Guile: Q&A thread - Ask simple questions here instead of making a new thread PLEASE!

Hi i have a really noob qus. Wat is the pros n cons of a backdash?? As for guile his s charge char. Don’t we lose our charge when we do backdash?? But I still see ppl doing it. So can some1 advise when is also a “good” time to use it.

Backdash? To GTFO of tight situations sometimes. The backdash has some invincibility frames on start up, so you can backdash on wake up and have your opponent’s move(s) whiff such as fireballs or meaty(?) attacks.

If you’re reallllly good, you can FABC (focus attack backdash cancel) into ultra to punish things like Blanka’s ultra (as we’ve seen before…)

But no, generally, Guile’s dashes are dopey and slow and can’t get you out of a cross up situation if your life depended on it. Okay, maybe it’s not that bad, but it’s pretty bad. I don’t use it get out of cross up situations, though.

If you feel that way about dashing, then you may be too addicted to charging. Let go of the want to charge and your Guile game will instantly step up.

http://shoryuken.com/wiki/index.php/Guile_(SFIV)

c.fierce and s.fierce

Which are useless since df+HK hits on the 11th frame. Can’t be linked into.

Rushx5, considering that the move is so slow, it also sucks as a punisher. You’re better off learning how to s.HP xx HK/EX FK perfectly (10 more damage than df+HK, hits crouching opponents, active on 5th frame), than hope for df+HK to be useful in super.
df+HK won’t be any good, the same way it isn’t any good right now. Even if you could juggle with Ultra I after it (which you can’t, due to charge issues), it would still suck since it’s pretty hard to land df+HK to begin with. The ultra alone comes out faster (7 frames startup) than df+HK (10 frame startup). And it won’t get scaled (if df+HK was a plausible combo, it would do around 513 max damage, compared to the Ultra alone which does 503 max).

Just forget that df+HK exists. It sucks as a punisher, it sucks as an anti-air (comes out too goddamn slow to be used properly), it simply and thoroughly sucks.

Flash kick fadc sonic hurricane. How is it done?

db (charge) , ub+ k, mp + mk, f, f ,b, f, + PPP

Not quite. You perform the flashkick with ub, hold back while you hold an FA for a second, then f, f, b, f + PPP

So c.lp > c.mp is easier now by one frame. Is that because of more hitstun on c.lp, less recovery on c.lp, or less startup on c.mp? Also, is c.lp > c.mp safe on block now if timed correctly?

Oh yes. Sorry about that. I remember a while back we were talking about this ala Boxer headbutt > U1. ub should be a sequence that should work.

I know Boxer can land U1 off headbutt without FADC and that’s why you need hold ub to retain charge for the Ultra.

When it comes to Guile, you’re going to have to FADC FK to get U2. I don’t see why going db (charge) > uf + k > FADC > U2 won’t work either.

You would lose your back charge with that input. Ultra input windows might be lenient in this game but they arent THAT long

The downback charge for the ultra kills it. Otherwise it would have been possible.

holly crap i can not do a sonic boom into double flash can any one give me examples how to input the double flash after the sonicboom

charge db, f+punch (for the SB), df, d, db, b, ub+k (for the double flash).

Im getting use to doing FK>FACD>U2 but i can only land it 2 out of 10 times. N i feel the times i manage to pull it off im doing the same thing with the 8 times i miss… i normally do b,b,f,b,f,ppp not f,f,b,f,ppp. Does any1 have the same problem?? did i input PPP to early or to slow?? N also some time if i do f,f,b,f,ppp my U2 does come out but its lands the other way(Not the correct facing). Watever it is i must master it… please advise

~shades~

I’m wondering if it’s possible to restart a guile matchup strategy thread. The old one hasn’t been updated and with the influx of new character it’ll be useful to know what’s punishable and with what.

+1

should i just go ahead and start it up?

Before you do, I think a better idea would be to get input from the members here on how it should be structured and what specifically should be included.

The last one was functional, but a bit of a mess.

I haven’t viewed all of the match-up threads in each character forum, but the Dee-Jay one is looking just ok for now.

At the core though, we need to implement a more organized way to present that thread.

It can be divided up into specific sections to help with the organization.

Strategy/Match-up thread improvements.

To piggy-back off of what I was saying to Wikum earlier, here’s my proposed list of improvements. It’s a bit lengthy, but I believe our thread should be as thorough and detailed as possible, so here goes.

For starters, I think there ought to be an actual strategy portion of the thread. The old one’s first post is strictly match-up related.

The strategy section should include the different types of gameplans guile can employ, whether they be turtle, rush-down, mix-up, or whatever. This section should also, at the very least, include sets of block strings, BnB’s, set-ups, and option selects. Said gameplans should be detailed enough to give clear direction on how to effectively employ that set of techniques, but broad enough not to seem dogmatic and stifle creativity. For a while when I was starting up, I perused through that thread with a fine-toothed comb, and although I found the match-up tips useful, I often asked myself “How should I generally approach any given match?”.

This then brings up another point also relating to strategy. A lot of the tips in the matchup thread are structured as such:
"If character A does attack B, then counter with C"
This is repeated in a bulleted format for each character, which is fine, but in addition to this, I think a general gameplan vs. that specific character should preclude the set of bullets that are strictly situational. e.g.

El Fuerte 5-5, or whatever

A good general strategy against elf is to blah blah blah blah blah, while remembering to etc etc etc, and performing so on and so forth. Maintain a certain blah blah blah and don’t forget to blah blah blah.

  • If Elf does this, do that
  • Don’t fall for blah.
  • XYZ isn’t safe on block, punish with ABC on reaction.

With this in place, it would give players a sort of mind frame to get into when approaching this fight, in addition to the various tips about how to counter to and react to the opponents patterns.

I also think at least one video link per character match-up would be a good idea as a point of reference. It’s not the video thread, I know, but the more accessible learning tools, the better.

A cool thing I noticed from the Akuma match-up thread was a “Guaranteed Demon” set-up section, which precluded all match-up and strategy advice. I think a “Guaranteed U1/U2 opportunities” would be invaluable.

That’s about all I’ve got for now. Here’s some good things I’ve noticed from the other match-up threads that ours could definitely benefit from:

C.Viper Match-ups: Very good template for the general strategy idea. Has detailed, broad sections such as:dealing with projectiles, knockdown tactics, Special Move set-ups, and punishing mistakes. This one needs to be studied and copied thoroughly.

Akuma: Stellar template for character-specific strategies. Structured by character name, ultra set-ups, general strategy, and then specific tips. In fact, scratch my idea and just use this with a few minor additions.

Chun-Li: Very good and detailed general strategy section. Ground, Air, FA, FADC, etc.

El Fuerte: Ridiculously detailed in every aspect, can’t speak highly enough about this one, it seems to have everything, surprising as it may seem.

Fei Long: Absolutely brilliant section on how your opponent can abuse you, and an equally useful color-coded guide to which of your opponents attacks can, can’t, should, or shouldn’t be FA’d.

I think at least 4 or 5 reserved slots may be needed for this one, but I think it would be worth it. We could really put together a Guile strategy compendium here, we just have to organize and work at it.