Guile Moveset and Attributes

Might be better placed in the strategies and matchups thread / video thread (probably video thread).

I have read alot about using airgrab as AA but often when I jump to grab it gets beaten by opponent’s normal. I am wondering just when to input the grab ie the height and range of your opponent?

That’s correct - Ryu can tech. recover after the FK, but you can’t after crumple.

If someone’s FA’ing in front of you on wake-up, a good option is to FA, it really limits their options:

  1. Release: you absorb and release = free combo for you.
  2. Dash out: you can hold, dash in, or dash out.
  3. Dash in: you must dash out.

Admittedly, I don’t do this often enough as I’m easily baited in casuals - I’m way too greedy sometimes :wink:

EDIT: I must be smoking. This obviously doesn’t apply to an SRK. Vs. SRK-happy folk, just back-dash out or wait and see.

PS: Why are you using hk.fk? That move should only be used for long range AA or to punish pokes. Always be using lk.fk.

For anyone who may have missed it, Gilley off-handedly mentioned kara-FA (I’m guessing it’s old sauce) - it’s fantastic.

mp~mk

edit: props to HeaTBlazn for the recipe.

YES!! MY XBOX got fixed so i’ll have to try this out…im not sure what the animation looks like, but the way I envision it is Guile going into the FA stance half way through the uppercut (S MP)… correct me if i’m wrong though

Just want to add that you might want to be careful on using that cr.lp > cr.mp link. Unless it’s actually hitting, don’t use it as a blockstring to the Sonic boom, Guile can be easily dp’ed in the middle. Regardless of how tight you have the link.

Yeah forgot to mention that. I got DP-ed into Ultra from a Sagat cause I didn’t know that before. Any idea what’s a safer block string that leads to boom?

Correct me if I’m wrong but cr.lk, cr.lp, cr.lp xx lp.sb is supposed to be a safe blockstring or setup. The sonic boom comes out fast and you recover from it just as fast.

I personally don’t use blockstrings due to the big reversal window in SF4. I usually go for baiting my opponents.

Like actually going through the cr.lp, cr.lp > cr.mp link but don’t link the cr.mp. Stall and see what your opponent does then follow suit through with a c.mp xx sonic boom. Either I’ll get a CH combo in, they’ll throw a dp and I get a free combo or they’ll block the cr.mp and take chip damage from the sonic boom and if I’m fast enough, I can FADC the sonic boom and throw them right off bat.

That make sense why I got DPed before , thanks a bunch :respect:
I’ll try practice cr.LP cr.LP cr.LP -> lp booms

Just a slight suggestion,

Instead of practicing blockstrings, why not practice hitconfirming into mixups instead? The con for blockstrings is you’re only doing minimal damage (chip damage) and you’re back to square one. With mixups, you’re constantly applying pressure on your opponent, forcing them to guess what you’re going to do next which usually ends up with them leaving openings that you can capitalize on. You’ll turn your opponent into a defensive turtle and you can go to town on them.

Examples:
Hit confirm cr.lp, cr.lp >>>>

  1. cr.lp xx sonic boom
  2. cr.lp > st. Fierce punch
  3. Overhead (wait for opening then go for st.lp, st.lp st.Fierce combo. everyone almost always attack after getting hit with an overhead. :rofl:) Note: condition them first before trying to pull off the overhead from the cr.lp (x2) initial setup.
  4. tick throw
  5. cr.lp xx sonic boom > FADC > throw or back + st.hp (x2)
  6. b + lk > throw (courtesy of jneumonik who does this so fluently)
  7. Stall cr.mp xx sonic boom/flashkick

That’s it. I’m done. :rofl:

PS - Don’t let your opponent expect a flowchart Guile.

Good shit, but can #2 be done? Did you mean st.lp>st.FP?

This is awsome info! Especially the jumping elbow, god dammit, I hate that shit!

It’s got priority on everything! So, c.hp will always win? Cuz I tried FK and it’s a no go, flying elbow wins.

Sagat’s j.mp will trade and sometimes stuff c.hp. You really need to mix-up your options rather than trying to find a silver bullet - Guile doesn’t have any.

Back-dash is an option if you can afford the positioning.
c.hp once you learn the angle.
s.mk can work at some ranges.
late lk.fk is good at the correct range.

There are also some interesting air options you should fiddle with - training mode is your friend.

Syngin beat me to it. You can win if c.hp is early enough though I think.

It’s range more so: if you’re too far away, it’ll trade or be beaten regardless of timing; closer (such that the hit-box of the elbow is past Guile’s hit-box (on his fist)) and you’ll beat him clean. From the distance that he can beat out c.hp, you should be able to beat him clean with a late lk.fk.

I find this to be generally true for most opponents.

If it looks like the jumpin would hit Guile’s head if he does a FK, you are probably going to get stuffed by it.

My bad…meant

st.lp > st.Fierce Punch…

Although, I don’t see why you can’t do cr.lp > st.Fierce Punch. Just roll the stick from d/b to b. It’s only a twitch.

I’ve decided to dive deeper into the SF4 game engine and downloaded Autohotkey to make macros for SF4 on PC. I’m still trying to learn the scripting language and it seems to be really buggy right now but last night I figured out something interesting. The Japanese SF4 guides list Guile’s(and others) charge time to be 55(935 ms) frames. In the old SF games, Guile’s charge time was 54 frames. When playing around with a sonic boom hotkey, I found that it takes Guile 912ms to charge for a sonic boom. This comes out to 53.647 frames, which rounds up to 54 frames. Seems like the strategy guides might be a little wrong. Charge time for Guile is exactly the same as it used to be. I plan on testing if it’s truely possible to do a FK > ultra or df+rh > ultra later on.

This program is really buggy though. I made a RSF button for el fuerte. I was going to see how many repetitions of the loop I can get. I made the button, but Autohotkey seems to want to drop the inputs in my macros all the time. The most loops I’ve gotten out of the macro is 4 before it drops an input and screws up.

I dunno if anyone has worked with Autohotkey or not. Maybe someone can give me some pointers? If not, I guess I’ll just have to learn it. Sounds like the program might not work to well with SF4.

I can’t help you much here, all I ever used AHK for was my portal speedruns (item climbing / accelerated back/forward hopping).

There were some problems, like for some reason the hopping wouldn’t work unless it was bound to a mouse button, but I can’t think of anything that would make it drop inputs, unless there was some kind of timing issue where eventually on one of the commands you’d like to do it simply couldn’t come out so it skipped it.

So this Autohotkey thing is cool. I just discovered guile can do df+rh > super to someone if they are jumping and in the corner. The super hits them like 1 frame before they touch the ground. It looks kinda cool. This is something you will NEVER see, so don’t worry about doing this. Just a cool bit of trivia. I’m gonna like this macro thing :rofl: