Ok guys, I just got a crazy idea for a subtle mix-up/reset game that Guile can do. I did a little thinking AND testing with some stuff concerning this. I know you might be thinking Im crazy and this long ass post might end up being a waste of time, but please just read the entire entry before you shoot this down because Im just trying to think outside the box a little.
**The Idea:
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Alright, I play Sakura as my second character and if you know anything about her you know that her mix-ups and resets are a big part of her play style (or at least for me it is anyway), and the reason that this is possible is because Sakura is able to dash underneath her opponents while they are in the air. Keeping this in mind, I had to train myself to realize that the mix up doesnt start when I land an Ex-Shunpu to get my opponent into a juggle state, but it starts the moment I win in the air with a LK or LP. Ive found that dashing under my opponent after I win in the air with a LP or LK catches them of guard most of the time I do it simple because when you are hit in the air on one side you are expecting your opponent to land on that same side. Because of this, Im usually able to win in the air with one of those normals, dash underneath my opponent, then follow up with a BnB like C.LK>C.LP>C.FP>EXShunpu. People dont really expect a mix up to start off of a simple LP or LK so pretty much what Im saying is that its effective.
Alright, now how this applies to Guile. Guile doesnt have the most outstanding dash in this game, but it is fast enough for him to dash underneath his opponents when he wins in the air with either a LP, LK, or MP depending on how high you hit them with the MP. (All of his other normals push the opponent too far away to dash underneath them). If you apply the same logic that I use to start the mix up with Sakura, then you might have the potential for a nice subtle mix-up game with Guile. I was practicing this in the training room for a bit and its really not that difficult. All you would have to do is hit your opponent with a LP, LK, or MP in the air and then simply tap F>F so that you would be on the other side of the opponent when they land.
How could this help me as a player or Guile as a character?
Ok, now that Ive explained what the hell Im talking about, let me explain why I think this might be beneficial to Guile. There have been many times when I play where I will win in the air with one of these normals and when I land, there is really no legit follow up to take advantage of the opportunity just created by hitting the opponent in mid air. Usually what I do in this situation is a Flash Kick, throw, or a back dash (Just depending on the situation). But to be honest, these arent very good follow ups because its a guessing game and those are never fun. Lets say I win in the air and do a Flash Kick as soon as my feet hit the ground; If my opponent is blocking then Im wide open to be punished. Ok, now lets say that I win in the air then go for the grab; but wait, my opponent just gave me a big fat DP sandwich and that shit was nasty. The opponent could also tech grab in this situation which would kill the opportunity and leave you with no options once again. And lastly back dashing is just a safe escape when you are trying to telegraph an opponents move so there is no need to explain why thats not a good follow up.
NOW lets apply the logic that I used with the Sakura mix up to Guile just to give you an idea of how this might play out.
Ok, one thing I think all Guiles do at some point is bait jump ins by following Sonic Booms so lets take that for example. Lets say I throw out a LP-Boom and follow it and my opponent tries jumping it but I predict this and hit him in the air with a LP. After this I dash underneath them to catch them off guard and I catch them blocking the wrong way. I could hit them with a C.LK>C.LP>C.MP>FlashKick and get some good damage in on them. If you are having trouble picturing exactly what Im talking about then here is a very short visual add I did. The vid is private and only people who click the link can see it (I think its a 25 person limit so only watch once and if it fills up Ill just repost for those who need it). I didnt want to make a public vid because I dont want to put out any info if its not legit first which is why Im consulting other Guile players before hand.
http://www.youtube.com/watch_private?v=RnFry9wy8Fw&sharing_token=XOVDJtRphcLiHklPCZuCTg
Ok so thats pretty much the idea but it isnt limited to just baited jump ins. One thing that I found is that if you bait a DP and block it, you can do the same thing. The timing on the hit that you must do in the air with Guile will be a little tricky but it can be mastered with practice (Just like anything with Guile or this game for that matter). I think this is where this little trick will get its best use if its decided that its something worth putting into peoples game play. Lets say you are playing Ken and you do a late J.RH to bait a DP and you are successful. While Ken is suspended in the air, you can simple jump forward and do the same thing that was shown in the first visual except this time you are just resetting a wiffed DP. I decided not to do a visual add for this example so just use your imagination. Im willing to bet that nobody would be expecting Guile do something like this if they were playing one.
**Comparing and Contrasting: **
Ok, now lets talk about the main reason this thing might be effectiveā¦ DAMAGE and OPTIONS! This is what this gives you. Lets take the same example I used for the Guile mix up where I follow my boom and predict a jump in by my foe. Only this time, I do an air throw instead. Im not exactly sure of the damage but I think the America Toss does 150, Back Breaker does 180 or something close to that. We can also use the J.FP or J.RH as alternative examples here. Both of the air normals (J.FP and J.RH) do 100 damage. Ok, keep those numbers in mind. Now these arent bad but this is nothing compared to the damage that could be potentially down with the mix up/reset string. The J.LP does 50 damage in the air and the C.LK>C.LP>C.MP>Flash Kick combo does 228 damage. If you combine those to numbers you have 288 damage, which is a significant amount more than the standard air throw that most Guiles would do in that situation. This is a pretty big deal. Turning a situation where you could have done a small amount of damage into one where you can do a substantial amount of damage can make or break a match.
Ok, I think I covered everything that I was thinking of. And now I wanted to ask you guys some questions and brain storm I guess to see if this can work.
**1) Do you think this is a good idea? Why or why not?
2) Could you see yourself doing this in a match?
3) Do you already do this in a match?
4) Do you think its practical?
5) Was this a long ass post?
**
Ok guys thats all I got. If you have some criticism please be respectful. Id love to hear you guys thought on this because I know there are some pretty knowledgeable Guiles on this forum. Ok, fire away.