Thanks for the clarification. That version of st.fierce can also be used as an anti-air, especially against jump-in attacks such as Honda’s j.forward. Personally, I prefer to use the st.jab, since it has better priority, a reduced extention on the blue-box, and the entire arm is invincible. It’s sort of a personal preference kind of thing, some Guiles will use it every so often, other Guiles NEVER use it, just depends on how you play and what you’re comfortable with.
St.roundhouse is pretty useless. Based on hit box overlays, it MIGHT be used as an anti-air, but it’s far too low, and comes out at a weird angle to be properly used against close jump ins. At any range where an opponent is jumping directly over me, I prefer to use st.forward, which I also realize is a strange anti air that many Guiles don’t use, but I love it.
But I like using st.roundhouse to kill off characters. Like if they’re stunned, and only have a few pixels of health left, I either do a j.roundhouse x st.roundhouse, or just walk up and do st.roundhouse. It looks pretty funny, because nobody ever sees Guile using it.
See 4:30-4:40 of the youtube clip. Kikai uses it in the corner trap vs. Dic. First time he whiffs but it gives him time to charge while remaining up close and the second time it stuffs a scissor kick. It might randomly serve as a “faux option select” as well in case dic tries to jump in and get aa by far or close hp, not sure on that theory fighting though.
See 4:17 of the youtube clip. It trades in Guile’s favor.
Good video examples Family. I didn’t know about that variation of the Guile trap against Dic. If you get predictable with it, would Dic be able to just scissor its recovery? Or would he get stuffed by a follow-up st.jab from Guile?
I didn’t know people used his cl.st.roundhouse. Normally I’d opt for the trade on backfist, or go for a cr.forward or cr.roundhouse to land damage to punish neutral jumps.
Thanks, I love Kikai’s corner trap. I’m not sure about the recovery, but I assume so. Looking at the frame data, 10 frames recovery on the fierce vs. 8 frames startup on scissor kick. It would require good read/timing on Dic’s part. It looks like if you make contact with it, though, there’s frame trap potential.
How do I deal with Hurricane kick happy Ryus? Seems like they can just keep doing it over and again with no risk as it goes through booms, has a fat hitbox and guile has no ways to punish it upon recovery. You dont often have enough charge to flash kick it, when you crouch to avoid it.
Seems like you have to resort to using neutral j.hp on a pre emptive neutral jump to punish it. Feels kinda risky to me though because if you guess wrong, Ryu can throw a fast fireball that will hit you out of your jump if they dont go the hurricane kick route.
You have a variety of options. Realize that Ryu can only hit you with a tatsu by either doing it on reaction at the sweep range, or on a guess at ranges slightly further than that. His tatsu’s hitbox alternates from front-to-back, so knowing this, there are brief moments during his spin where he’s vulnerable to counterattack, but this is often very difficult to time properly.
At far distances, you can do an early jump attack to punish, nj.fierce, or backfist. One of the most reliable options would be to flash kick if you have the charge. The other reliable option, if he’s doing the roundhouse version of tatsu, is to block spin kick standing, then duck and do a cr.fierce or cl.st.fierce. This helps you time your counterattack for when his leg is swinging behind him, and not towards you. Once he passes over you, your usual options are to do a cl.st.fierce, backfist at long range, or just let him move past you while you jump away and get better positioning.
If he recovers directly in front of you, it’s usually best to hit him with a cr.strong or cr.jab while he’s landing. This hits him while he’s in midair, which pushes him away, and allows you throw a sonic boom for chip. Low pokes are usually beaten by uppercuts when Ryu lands, since most Ryus love to either uppercut after a spin kick, throw, or low poke into mix-up.
Generally, this matchup is fairly even at the start of the round, but once Ryu gets super, it tilts in his favor. Overall, I consider it 6-4 Ryu, but a fundamentally-rooted and surgical Guile will be pretty adept at picking his spots to attack, defend, and retreat.
Guile’s donkey kick is much safer than bazooka knee for advancing with charge when fighting shotos - specially Ryu. The latter will eat random scrub tatsus that donkey kicks would not. Keep that in mind when throwing your booms, from any range but full screen.
Respectig the “sonic kick”, after watching Muteki and then Mor guile do it, i think that the fastest way posible to do it after a sonic boom, is moving the stick to df after the f+p, if you’re using a japanese stick with square gate, thats the less road traveled, then you can just do a half circle back to return to db and charge for another sonic boom, and you already have the flash kick.
With the amount of time practicing it i assure you it’s super fast, personally i don’t use it with dictator but if i were a guile player, i’ll do it.
Of course if you’re planing to do sonic boom after sonic boom the old method is faster.
Depends on the spacing and timing. Typically if she’s directly above your head, I use cl.st.mk. Very underrated move that works pretty well against Chun. Best option is to walk past her and do cl.st.fierce for max damage punish. Alternatively, you can do cl.st.strong for better frame advantage at the expense of damage.
Shit has priority over pretty much anything in the game that’s not invulnerable. Eltrouble’s advice is good since that move can beat or trade with several aerial attacks, but odds are you will be hit by Chun’s head stomp if she goes for that, and it’s a very bad idea to just block every jump-in of Chun’s, since then you will be vulnerable to throws and combos as she lands.
If you are not cornered, you can hit her from behind after the head stomp.
A lot of it is knowing what ranges you want to keep yourself at. At far distances, you can actually trade cr.fierce with her jump attacks and it’ll trade in your favor. At medium range distance, she has a bit of an advantage. She can jump over your sonic boom on reaction and beat a lot of your standard anti-airs clean, which lets to putting you in a mixup situation against Chun’s pressure. This is never a good thing. Closer than that, you force her to either use fireballs or walk forward to close the gap. You can match fireballs to maintan neutral frame advantage, or she throws a really late fireball to match yours, you can follow up with a backfist. This is the perfect range to be at, since if she jumps, if you have fast reactions, you’re actually able to walk underneath her and hit her from the other side. This is a pretty crucial skill that I don’t see a lot of Guiles doing.
God help you if you fight a Chun who actually knows how to properly turtle and build up meter asap. Then it comes a headache.
It is a good idea to study Muteki, Kotaka Shoten and Kurahashi. They have very good anti-Chun game. Check how they use the sobat kick in several ways that give Chun trouble, and the use of far.strong against jump-ins from a certain distance. Guile demands a very deep distance awareness in this match-up, but he can play against Chun.
Mars also has experience against her, since he used to play a lot against Chris “Techmonkey” Doyle.
I’ve been watching a lot of Muteki stuff, he is a great player. I guess I just have trouble implementing some of the stuff I see/read. I have a bad tendency to try to flash kick the headstomp since it beats almost every other jump-in in the game, really bad habit for that match though. I think I just need more experience, there aren’t too many good chun players on ggpo that I have seen except for CUPYAKISOBA who is a really good Japanese player.