Guile Moveset and Attributes

Okay, some more questions, and remember I don’t have the game. But I was wondering. During crossup situations, if I know my advasary is going to cross me up, and I go for an early block, would I have enough charge to reversal sonic boom him when he tries to land on the other side? I was thinking that perhaps since I am sonic booming out of block stun, then it would probably be a reversal which should clip him on his way down. Or would the sonic boom start up be too much, and I get stuffed by his subsequent block strings.

Also, maybe it’s already been asked, but is standing F.FP cancellable? For example, let’s put forth a scenario where I’m ducking, they focus I stand and hit FP xx flashkick. I haven’t seem anyone try it in videos, but most people who play on videos are either online scrubs who are incredibly bad, or Japanese players who are incredibly good (making such tricks like these useless). I know a close FP is very much cancellable into specials though.

Also is there anyway possible to maintain some type of charge while you are focusing? I don’t think there is, as there would be far more people doing it in matches (it’s hella useful). But I just wonder why if it’s not, since you can do dash in ultras with all of the charge characters.

A few more things.  In ST, you could do a back. RK and then do a sonic boom afterwards.   Is this still possible in SF4.   Again I don't see it done in high level play, and I think it's incredibly useful if it's possible.  That's it for all of my questions.  For right now that is.

As a juggle on an OTG op, sygin covered it spot on. HK super puts them behind you, MK might, LK will put them in front. However the more important question is why you are comboing your super off of an FA as an OTG? If you have a super stocked and need the damage then after you land your crumple just…

Crumple > dash > c.mp xx HK flashkick xx LK super.

Highest damage combo using a super off of a crumple without being overly technical or using an ultra juggle afterwards. As a bonus, it will make your op land in front of you.

Nope, won’t work if it’s a meaty crossup and not worth trying if it’s not meaty sadly, as far as I know. Although it may be possible to use this to get out of gief’s crossup shenanegins? I never bothered with the idea because I’ve thought it as pretty worthless, but it may have potential vs gief. Either way, it may take some practice to “transfer” your back charge while being crossed up.

Super cancellable only. It would be too sick if you could cancel it into a boom.

[quote=“Slinkun, post:162, topic:55240”]

Nope, won’t work if it’s a meaty crossup and not worth trying if it’s not meaty sadly, as far as I know. Although it may be possible to use this to get out of gief’s crossup shenanegins? I never bothered with the idea because I’ve thought it as pretty worthless, but it may have potential vs gief. Either way, it may take some practice to “transfer” your back charge while being crossed up.

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Gief is who I had in mind. I got owned at a local tourney by a local player who has a strong gief. He times his jump d.lks really accurately. I had no problems with him (my footsies were better), but when he started all of that nonsense, it was ggpo for me. I also thought it may be effective against Rufus dive kick shenanigans as well.

Also, as another question, why isn’t this useful against meaty crossups. What are some of the drawbacks of using them in this situation.

I was more of an EX flash in mind, but for boom, yeah it would be sick. Which leads me a question I wanted to ask the forum but forgot to. In ST, you could rapid fire standing lk and hold back starting your charge and do the lk again while holding back. It wouldn’t give you a bazooka knee. Is this also possible in SF4?

[quote=“Slinkun, post:162, topic:55240”]

As a juggle on an OTG op, sygin covered it spot on. HK super puts them behind you, MK might, LK will put them in front. However the more important question is why you are comboing your super off of an FA as an OTG? If you have a super stocked and need the damage then after you land your crumple just…

Crumple > dash > c.mp xx HK flashkick xx LK super.

Highest damage combo using a super off of a crumple without being overly technical or using an ultra juggle afterwards. As a bonus, it will make your op land in front of you.

Yeah I tried to do a super then ultra juggle to finish off the match after landing a lvl1 FA on counter hit. but I now i know what the best follow up is when have a full super metre

lol…just went on a 19 fight win streak with Guile. I was mauling!

lp.sb>FADC>target combo>c.hk>FADC>c.lp x2>forward mp>j.lk>c.lk>c.lp>c.mp>sb

Also worked in some FK>super>ultra and c.mp>EX FK…Guile is a beast!
When they jumped in, c.hp>sb…so many options. Simple 2-4 hit combos goes a long way.

Gets them confused as hell! they block some of the hits, but I just continue keeping them on the defensive. Sometimes I give a throw in the middle of this whole mess…so sweet. I was in the zone cuz I did things that I never do! I don’t know what the deal was.

Who says Guile can’t pressure?

Sometimes, that’s all I do! Constant pressure.

Quick question:

“Crumple > dash > c.mp xx HK flashkick xx LK super”

What do the ‘xx’ mean after the input?

I think the bigger issue is that alot of guile’s pressure shit doesn’t do much damage, and can fall prey to random hp tiger uppers if you are fighting people smashing on dwnfwd HP

[quote=“mr.sloppy2nds, post:165, topic:55240”]

lol…just went on a 19 fight win streak with Guile. I was mauling!

lp.sb>FADC>target combo>c.hk>FADC>c.lp x2>forward mp>j.lk>c.lk>c.lp>c.mp>sb

Also worked in some FK>super>ultra and c.mp>EX FK…Guile is a beast!
When they jumped in, c.hp>sb…so many options. Simple 2-4 hit combos goes a long way.

Gets them confused as hell! they block some of the hits, but I just continue keeping them on the defensive. Sometimes I give a throw in the middle of this whole mess…so sweet. I was in the zone cuz I did things that I never do! I don’t know what the deal was.

Who says Guile can’t pressure?

Sometimes, that’s all I do! Constant pressure.

Quick question:

“Crumple > dash > c.mp xx HK flashkick xx LK super”

What do the ‘xx’ mean after the input?
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it literally reads as “cancels into”. Guile has decent pressure, but as Goukisen (I think that was the name) said, it doesn’t do a lot of damage. And unlike shotos he has little to no chip potential outside of sonic booms, which do dick for chip damage. Compare this to shotos and Sagat whose fireballs chip and they can time them for pressure, and they don’t have to worry about losing a charge.

althought I believe Guile can have some confusing tick throw patterns. I’m been thinking about d.lk, s.lp, s.lp, throws. not enough people talk about Guiles jab, if you learn how to time it you stop a lot of shit, and unless the pull some reversal move you have a free sonic boom with no fear of retaliation. Against Bison, if he tries to reversal scissor, you can retaliate with a flashkick, or ex flash.

I'm starting to try to really build walls and cut off the screen for people with Guile, and his low jab really does stop a lot of random bullshit that people attempt.  

Also I guess if you’re fast enough you can confirm d.lp, d.mp, sonic boom. Followup dash. Also light punching people on the ground and who try to wake up baits their reversals, and allow me to punish accordingly. But not sick as Akuma or C.Viper or even Sagat like pressure from Guile. And also the last thing you need to be doing is wasting too many stocks FADCing with Guile, since he needs his EX moves.

^^^sometimes the constant pressure backfires, that’s for sure. If that happens, then the gameplan has to change. But what I listed isn’t meant to chip damage. In between the SB, c.lp, target combo…between all of that, it does decent damage if you manage to connect enough hits. If you mix in a throw in there, it’s a good mind game.

Yeah, Guile’s normals seem to do some really crap damage. If the opponent has a SRK, I keep it simple for the most part when poking and pressuring. Nothing like a fierce dp to ruin your momentum…

**Question: **How do you do dash>Sonic boom?

you can’t, but I really really really like your handle. gimme that handle

SB and FADC, dash forward…and follow up with attack.

Been playing around with j.lp (toward) - awesome (but situational) priority and angle. Great for countering a jump-in if you need to do it late.

Interesting, this is the only toward jump normal i havent found a real use for.

Woot. Crossup j.lk stuffs wake up shoryu.

I love j.lk. You can use j.lk to stuff lariat if you jump right on top of gief’s head. But obviously its not worth it.

Which jump-in is the most likely trade with srk/tu? And which has the best priority? I haven’t really had chances to test this out, so thanks in advance.

You want to trade with SRK or TU, that’s a free ultra or at least a juggle.

Of course not. I want to know so I can avoid the trade silly:bgrin:. I was playing around with jump-ins today in my arcade and found that lp and lk pretty much stuff plenty things my opps threw at me, but some other attacks I used traded and I got juggled with fireballs and almost a super and ultra ( thank gods they missed ).

I’m trying out the aggro rusher Guile style lately, and having so much fun not sitting in db.

J.lk needs more +frames on block, srsly.

But for useful info, watch yourself vs. ken. A mp shoryu WILL stuff j.lk clean on their wakeup, crossup or otherwise.