Guile Moveset and Attributes

Its more like patient+ mind games for these char, thanks for the input :smiley:

and yeah, I knew n pissed that Blanka cannot be crossed up

Hmm. After a shoto completes their tatsu, can we dash back cleanly? Or are we still in block stun and have to do guestimation to prevent ourselves falling on our asses?

If you’re talking about the blocked tatsu throw/srk mix-up, just do a late throw tech. If the shoto in question goes for srk, you’ll block it; if they go for a throw, you’ll tech it; if they go for a normal, you’ll likely throw them.

With that 5, I think Guile 101 would be a misnomer. It should be Advanced Guile-ology with a ton of prerequisites required to attend the course. Maybe Guile-ngineering.

Is he just asking about blocking a RH tatsu while standing? I’m not sure why some people prefer to block entire tatsus while standing vs crouching and punishing from down under. Iirc a well-timed backdash will also cause the dp to whiff if you do decide to block the entire tatsu while standing though…or allow you to s.fierce a whiffed throw.

Eh, sometimes you just get stuck blocking a tatsu, it happens.

Sadly, backdash can still get clipped by an srk, although normally it’s too far away for the op to FADC > ultra it. Late throw tech is the best option, as syngin mentioned. It’s also a great option for a hit or blocked Ken EX tatsu as well as any blocked lvl 2 FA followup by a shoto / sagat.

Yes, I was referring to a blocked tatsu while standing.

Even after blocking the first spin standing then ducking you (some reason) still need to block it while ducking… (I guess it’s similar to Gief’s lariat if you’re close enough…)

Does anyone happen to know some kind of “sweet spot” to punish people with his ultra? If I do it where I think they should be to take the whole thing, it comes out so outrageously slow that they land and block the whole thing, so when I do it earlier they get ticked by the first kick once, about a 50/50 chance to even get hit by the second kick (if it does it’s once), and then the third kick which barely contributes anything.

It’s tough for me to break the mind-set that hitting deep anti-airs is a bad thing, since by the time his Ultra comes out they’re safely on the ground. Most of the time it’s more beneficial to my opponent that I use my ultra, as they recover faster than I do from it if the third kick doesn’t connect, which it won’t depending on how the second kick goes.

It’s actually one of the fastest Ultras in the game (7 frame starup vs 10+ for most of the cast)

I personally think it’s the hitbox, invincibility frames & pursuit properties that need adjustment.
Ultra too early & the it trades, misses, or doesn’t completely connect (WTF right?)
Ultra too late & you miss completely.
It should be an anti-air punish if guessed correctly on a jump-in just like a Shoto’s SRK (3 frame startup with auto cross-up properties).

That’s Guile 101.
Step 1 sb = ground pressure
Step 2 FK = air pressure/superiority

Can’t do anything about it now. Just hope Dash comes out soon & Guile gets a buff.
(can it be even called a buff? more like “fix”)

Gotcha, it’s weird not using it like a flash kick. When I typically use it is when people are deep enough for a flash kick to hit full damage, plus it’s kind of an odd motion to do on reaction on a pad. I really need to get a stick =/

Been having trouble with Sagat’s pressure game with the cr.lk to TK blockstring. Does Guile have any moves that go under Tiger Knee (like the shoto’s cr.mk)? I’d test it, but my friend’s are borrowing my copy of SF4 right now.

^^^recently I’ve been facing G2-A Sagats that do that same technique and I can’t get around it.

Some asshole did that the whole round, literally. The only thing I could do was jump out but I paid for it.

Sagat’s got massive frame advantage on his blocked lk.tk (+7) and his c.lk is a 4f start-up, so there’s not a lot in any character’s favor. I pretty much just block and wait for them to switch it up. I’ve not yet come across a Sagat player who uses this tactic for very long before trying for a throw or somesuch. If they try adding in fancy shit (something other than c.lk or c.lp) or to vary the timing, I’ll start fishing for a flash-kick if I can afford it (expect a trade at best and you won’t be disappointed).

the credit for this tactic goes to MooFX.

Anyways, the c.lk4 to l.TK is a favorite of the local champ in BC (scrubydan). what you need to know is, the lk to TK is not a combo, so you basically FK whenever the lk combo stops, doesnt matter if its 1 or 2 or 4 lk, but 4 is the max. I’ve seen a variation of it, in which the combo starts with clk2, standing lp, c.lk then TK, same deal. Basically, Sagats can mix those up, and it becomes a guessing game, but they can’t lk more than 4 times before you are out of range, and if they do more than 2 lks, i think you are out of throw range, anything they try you can just FK. Of course they can just do a few lks and then just block and punish your FK, so if you are not sure, just dash cancel the FK. Takes a bit of practice, I don’t have that down yet either, but that’s the theory.

And you probably should try to zone Sagat so they don’t even get the chance to do that. Usually I only get into that situation when I jump over a fireball just into FK range, and the Sagat will jump in using the elbow, if you cr.HP that elbow, he should be knock back out of range.

any tips on linking cr.LP cr.LP -> cr.MP at 100% rate ?

I can link them, but the chance of successful linking kinda like 40%

Double tapping and plinking can help, but the main thing is practice, practice, practice.

I thought I read at some point on these boards that Guile’s far standing fierce can stuff shoryukens, but I haven’t found this to be the case, typically they just barely tap my fist and hit me. Has anyone actually stuffed DP’s with meaty s.fp?

Also, Guile’s flashkick I’ve found can be hit as he makes contact on meaty focus attacks. I reversal FK’d on wakeup and they still connected their focus attack. Go go flash kick?

s.hp(far) will not stuff an SRK. It can trade, but it’s a dice roll.

Which FK are you using? I’ve never had less than a trade - most of the time I beat out FA (meaty or otherwise). You could just block or back-dash and save yourself the hassle.

I used a rh.fk, and aye, sorry that was a bit misleading what I meant by “he still connected” was that we traded, in that despite the FK hitting him we still traded hits and I was left crumpled. He looked like he recovered much faster than I did but I can’t recall atm.

edited, placed on matchup thread