Guile in Super Street Fighter IV (arcade version)

Just took a look at the Guile changes through Google Translate… obviously the translation sucks but the outlook is pretty grim. Damage down on Spinning Back Knuckle, Reverse Spin Kick (UDK) and Sonic Hurricane as well as some meter build reduction for Sonic Boom it looks like… possibly less meter build when canceled from a normal but still normal meter build when used by itself?

Hoping for a proper translation soon but I don’t think I’m going to like it very much. ; ;

You guys are idiots. He just got damage nerfs and less meter building on SB.

I don’t understand why LK flashkick was nerfed. I’m still mad at how Ken’s SRK recovery is freakishly short. It’s ridiculous. I’m not sure who said it here…but I am now seriously suspecting Capcom doesn’t want Guile to do better than Ryu. I didn’t believe it at first…but I’m not so sure anymore…

Explain why Sonic Hurricane was nerfed when it’s already the weakest of the 2 Ultras. It doesn’t make any sense. The Backfist and Sonic Boom super gauge built up makes absolutely sense. It was necessary. I just don’t understand why LK flashkick and U2 were nerfed.

Well it’s not exactly something to celebrate lol…

I don’t see why lk.FK needs nerfing. A buff is more appropriate if it needs any changes.

Sonic Hurricane having slower startup seems like a huge nerf that may totally change it’s usefulness. Gilley, how is that not major?

Damage reduction on all Flash Kicks ftl. Lets hope that number is like… -10 dmg.
UDK buff is neat but I wonder how to encorporate it…

You will still be able to FK > FADC > SH
You will still be able to trade against FB’s and still hit them with it…unless they gave it ~39 frames of startup
You will still be able to use it as anti air when walking backwards across the stage
You will still be able to FK > FADC backwards > SH against a cornered opponent. This might be more difficult midscreen but no Guile’s hardly do this anyways.
You will still be able to trade against any ground attacks and hit them with it. I didn’t see any mention of the SH disappearing when Guile gets hit out of the startup of it.

SH does 286/420 damage. My guess is they’re going to nerf the damage on lvl2 SH.

You guys dont get it. The utility is still there for all of Guile’s stuff. He just has to hit his opponent 2 or 3 more times now to win the round. Damage nerfs hardly effect your character. I do find it strange that FK was nerfed in damage though. You have to charge for it.

I hope you’re right, but a lot of those things I think could get screwed up if they added say 3 frames of startup (not 39).

Damage reduction on fk is completely unfounded. Calculating the risk and reward, it’s not worth using it. I thought SH already had slow enough start up. You can jump out after the start up animation, which makes it slow enough imo. Nothing to help against cross-ups guess El Fuerte still eats guile for free.

It’s true that your points are valid. I mean, if Capcom wants us to encourage to hit more, they have got to give us some more faster frame start up in exchange of the damage nerf. From my perspective, it looks like they want us to use U1 more. I only know how to use U1 into a link in 2 ways…

opponent jump -> LK flash kick -> U1

or

Super -> U1. (There is probably a FADC way but most Guile users use U2 for that)

For example, they made a trade off with Cammy by taking away TK CS and adding increase in normals to do combos easier.

There is no trade-off that encourages Guile users to land more hits. NOTHING…especially with the nerf on the FK.

I don’t see any nerfs on any shotos SRKs…especially Ken. His is the worst…an increase in dmg on LK SRK and no recovery increase on any level SRK on him.

its quite discouraging, but i think as a guile player you have to work through them, i think they should have left him as is minus a few kinks here and there, sonic hurricane is only used in certain situations, and on a good player, it’s kind of difficult to the land anyhow.

im okay with it, at least you can say they didn’t reduce stun on any of his good normals. i think that’s a plus. and if what i heard was true, FK has a meter buff now. a small plus.

overall, i guess you can say the great wall of guile has been diminished a bit.

less effectively.

a large percent of the time when i land an AA hurricane it hits on or near the last frame of trip guard. when someone jumps at you you often have to walk back to ensure they fall into the hurricane before activating. a slower start up means AA hurricane wont be possible against jump ins spaced close enough.

i wouldnt worry about FK damage nerf, it is probably very minor. dont expect sagat type damage nerfs. backhand nerf was necessary.

edit: the other reason slower start up is major is it means it will be shittier as a reaction punish against whiffed moves. i often use sonic hurricane to punish whiffed normals and focuses on start up, this will potentially not be possible, or at least more difficult in AE.

Yeah, unless the damage nerfs are crazy, the biggest thing will definitely be the SH startup nerf. That could be a disaster, but it will be hard to tell until we try it out.

Flashkick FADC ultra, you currently have to hold the FA a bit to not dash under them. At that point, you don’t have a lot of room for getting the SH out without dropping them. It seems to me sonic hurricane could easily have lost almost all use, but I really hope I’m wrong.

Is the hit box change to sobat or UDK?

if im not mistaken it’s to the UDK.

The whole point of Sonic Hurricane is for punishing things at a longer distance than U1 and without needing a down charge. A couple added frames isn’t going to suddenly make this ultra lose ‘all its use’.

Now that I think about it… I always found it tricky to land U2 after a focus crumple because you HAD to hit it before the opponent began to drop to his knees or they would drop below it’s hitbox and it would whiff. Now it could be even more difficult…

hurricane will still be just as useful in fireball matches, except in guile mirror LOL

fireballs, jab straight, scissor kick, jaguar kick, etc will all be equally vunerable to reaction SH. since even if the start up was like 3 frames slower they would still be in recovery.

Strange no mention of the airthrow being 4f like the arcadia article said. Makes me wonder how accurate the blog changes are or if there’s more changes we’ll have to discover. No mention of DJ’s close s.rh being an overhead(this is too big to leave out of the blog post).

I think I’m going to like AE more than SSF4. Guile will still kick ass, Gouken is someone I’ve always wanted to use but was “lacking”. Sounds like they’re seriously buffing him. DJ’s changes sound really awesome.