Guile in Super Street Fighter IV (arcade version)

The difference is that EX SRK from say, Ryu, has ~14 frames of invincibility compared to 5, and the Flash Kick hit box isn’t active where your body’s hurt box (?) is located. That’s why cross ups rape it. 5 frames is 1/12th of a second, most crossups will be outside of the FK hit box but still active by the time your EX FK invinco ends.

Use LK FK against that stuff anyways, it has the same invinco and it’s hit box is more likely to hit crossups when it auto-corrects.

LOL remy viable in 3s?
Show me a decent placing remy at SBO please.

All zoners in 3S sucked. 3S was not meant for fb’ers.

Yes but then again guy’s elbow drop eats Fk for breakfast, and its frontal. Flashkick definitely need some tuning, no doubt about that. I say better hitbox but lower damage.

guile is not supposed to beat crossups with flashkick on wakeup. that would be stupid.

when not on wakeup though guile should completely rape anyone who attempts to go into the air if he has charge regardless of range and jump arc.

Yeah, I was more saying that for every character that doesn’t have a projectile; or characters that rely on pressure; like Dudley, Cammy etc… Rose’s U2 means she absolutely shuts off pressure twice per round. Guile doesn’t worry about it too much.

Let’s see. Flashkick has a 4f startup where the hitbox happens to start around the same level as his upper body. His crouching mp is also a 4f startup and has a hitbox that ranges in the area of his lower body obviously (note:the hitbox is relatively big as it covers his entire forearm and is active for a good number of frames).

Long story made short. Guile’s crouching mp beats Guy’s elbow drop. No charge necessary. End of story.

The fact that capcom’s balance decisions seem to be designed to please casual level players has me pretty worried for Guile…

you can flashkick guys elbow drop late.

Certain spacing and timing variables also leave Guy’s elbow drop open to crouching HP. Between crouching MP, crouching HP, and late FK, Guile has multiple ways out of Guy’s elbow drop shenanigans. Doesn’t mean you’ll always pick right, but options are definitely there.

I can’t say I agree with nerfing FK’s damage output in favor of range or full-move-invincibility (I’d be interested in a few more invincibility frames at start up though). FK isn’t a sure-fire move anymore but for what it is it’s usefulness and damage output, particularly as a combo-ender, is pretty good. Granted, Guile having to choose which anti-air to use isn’t as user-friendly as ST, but its hard to agree that he’s lost his anti-air superiority when you consider the multiple FK options, standing forward, crouching HP, back HP, and his air throw.

you know, if they nerf him. they should at least even it out by buffing his sobat and rh stepkick. sobat used to be so good at punishing lows and both moves are just too slow now to properly use in your ground game.

Knee bazookas should cover more distance.

Distance is fine, it’d be nice if it recovered faster. There is a brief period where you’ve “landed” but still haven’t recovered. It’s very difficult to use this move if someone is mashing fireballs at you, so getting to that point that you’d like to be at requires jumping–which requires losing your charge, or burning EX meter (which is justified) in order to advance.

a buff that i’d love (although it will never happen) is to fix guile’s crossup lk. that shit is terrible.

Nothing like landing the crossup LK on Sagat then getting hit by Tiger Uppercut before you could even land to do a jab

Deffo! It’s retarded how risky that move is compared to say everyone else’s medium or hard kick variations (which all have a good hit box, do a truck load of damage and set up even more damaging combos…). Although, I suppose if j.mk crossed up this would even things out a little.

Also, he could do with some added hit stun on his moves. Namely overhead.

I wouldnt add hitstun on some moves like St.hp, or otherwise he could link St.hp into Ultra 2 :P. Although I agree on added hitstun on the overhead, something like 1+ or 2+ on hit.

Lol yeah st. hp is fine for hit stun but his overhead does need more. It’s not like Guile can do anything after it anyway, he loses charge and the move cannot be cancelled or linked into anything else, and it doesn’t do much damage either.

Plus, it’s like his only way of getting any damage off a turtler (cross up is far too risky because of a really tight j.lk and dp-style anti-airs that all lead into ultras). But it seems the opponent always recovers too quickly when you land the overhead so any pressure you hoped to build ended up biting you in your own ass. :frowning:

I know that you lose charge after the overhead, and left at 0 (?) position, but the build up preasure is not lost, and it wont bite up yo ass :P, heck you can score counter hit St.Hp for those who panic, or if delayed slightly, you can punish Dragon punch attacks if you hit them at the further range of the overhead (it has a nice range :D).

Its good because Guile is one of the few characters who can corner preasure from poking range thanks to sobat kicks (vs lows), St.hp/ Foward Hp / Sonic booms (vs almost any ground attacks), Guile high kick who jump back in corner (vs those who think jump back is the answer <.<) and his air throw/ pretty much any anti air (vs those who jumps forward in corner preasure). Now imagen all of this tools for corner preasure (regardless how extremely situational they are) they can force many people to turtle and hold downback. At moments like these Overhead really shines, thanks to its good range (close to St.Hp range), you can sonic boom and follow up with over head and most people (aside fro mashers) may not even block it properly.

It would be the perfect overhead for guile if it leaves him atleast 1+ or 2+, but regardless of that it is still awesome. Correct usage of overhead is very rewarding.

quick copy/paste and edit of what the Guile changes are

Guile:

Reverse Sobat (upside down-kick - close f or b+HK) now completely avoids crouching moves and linked into c.mp (easier link) xx sonic boom, backfist.
Sonic Hurricane damage nerf
Air throw 4f startup up from 3f.
Something about flash kick being better

Can’t wait to hear people still complain about sonic boom recovery