Guile thread

I had played against Alex Valle on GGPO last friday, really intense matches. He first played ken then switched to old Sagat and then his N. Ryu and I was using Old Guile, I think we played more than 50 games and I forgot to record them unfortunately. GGs bro.

Wolf_1: “Okay USA” lol…I could never get tired of watching Blood Sport.

Totally disagree with the part in bold. Guile has nothing on Ryu in the air. If the Ryu player is jumping from full screen, he’ll be ready with his jump roundhouse which will stuff yours. This is a 50/50 scenario at best.

Best thing for Guile to do would be to take the offensive and, if he guesses correctly, jump a fireball from fullscreen. He can then stuff Ryu with his longer reaching jump roundhouse.

I came to the realization that I really suck at guile, I knew I sucked but thought I was getting better, but I can’t even pull off his Super. It’s fucking disheartening to not be able to pull it off, not even in practice. I can’t figure out what I’m doing wrong but no matter how I try it I fail miserably, the best I get is a flash kick out of the ordeal. It doesn’t help that I just started playing ST on a custom stick with a JLF, but its no excuse.

Just one more week and you won’t have to worry about it. :slight_smile:

Personally I charge down-back, then when I want to do the super, I just do a quick half circle from down-towards to up-back

Duck Strong you seem to have misunderstood the sentence you bolded. I was referring specifically to the possibility of Guile guessing a fireball from full screen and hitting Ryu with a jump rh.

Guile vs. Ryu

This is some of the most useful information for the guile vs ryu match up. Neither character is going to jump in (unless the opp. makes a fatal mistake and mistimes a fireball) so it will likely resort to the ground game. This is a tough match up for me cause it involves being extremely patient :rofl:
http://nki.combovideos.com/data.html#ryuguile

Perform the easy motion if your not: dn/away_, dn/twds, up/away+short~foward~RH~release short~release foward~release RH

I’m not sure what kind of gate your stick has but mine is square and Guile’s super is fairly easy to perform (since the motion is just corner to corner). You really don’t have to do the motion lighting fast, make sure you have the correct directional input by slowly practicing the motion; getting your hand eye coordination use to it. Make sure your using the piano key input to make things easier on yourself.

jeez look how many points more CE and HF Guile have over ST Guile(weak low forward) on the crouch forward kick. I hope Sirlin anded more hit boxes to his low forward in HD, from the Gamespot vids it looks like he did…I hope.

He didn’t.

I think your making the low foward hit boxes a bigger deal then it really is. According to YBH CE and HF Guile’s low foward hit box is only a tad better then Super and ST Guile’s.

Try watching your fingers to make sure your are doing the motion correctly. After lots of practice, you should have some muscle memory. Just make sure your motions are real strict. Also i would start off by doing the motion somewhat slowly and pick up the pace until the move goes off.

Guile vs Fei Long

Can anyone give me or point me to a rundown on a guile vs fei long matchup? IN particular, what do you do if Fei long jumps a sonic boom on reaction from a bit outside low forward range? Is you best option to block? Can you trade or clean hit him with anything?

Gee thats too bad

Sanjuro_The_Ronin: I think you really need to play CE and HF Guile again and compare them to the ST versions on AE using his crouching forward kick(for defence and offence) on 2df against a ST chun li or ST rog player, then you will know its a vital difference my friend.

i wanted to ask, in the link below:

[media=youtube]F98p0yNnb1I[/media]

at appx 0:46, guile jumps at balrog with jumping jab, c.short, standing short, into sonic kick. whats the best way to do this, or is there an “easy trick” to make this combo come out? i’ve seen combos with standing fierce into sonic kick, but this was somewhat more difficult.

also, in the vid below:

[media=youtube]4nyLMWgVZ4E[/media]

at appx 0:29, you have guile jumping in with roundhouse, into low strong, into super. what is the easiest method to perform this. actually, at what frame of animation should the super motion be initiated?

Learn the Renda Kara Cancel. 1st question here’s what guile did: j.jab+_dn, c.short, n+short, up~jab~short (or he could have negative edged the second short at the Cancel)

The second combo can be performed by j.RH+_dn/away, dn/towards~cr.strong~up/away+short~foward~RH

where is the thread that explains this in detail?

in the up~jab~short portion, what purpose is the jab? it doesnt even come out at that point, and what is negative edge?

assume that i am a beginner, as some of these terms are not familiar

Links to Dictator youtube.com matches

Here is a link to a webpage that lists links to youtube character matchups for ST Guile:
http://streetfighterdojo.com/superturbo/guile/guilematches.html

Most the players are Japanese, and most the footage is from Japanese Tournaments.

I wanted to get this out before the release of STHD.
My HTML skills are pretty weak, so the formatting is still rough.
This is a collection of links that I have had for some time, and I have found personally useful in improving my game.

The BEST way I have found to use these links, is to reference the appropriate ones AFTER I get my butt kicked by a particular character.
That way I’m hungry to pick up specific things that will help me in that matchup.

Enjoy!

Bro, that’s incredible… thanks a lot man!

Edit: looks great too, clean and nice website… google style!

I have been watching and reading forums for the last couple of days but I have not seen anything in here that explains how you can get something like a c.mp, N, s.j, flashkick. How does something like that work. Also, if you think that I am talking jibberish then tell me how to maintain a charge while moving and is there specific ones that can do it.

Note: you cannot keep a charge after the stick leaves the direction your charging (no walking flash kicks, however, the frame window for fireballs does allow you to walk forward ever so slightly before pressing punch, same reason why the combo you mentioned works).
Here’s the input command:

dn_,cr.mp, n+jab~up+kick (You can use the piano method to make things a little easier)

Except for a horizontal charge when an opponent switches sides on your character.

I’ve also seen Taira walk up slightly before doing a super with Dictator:
[media=youtube]JZ1JpnijstA&feature=channel_page[/media] (0:55 in)

Actually, the leniency at the end of special move inputs, charge or motion, lets you do whatever you want as long as you immediately end in the general direction with the button press. You can easily see this by holding the final forward in the ‘bfbf’ to the maximum frames allowed before pressing P/K for boxer and dictator’s supers so that you walk forward a half-step before executing them.

And that’s also why with Chun Li, you can use her super glitch to walk right next to them and then go quickly back to neutral and connect with a c.MK before comboing into her super.