OF ME. Sure, it was probably a bad idea to FK someone that landed in front of me when they tried to cross me up. But, to make the FK turn the opposite way is just sadistic. Methinks Guile might be a bit retarded.

It seems to me that using FK is a bad idea. Unless they’re jumping in the perfect sweet spot. Or you don’t mind wasting two bars of precious meter to make it “safe”.

Thankfully cr. fierce isn’t a terrible option. But, be sure to use your medium punch / kick as AA depending on their angle.

I haven’t had any of those problems with late light flash kick.

both of the twins are horrible. i basically main a combination of guile/yun now because they deal with pretty much the entire cast. i think yang is slightly worse match for guile. but if yun gets in on guile with those dive kick, cr.mp x3, st.mp, mk up kicks combos, guile it pretty much done before you can blink.

when i play vs other yun’s online, i notice a couple of things that the majority of them aren’t doing right:

most of them waste their meter instead of getting a genai jin each round.
they don’t go for the damaging combos, either bnb’s or ones that link into activating genai jin. where they should be using cr.mp x2, cr.mlk, lp.shoulder, they use jabs/shorts instead. this scales the genai jin’s damage big time (by around 100-200 hp i think).
if they do get a genai jin, they either drop the combo or use the wrong moves, thus getting less damage than they should. a lot of them don’t know how to start up a new combo once they drop the first one either.
so yea, right now a lot of yun’s are doing 295 hp genai jins when they should be getting something more like 440 hp.

on top of that, very few players so far are using command grabs effectively. without command grab, cmp, st.mp, up kicks, and command grab, cr.mk, lp.shoulder into genai jin, yun is nowhere near as scary. in fact he’s pretty easy for guile to beat if you take those away. i’m pretty sure i’m right in saying the ex one beats out throw attempts too, so it just shows how big a deal that aspect of his game is.

so yea, i feel a lot more bitching about the twins coming on once more players learn how to use them properly.

Yang is way worse than Yun. Way worse.

I’ve only ever been hit by 1 genei jin. And I don’t understand why they don’t do it more, I tried doing genei jin in training mode and I got 440 damage by just mashing roundhouse, lunge punch, and more roundhouse. It’s way too easy

Most tier-whores using Yun don’t know how to utilise genei jin properly e.g juggling with ultra at the end rather than at the start/dropping the juggles. You can always tell from the first half of the first round whether they’re scrubs.

Have you guys been playing much more Seth players recently? I’ve been running into a lot of Poongko wannabes who play Seth lately due to his recent win in Australia and realised that Seth is a hard matchup for Guile in AE even if the Seth is just average. Dmg reduction really hurts in this matchup. It just gives Seth one or two more opportunities to inflict heavy dmg and stun on Guile, which affects this matchup a lot as Seth possesses the comeback factor at any time of the match. Also, I find that sometimes eating Seth’s ultra 1 on purpose when he just got it is actually quite beneficial for Guile as there is a lot of meter gain from it and it doesn’t do much dmg. Guile also don’t have to worry about his ultra as often when the round is almost at its end.

seth’s always had the advantage over guile imo.

Doing the ultra at the beginning of ginei jin let’s it do the most damage, doing it at the end just scales the damage A LOT.

I think this is very good for offensive Guile players. The problem is that he doesn’t have great mix ups. I would probably would abuse this safejump if Guile had great mix ups and option selects, but he is very limited under that category.

If they try to AA, they take big damage and guile gets meter.
If they backdash, they take damage and guile gets meter.
If they block, you get a free pressure string and about 3x the meter than if you had just thrown a SB on top of their wakeup.

It’s free meter, and more.

How do you cover their backdash? Or does the jump in do that itself?