Guile Moveset and Attributes

Out of curiosity, it is due to the API exposed by the platforms? If that was the case, I would have thought the 360 would be on par with the PC leaving the PS3 the odd man out. I’d imagine something like this would be hard to fix if its down at the platform level vs something in the capcom code itself.

Now, I certainly understood something like that existed, but I guess I never realized that it would impact frame data like that.

I’m curious, particularly with EX Projectiles that don’t knock down, is this then done twice? 9 frames of shake, the next frame the second hit connects, then another 9 frames of shake, then the recovery?

What API? Capcom have a multi-platform game engine which they may be using for SFIV on all three platforms. It might be a custom engine with branches for each target. Only Capcom know.

It’s possible that the code for the 360 was finalized before the PS3/PC. It could be that the engine provides an optimization for the 360 (assuming it’s a multi-platform engine) which results in this oddity.

Heh, that’s why you can whiff a far s.hp then ultra, but you can’t link it on contact due to dropped charge. Good shit.

What about the arcade version? I know it’s a lot harder to test but it raises the question as to which version performs most like the arcade (a little off topic i know;P).

Arcade version is Windows XP (Taito X2), but it’s an earlier build. Likely it’s on par with PS3/PC, but who knows. Gilley doesn’t have his arcade unit anymore, so testing would be tricky. I suppose Scott might have some high-def recordings someone could look at.

When I first got the 360/PS3 version, I noticed that PS3 one felt closer to arcade than the 360 version. Page 1 of this thread I even mentioned that it felt “easier” to super cancel with Guile on 360 version. After playing on the 360 version and then going to the arcade version, I was dropping combos the same way that I do when I go from 360 to PS3. When I play on PS3 for a while, I noticed I really wasn’t dropping my combos a whole lot.

All 3 versions feel different from the arcade version to me. But I’m not sure if that’s because of the input lag that occurs on the console version or not. I’ve read that both 360 and PS3 have a little bit of input lag with all games. Maybe that’s what I’m feeling.

The other arcade players in socal have all shared my thoughts. They think the 360 version feels faster.

You’re like a mad scientist when it comes to this stuff. I love it. We need minds like this to bring out every ounce of potential Guile has.

I’m pretty sure I read somewhere there’s 1-3 frames of lag over the USB sub-system on the PS3. I wonder if the Digital Foundry guys know - I might try asking on Twitter.

**To Gilley:

since you have the PC version & a programmable pad, could you test out this combo for us? I’ve always wanted to know…

charge db, close cr.lp, close s.lp, far s.hp>Super

Thanks

P.S. it might also help with proving the hit-slowdown theory you’re putting together. (I believe it’s true)
**

Peculiar thing happened in arcade mode today.

The AI controlled ELF and I both started simultaneously charging our focus attacks and ELF let go first. I absorbed his lvl 2 focus and hit him with my level 3. As soon as I knew my FA was going to land, I released MP and MK and buffered the dash forward into charging db, to do my usual cr.mp to FK punish off a focus attack. Weird thing happened though. You know how ELF jumps during his FA? Well, my focus attack sent him flying in a corkscrew. I was still able to get more damage though because as soon as I dashed out of the focus attack, I knew I had a db charge and I was able to catch him with a FK while he was flying away.

Come to think of it, I probably could’ve hit him with an EX SB, but both options probably wouldn’t have done too much damage since the FA counts as 2 hits.

As I was getting my ass thrown around like a red headed step child by Ken I wondered what would happen if I tried to Kara throw back, but this happened:
http://forums.shoryuken.com/showpost.php?p=6182261&postcount=8

Just venting. I wonder if they know to fix this problem or if kara moves are an unintended mechanic of the game.

The issues with the flash kick have been raised by number of you, but here are some things that really made me furious the other day when playing a Ryu and Chun Li player last week at my local arcade:

Ryu’s J LK (non cross up) interupted my Flash kick and even the EX flash kick on three separate occasions. MY opponent discovered this and continued to use the J LK attack (on non cross up). I do hope capcom look at this issue VERY seriously.

http://dic.nicovideo.jp/v/sm7166086

If you look in the final round of the first match in this video, The guile player who did an ex flash kick against Ryu’s J LK (non cross up) lost. The video shows this at 2:14.

One of Chun Li’s Jump in attacks (J MK) completed fucked up any flash kick attempts I made. This was not a cross up. I may have done the flash kick too early or too late, I can’t really tell. Did anyone have this issue at all?

I found the B HP to be more reliable if her jump in was on a 45 degree angle.

Ya, the guile in that video did his EX flashkick way to early. I think if that ryu stuck out any move he would have eaten it with that timing at that angle.

I mean, ya, it sucks that flashkick is how it is, but we still need to learn how to use it correctly as it is now. =\

Oh, and unrelated, today i learned that a counter-hit lvl 2 FA has the same properties as a level 3 FA. I noticed this against a ken I played today. I hit him with a lvl 2 and followed with a UDK. Normally, a lvl 2 against a shoto hits normal, but this one hit VERY meaty, like he was hit prior with a lvl 3. It was then I noticed the little “counter-hit” up in the corner. Good stuff!

Does everyone already know about using Spinning Back Knuckle (F+Fierce Punch) as an anit air? It works great when an opponent is jumping in from a long range. I’d say about 3/4 of the screen away. I have been using it lately to catch people of gaurd while they jump over my booms. My opponent usually is thinking something like…

Opponent: “Hey, here comes a sonic boom! But Guile is all the way over there so I can just jump over it! Haha, silly Guile you are no match for me!”

(Oppoenet jumps over boom)

BAM!!!

Opponent: “WTF, how the hell did I just get hit”

Me: “Muhahahahaha”

But yeah, I’m probably going to do some extensive research with it today so I can get the range down perfect. And also does anyone have any thoughts on using RHFlashKick as a cross up escape. I just realize that it has a pretty big range on it so it puts plenty of distance between you and your opponent if they try to cross you up… I tested it out with Ken and I got out safe everytime. I’ll probably test this out today more extensively as well. Any thoughts?

And o yeah, as far as the F+FP ant-ait goes, make sure the opponent is not to high in the air or you will get hit. It’s not a particularly difficult thing to master especially if you know Guiles spacing whcih I’m sure most of you do, but just thought I’d point that out cause I know there are other fairly new Guiles out there such as myself.

It’s ok in terms of range. But the recovery on that is BS :frowning:

In other news: I finally found out how to block dhalsim’s fireball > teleport cross-up nonsense. I’ll show it in an example:

Dhalshim’s FB …You…Dhalsim after teleport

Instead of blocking by pressing right as you would normally (since the fb is coming at you from the left side of the screen), push LEFT (so Guile will actually be looking in the direction where dhalsim just ported too, but he will block the FB coming from behind). I did it earlier today vs dhalsim’s ultra - couldn’t believe my eyes. This should probably work against seth sb > teleport, too.

p.s; the spinning back-fist sonic flash mentioned is indeed very good. Haven’t figured the exact distance it works as an anti-air (tho I did perform it today in a match). The move is really good when opponent tries to jump or stand straight up from crouch - gets them right in the nose.

Using backfist as a long range anti-air is good so long as your op doesn’t stick out anything. It seems to have a poor hitbox when it comes to anti-air’ing from my experiences… it gets beaten by a lot of jumping normals. Still viable though for sure.

Also, using hk flashkick for escaping crossups is pretty bad. If your op actually can’t punish this, regardless of what character he’s using, he probably isn’t that good.

Quoted for emphasis. Even if you’re playing players who can’t figure out how to punish that YET, you’ll still be creating really bad habits for when you do start playing better players.

Old sauce; always block Dhalsim.