Guile vs Shoto character

My problem is I recently picked up Guile since I started playing Remy in 3rd Strike and I loved it. Everytime I play a shoto , I really don’t know what to do. What strategy am I supposed to use? All those types of things run through my mind. Help? :slight_smile:

Look at the Guile matchup thread for help vs. shotos. (i.e. ryu, ken, akuma, gouken,etc.)

you want to know how to beat a guile vs shoto, it’s simple stand back and spam sb don’t get in close you will lose if you do just get as far away as possible and make sure you anti air jump ins if he tries to jump over your sb’s

Get out.

that’s the best advice there is to beat a shoto, if you disagree then you must still be play sf4

Don´t be afraid to be close, Guile can outpoke shotos with superior normals.

Use the sobat kick to beat out their c.mk. Shotos get really surprised when you move IN for a sobat kick or other pokes rather moving than away and charge a sonic boom.

Sonic booms are good but dont be predictable with them. Dont just loose them out as soon as you can as they can then pre-empt it and counter with a hurricane kick. Play the fireball war if you want and if you are a really patient person.

Punish jump-ins with cr.hp and air throw as usual. Punish other attacks like dragon punches or whiffed cr.hk with cr.mp, sonic boom/flash kick.

Mix up your pokes with throws. Decent shotos would be (overly) cautious against you as Guile is good at punishing jump-ins. So they will tend to block a lot.

If you get a knockdown do some j.lk cross ups rather than just meaty sonic booms like most Guiles. Guile´s crossups aren´t that great so people get really confused when you go for it. Also mix them up with throws.

The main thing that distinguishes good Guiles and bad ones are that bad ones rely too much on sonic booms whilst good (or at least better ones) use the vast depth of Guile´s normals.

You get out. That was valid advice.

what did he say wrong? Guile has a very strong zoning game if you play wisely and you learn the match up.

90% of online Shotos will mash DP through a block string. Guile’s one frame links are difficult for new players, even more difficult due to varying connection speeds.

I’ve learned that sb paired with cr.HP will tear up most Shotos. Anticipating jump ins with air grabs will frustrate anyone, leaving them more susceptible to mistakes.

If you’re in close range trading fireballs, walk forward and throw a spinning backfist. More often that not it works to punish and does great damage with quick recovery.

Also, no jumping. Learn to dash cancel your FA and punish those close range fireballs.

Problem with sitting back all the time and chucking plasma means that you’re playing the shotos game and they dictate the pace. You have to be defensive at one time and confuse and rush at others…just don’t do it blindly. Unless we’re talking about Sagat. Against him, be defensive but remember to close distance with FA dash when needed for a surprise punish.

Also, don’t mash buttons against shotos as they will make you pay for it hard. let them do their blockstring and just concentrate on the grab, should they go for it. But don’t mash cr.lp+lk while doing that. Again, they will make you pay.

The rest is just getting the distance right for your several AA’s when shotos chose to jump-in. Cr.Fierce is a great AA but it’s not always safe…and good Ryu’s and Ken’s and Akuma’s know that well.

Did I mention playing experience :stuck_out_tongue:
The more you play shotos the better you are against them. Befriend a few good ones and learn while getting beaten. Soon enough you’ll turn the table on them.

Good Luck

backfist is your friend. follow up booms with it. make them think that you’re going to do one, then they’ll mash out a lp srk. punish.

bait a jump in, flash kick, trade, ultra 2. thank you.

the only time i even feel remotely worried by shotos anymore is if the internet connection isn’t good. shotos win if you have a connection where you can’t tech. i played an awful ryu earlier who beat me because i just simply couldn’t tech him whatsoever. just don’t let stuff like that get to you.

It’s bad advice because it recommends he give up space at all opportunities. Any competent player will easily back you up into a corner if he gets the chance and Guile can only fight his way out. Considering you only told him to use SB’s and cr.hp, he’s fucked at that point.

Good Guile’s have a very strong footsie game which lends itself to positioning and using your character’s best tools for maintaining pressure while keeping enemy’s out. This is probably the most important skill-set to have in this game and requires a lot of patience and awareness to pull off. In fact, the Ryu vs Guile match-up has always been footsie-centered in SF, so it’s really important to have this down.

To keep it simple, stand at the maximum range of your pokes and SB when you think he’s gonna whiff a normal or is content to block. Always take any space they give up, and if they get in the corner, be patient and punish any mistakes they make for trying to get out.

Man, there are so many options in this. First off Spamming boom IS NOT BAD. It doesnt need to be in the corner. You can spam boom, dash and STILL have time to crouching.HP to control space as well as using bazooka knee and sobat kick to close the distance. FA dash is good as well. Don’t jump in and don’t play their game. They want you to jump and try to zone you and land the srk to ultra or fireball or w/e. You can easily be smart and still zone a shoto properly, it doesnt mean sitting back but choosing your times wisely. Like everyone says, guile has good pokes including backfirst and st f.hk. Finally, against shoto’s who’re spamming fireball mid zone, they are ASKING to catch a sonic hurricane in the face, so look for it. So long story short, dont be in the corner but at the same time guile is an iron fortress. Don’t play their game, dont let them cross you up and DO NOT jump into them unless the timing is right.

one other thing i’d like to add:

if you have the patience, you can totally hug the edge of the screen, boom and out lame both ryu and ken. this is way easier than it was in vanilla, due to gulie’s improved charge time. in super, the fact his ex meter builds quicker than shotos means something. before (in vanilla) it didn’t make a difference. they would even up the meter because you had to dodge once every 4 or so hadoukens. due to charge changes, guile actually stays almost perfectly even in fireball wars, then wins because he has the meter first (plus hadoukens do less damage and chip than they used to).

chris hu was commentating on a guile vs ryu match recently. he was saying that guile “is so cheap” vs ryu now, mainly because of sonic hurricane. now you know how it felt for guile in vanilla, chris :rofl:.

when guile has ultra 2, ryu can’t jump in, nor can he throw a fireball at mid range and can’t spam cr.mk, hadouken anymore. guile can advance on him and trap him in the corner, bait out srk’s and tatsu’s. in fact, tatsu’s are one of the main things guile’s gotta watch out for these days because it’s been improved. remember, guile has gained a trade ultra while ryu has lost his (one he didn’t even need because he had the lp juggle anyways). this in itself drastically changes the match imo.

you’ve just gotta watch out for when ryu scores a knockdown. a good ryu can and probably will win the round if he scores a couple of these. be ready and wary for jump ins at all times.

so yea, i don’t play daigo everyday or anything. but after playing this “revision” of the match for a while now, guile is definitely way better vs ryu and ken than he used to be*.

  • that’s until ssf4 arcade patch where he gets nerfed.:sweat:

What nerfs will he get in the SSF4 arcade patch?

i was just sarcastically assuming he’ll get nerfed because he’s not allowed to be better than ryu. i wouldn’t actually be too surprised if this were to happen though. lots of people are moaning about guile (including myself in mirror matches…lol).

:rofl:Guile is actually better than Ryu in the version of the game in my opinion so I would not be suprised if he got somehow toned down because of complaints, comments, etc.

This is a match from a pretty big local tourney before EVO.

[media=youtube]MB_Tb-oiig4[/media]

I’d rather show visual information of how a match-up is supposed to be played rather than type about it. That’s just my style. But you’re not really supposed to jump at shoto-styled characters clean like I did a few times. I just knows how Damdai plays, so I made a few right hypothesis based on prior experience and his play style.

Hope this helps.

Even though Ryu and Akuma have been nerfed in SSF4, shotos are not so bad even in SSF4. I would think the Guile Ryu matchup would be something like 5.5 : 4.5 or 5 : 5. Even if Guile has advantage, it’s only a very slight advantage due to SH. Good shotos will know that they have the advantage really close and Guile has to really keep them away. After all, Guile can’t walk and FK but shotos can walk up SRK. If Guile tries to crossup out of the corner, shotos can d.mk > SRK except for Sagat. Good shotos seldom whiff their d.mk cos they know you’re baiting it and they can even d.mk on reaction to Guile’s s.hk. Shoto’s d.mk eats Guile’s s.hk, s.hp and d.mk if d.mk is pressed at the same time. The more reliable normal attack Guile has is f.mk, but it’s quite hard time in order to catch shoto’s recovery of d.mk. Or you have to guess when he will walk into c.mk distance and execute it so he walks right into it. You catch a sweep if he stops and you whiff your d.mk. Yes Guile does have a lot of good normals. But shoto’s d.mk eats up most of them.

I just played a good Jap Ken who’s only ranked bb in Japan. He was doing this EX SRK option select late tech which is really safe from most things we do after Ken’s EX tatsu. He said this technique was called GG EX in Japan. Basically, you do db, df, db + lp+lk+mp in late tech timing after Ken’s tatsu.

This Jap player told me that if you execute the timing right for GG EX after EX tatsu, you’ll

  1. late tech if opponent throws you

  2. EX SRK if opponent tries to reversal SRK/reversal other moves on you

  3. do nothing if opponent pokes you cos you blocked the attack provided you get the late tech timing right

Basically, Ken will be generally be a lot safer against most specials if he uses this at the correct timing after EX tatsu. Shotos can also use it on wakeup. This really fucks up Guile’s game.

I remember I saw someone posted that Lamerboi uses option select tech lp+lk to execute a FK, so I assume that it’s based on almost the same theory as GG EX. I’ve been trying out option select tech lp+lk+c.mp and it works quite well with shotos trying to tick throw you after you blocked 3 light attacks from them. I do normal crouch late tech for the first 2 hits and lp+lk+c.mp a bit faster for the 3rd hit and it stops the throw with c.mp and you can cancel c.mp on reaction as it be cancelled a bit slower.

Opening match:
-cr. mp if they Tatsu

During match:
-cr.fp jump-ins
-sonic boom their fb’s, backfist if close enough right after

That’s the bare-bones strategy to employ.

  • sonic boom all day
  • cr. hp = your best friend against jump ins (st. mk if the opponent is further away)
  • at half screen or closer…sb, backfist, st. hp (in that order). Lots of shotos will FA the backfist which leaves them wide open for st. hp
  • target combo, then immediately block (lots of shotos tend to get nervous and mash out a dp while getting target comboed)
  • crouch during your charge…this way you don’t end up cornering yourself. Good Ryu players can do some BIG damage while theyve got you cornered
  • if your opponent wants to start a fireball-fest, let them. Once they give up and jump in, cr HP. OR if they don’t jump, ex boom.
  • Try not to get knocked down by good Ken players. You’ll get crossed up and comboed into another century

That’s all I can think of right now. I’m not a expert by any means btw

had some questions about shotos, but will start a different thread on my specific questions…