Guile Moveset and Attributes

If you connect 2+ cr.lp, to tack on the FK is going to be a link, not a cancel.

Good shit Gilley.

Good shit Gilley.

You can link cr.lp to cr.lp and then cancel into flashkick. So cr.lp -> cr.lp xx FK. But then it’s just better to do cr.lp -> cr.mp xx FK because both are 4 frame moves.

Frothing for it, dude. Frothing.

Also, thanks for your contributions to The Science Of Guile (and SFIV in general).

Yes! Although Guile might be all different in SSF4 and Gilleys work might become obsolete I’m honestly looking forward to that new vid as much as I am waiting for the “new” Guile.
Keep it on, man!

ok here is the deal, I play a decent ryu who likes to mix up his game against the poor guile cross up defense. How? cross up tatsu, cross up mk, cross up lk, cross up empty jump. Ok the empy jump is what is getting me now days, he likes to mix cross up empy jumps with grab, neutral jump mk or shoriuken. Man if I think he will go for a grab and I guess wrong I eat the entire sk > fadc> ultra, Yes sucks!

I was wondering if this can be also done by guile, some sort of cross up empty jump and perform an instan FK once guile lands on the other side, I was trying yesterday for a couple of minutes and was not able to do it.

Guile has nothing; that’s the major failing in SFIV. There are members of the cast which have too many 50-50s to deal with.

So, in theory Guile cant do a fk after an empty jump? or is it not humanly possible?

Something ive been doing with Guile and haven’t really seen many or any players use.

meaty cr.mp on wake up.
It has the most active frames out of crouching moves and can easily beat hit confirmed into another cr.mp or st.hp or even super.

and if blocked, it makes a great tick throw.

hitting it on the last active frames leaves you at +5 - 6 instead of just +4

also works well on accidental resets

Not enough frames.

I use this all the time; it’s as dangerous as any other meaty normal, but it’s pretty good. I wish his normals didn’t have so much knock-back though.

the knockback on his normals makes his tick throw game ass

Lately I’ve been using UDK a ton as my go-to ground meaty waekup normal. It does good damage in it’s own right (so if they shoryu, it isn’t too bad of a trade, as opposed to c.mp), but I think the nice thing is the game after it. Many players have a natural instinct to poke after they block it. Even if you hit the thing on it’s first frame, your even on block. I’ve scored a TON of counter-hit c.mp xx booms off of this thing, even against pro players. Allbeit, this is kind of a gimmick, just as many players realise guile’s s.hp frame traps, they can realise this too.

Come to think of it… you could probably do better just sticking out a s.hp if your close enough. Maybe on big characters you could do a token guile double fierce. Or, as you folks just mentioned, he may just be able to do one because of the pushback.

Have any of you guys been using an auto-correct flash kick to punish late jump ins? I’ve been doing it a little bit lately and it works but I can’t find a hint to make it consistent. I guess it’s just something you have to try and get a feel for.

@Slinkun Hey man, do you just play at arcades or do you play on console too? I would assume that you just practice on the console if you do play on it.

Maybe dashing forward?

[quote=“Monsterer, post:667, topic:55240”]

ok here is the deal, I play a decent ryu who likes to mix up his game against the poor guile cross up defense. How? cross up tatsu, cross up mk, cross up lk, cross up empty jump. Ok the empy jump is what is getting me now days, he likes to mix cross up empy jumps with grab, neutral jump mk or shoriuken. Man if I think he will go for a grab and I guess wrong I eat the entire sk > fadc> ultra, Yes sucks!
QUOTE]

What are the setups that he’s utilizing to jump in so often on you? Usually everyone tries to set a strategy beforehand to be able to jump in on an opponent. I usually try to stay at midrange and try to bait a jump in by dashing in and hitting cr.hp or using far st.mp as AA or neutral jump mp/hp to stop them from crossing over.

yup. the thing is with guile. against boxer for example, guile can definitely hold his own. it’s the characters with ambiguous cross ups that give guile a huge problem. i know that this has always been guiles weakness to a certain extent, but his flash kick used to work a bit better on wakeup. when you take into account the additions of air cross ups, focus attack and fadc, this leaves guile with much more to worry about than in lets say sf2. that’s why he’s weak right now imo.

[quote=“Nemesys_Syndrome”]

I know what setup he’s referring to. The only one that really matters: knockdown. DFortunately this is a tad easier to deal with vs. Ryu as opposed to say Akuma.

First off, well, this is more of a matchup thread thing. L2Post. Fortunately, I’m a rad dude, so I’ll answer this here.

Against Ryu, and I’ll be assuming this is at a high level of play, there are a few ways you can guess if he’ll be going for the wakeup crossup tatsu. First off, and this is pretty obvious, if he has a super towards the end of a round, its likely he’s going to go for the x-up tatsu. Second, if he makes a blatantly unsafe jump at you on your wakeup, he’s probably going to tatsu to safely move behind your flashkick. If he jumps at an angle where his j.lk or j.mk would land as JUST BARELY NOT a crossup, he’s probably NOT going to tatsu. If you have a big life lead (and ryu does not have a super) he’ll probably do a strait jump at you, hoping you would try to block a tatsu and make you eat a fat combo.

Now, this is Street Fighter. What i just posted above is worthless if your op can read you like an open book. So just keep frosty. However, when in doubt about a ryu’s x-up tatsu tendencies, block as a non-crossup. You aren’t fighting Akuma. If he lands a crossup tatsu on you, the distance is reset and you can start doing what you do again, which beats eating massive damage > more massive damage > shoryu xx FADC > Ultra.

As for his other crossups, you just have to eyeball it and block accordingly. There’s no real right answer here… no “trick…” you just have block it out or watch him punish a whiffed flashkick. Backdashing and FA backdashing loses to many option selects that he has. I do notice you didn’t list that he used j.hp. In this, you are lucky. I’ve seen ryus who use that akward punch like mad on my wakeup. The thing is super ambiguous. Hope this helps.

[quote=“Slinkun”]

Very well said…i get the feeling that the Ryu players here in melbourne (and possibly around Australia) have been circling the Guile forum. I say this because the guys i play regularly on friday nights and thursday fortnightly tournaments are using cross up tatsus more. The Akuma players are also beginning to get this bullshit down too and one wrong guess equals one disgusting combo which ends up with Guile being stunned

at least now i’m better prepared for these tactics. also on my wakeup, my opponents try to employ deceptive tactics like making me think a cross up is coming.

For example after i get thrown, my opponent will backdash or walk back slightly and then jump in with either J HP or J MK which will hit me in front rather than a cross up. Which is why i don’t have my down back charge in case they decide at the last second to actually attempt a cross up. Having said that, I guess storing your flash kick charge is a good option in case Ryu doesnt use a cross up. Not sure what your thoughts on this are.

Using a super to use vs a cross is a waste unless it will win you the round or match.

Guile SSF4 Frame Data: http://www.sfframedata.com/walkthrough/pages/guile.php

Either there’s a mistake in the recovery frames for EX SB (down from 39 in SF4 to 29 in SSF4, which is the same as lp SB) or I just haven’t noticed it. Ever since they made Guile’s charge times faster, I’ve been saving meter like crazy for FADC FK, so I don’t think I’ve been punished for throwing an EX SB yet.