Maybe not that basic but thanks anyway
First lesson on how to play Guile:
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Throw sonic boom
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If they jump in from far away, make them land on a low forward, then return to step 1.
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If they jump in from close, do a deep low fierce. If it wins or trades, return to step 1. If it loses, throw them.
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If they do not jump, return to step 1.
From there you have to counter their character specific attempts to get around this algorithm.
General note: Unless they are jumping in alot, dont try to use flashkick as anti air so much. That is to say, dont wait to see if they jump, just throw sonic booms over and over. Your attitude should be: “go ahead, jump over a sonic boom, I couldnt care less”. Of course then you have to counter their jump in properly.
cursedDice - Nekohashi vs. Suzuki.
u1yutty is, like, Nekohashi’s alternate nick or something.
Hi, this my first post here.
I’m a rank amateur and a buddy of mine keeps using Ken and attacking me relentlessly. I’m cool with that but the thing that gets me is when he seems to be wide open and something goes horribly wrong. For example:
Ken has me in the corner and does a fierce dragon punch which I block. I then wait for him to land and go to throw him. I get thrown instead.
I jump in kick him and he throws me before I can follow up on it.
Thanks in advance for any and all help guys! The stuff I’ve seen here so far has been quite informative.
Guile’s throw range sucks. Most of the time you’re best mode of attack is following sonic boom(jab) with attacks to increase effectiveness. Too many options for a defender if hes expecting you to simply jump in.
I’m trying to learn Guile as well (trying to get into ST as I have always loved the game but just never played it seriously) and was wondering about some things. As mentioned above I know Guile’s throw range is horrible and that you need to follow behind a Sonic Boom if you’re planning on jumping in which is usually what I do when the opponent in waking up. Anyway, I guess I’m just wanting some advice on things to do; here’s my main strategy to playing Guile:
- Sonic Boom from a safe distance to see how the opponent is going to react.
-If they jump in I may do a Flash Kick for anti-air or his toward strong punch (pretty sure that is the uppercut looking one).
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To apply more pressure I’ll use Sonic Booms and his kicks that move him forward (usually forward kick).
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When the opponent is waking up I throw a Sonic Boom and sometimes jump in for a crossup.
My problem on the crossup is I can never get the attacks to combo though. I think I remember seeing that a BnB crossup was to jump in with short, land and do a low forward (maybe a low short) into Flash Kick; if I have the combo wrong please let me know. As for my other stuff let me know if I’m doing something that isn’t really useful. Thanks.
stick to his cr.fierce for anti air not his strong.
since your cross up attempt will most likely be blocked, i like to charge down+back instead of straight down, so if it is indeed blocked you can do crouching strong to standing strong cancled to sonic boom. its safe and puts you at good range to punish a jump in safely or pressure with sonic boom
or just cross, cr. jab for tick throw, dont overdo it tho
Ken’s dragon punches are tricky because they have so few landing frames. (His have 3 and his super DP only has 2, while Ryu’s have 5.) So since the only time you can throw him from the ground is during these landing frames, it’s actually really easy to mistime it. I’ve made the same mistake countless times when I was new and Ken would whiff sky-high with a DP or a super and just throw me when he landed. I’ve also tried to counter Ken’s super with a ground normal and have him land completely behind me. Ouch!
Now when I see him DP that high in the air, I try to just immediately jump backwards and slam j.HK for a free hit, which does as much as a teched throw anyway. Or I try to jump up and airthrow him in his way down. Don’t get me wrong, there are definitely much more damaging things you can do, but few are as idiot-proof as that as jumping off the ground and avoiding that dicey situation when he’s landing, so try it and see how it goes for you. You can save the fancy stuff for later.
If you can’t do a combination of attacks when you jump from close in, it means there’s too much of a time gap between the attacks, and your opponent is going back to neutral state while standing next to you as you land and can counterthrow you.
So if there’s a gap between your attacks, it either means your jumping attack is hitting too early or your 2nd attack is hitting too late or both. If you’re trying to combo, make sure your jumping attack is nice and late and you do it just before you land, and choose a 2nd attack that comes out quickly and has few startup frames. Guile’s c.MP, for example, comes out a lot faster than his c.MK, and the former is much easier to combo with off a jumping attack. You want to make sure you do your follow-up attacks immediately after each previous move finishes; each split-second counts.
It’s actually pretty common even for experienced players to attack too early and high up when jumping in and get thrown right as they land, so don’t feel too bad about it. Everyone’s made that mistake. :tup:
I think its also important to note that you should almost never be jumping in for combos with Guile anyway. When I jump over a shoto fireball its from some distance, and I just tag them with the jump kick. I land at a safe distance and either block or continue some attack pattern.
The only times I jump in for combos are when Ive created some specific set up. For example,
I jump over a fireball from full screen on reaction (as explained in my earlier post). Many ppl then like to make you block another fireball after you land. If they show you they like to do this, then you can jump forward again right after landing and combo them.
But this is a rare sort of situation.
Thanks for the advice SaDo, and all the other information given to the poster before me is really helping out a lot too.
Agreed, thats how I play as well.
I like to take advantage of my reflexes and air grab with strong or fierce, mainly against the shoto players. After I air grab I then knee bazooka towards them and throw a jab sonic boom then low forward.
I love to air grab jab dragon punches with foward kick or roundhouse, which you will have to be really close while pulling a bait game.
Thanks guys! Especially Raisin for your detailed explanation of the situation. That makes complete sense now. I’ll let you know how things go.
air grabbing dragon punches is cute, but its hard to do, and theres no payoff. They can tech the airthrow. Just flashkick and get a knockdown.
Yeah, I’m retarded, that’s even better/simpler. I forgot too that Guile doesn’t have to worry about Ken’s super DP coming down behind him, 'cause the flashkick’s hitting box is so massive that it hits behind him anyway. :tup:
Question of my own: What do you do with Guile when your opponent is winning on health by a lot and jumps over your Sonic Boom from close range? I want to cr.HP hit trade, but it’s just bringing me one step closer to getting KO’d, no? Am I supposed to just block and hope for the best?
In that situation I mostly try to avoid throwing sonics from a range where I’d have to use the crouching HP anti air.
You could also throw a sonic and do a quick straight up jump roundhouse in anticipation of them jumping (if you do it on reaction you could easily have the same problem of trading).
Here’s a nice tip:
The crossup low short combos are easier on some characters because the crossup can be done later on them and not whiff.
This helps alot with the hardest part of the combo, connecting the crossup to the low short.
Most importantly this works on Dhalsim! It helps alot in this difficult match. If they block the low shorts they open themselves up to throws.
I forgot to ask about Ken’s spinning kick. When he does it in the air, he covers way more ground than I’d like him to. What’s the best way to punish this? I also have a similar problem when he does it on the ground and passes over me. I feel very unsure about how I should proceed.
And thanks again guys! This is helping a lot and my last few matches against Ken went a bit better than usual.
Well, all I know is that I use neutral standing roundhouse with old guile. When shoto players go to the other side of after landing from that air huricane kick, I give them that funny kick were it looks like Guile is holding on to something.
Yeah thanks… JERK!
LOL…
But for the record, let it be known, brian pulled of a sick combo! I think other guie players would love to konw this.
We were playing on nFBA 2.23. It was a last match. IIRC I had a sizable lead in life. However, he scores a knock down (don’t remember how), goes for a C/U short>cr.short x2> super… and NAILS a F*CKING ~85% 8 hit combo…
HOLLY SHIT!
Even though I was the victim… it was so cool! Needless to say brian won…LOL
GGs! :woot: