"Sonick buum. If you jump, down fierce, if you hadoken forward fierce, if you block sonick buum.
What can you do? What can you do."
I LOVE that quote
"Sonick buum. If you jump, down fierce, if you hadoken forward fierce, if you block sonick buum.
What can you do? What can you do."
I LOVE that quote
that’s exactly what you shouldn’t do…there’s a Q&A thread for questions.
use that instead of clogging the forums with your reposted, rehashed questions. in fact, read the Q&A thread first because whatever you want to ask if probably in there already…
The best way to fight a shoto is to keep up with their hadoukens with sonic booms. You’ll also want to be on the defensive and wait for them to whiff a shoryuken or other highly punishable move. In regards to position, your best bet is to place them in the corner, seeing as Guile performs wonderfully in the corner. Make sure you have your combos down, seeing as the normal combos Guile can rip off are incredibly helpful when you have them in the corner.
Don’t listen to these people about the c.HP aa it usually trades or fails in this matchup. Number one thing I can tell you against shotos is that they have high priority airs especially Ken and Ryu and if you take away their air dominance you’re stacking the cards in your direction early. So how do you do this? lk or ex fk (late) will stop most of it cold, but what if you don’t have a charge? You use the beastliest of Guile aa normals 5mk (the mule kick).
That’s one of the big tools I don’t think Guiles use enough of, but aside from that the shoto matchup is one of experience. It’s one of the most dynamic fights in the game as both parties have the tools to handle each other and you’ll have to stay on your toes thinking about multiple options at once.
To summarize: Against basic shotos (Not ones with demon flips) learn to love neutral standing medium kick as your primary no charge aa, and if this is a matchup you struggle with best option is to hook up with a solid shoto in your area and grind it out because none is going to tell you a magical secret to victory here unless 5MK was your miracle
Thanks guys…
I haven’t seen this answered in this thread, but what about Akuma’s dive kick setups? I notice most of these tactics apply to ryu/ken, is the it same strategy for Akuma? Thanks in advance
One thing you’ll realize if you haven’t noticed is that everybody has their own opinion/experience on how to handle shotos lol. doing a fireball war is often perfectly viable due to the EX advantage, but do be mindful of being backed into the corner and bear in mind you’ll have to jump/block/focus dash through them every so often. Also, learn to pre-charge your booms, it helps.
Close up is where you can really assess the skill of the shoto; how well they try to cross up/use various ways to space, how often they fall for flash kicks/C Hps to get in, etc. Your poke game is solid and you can easily win up close too. Just be mindful of their common combos and watch out for those darn dragon punches. And don’t hesitate to trade U2 close up, it’s always worth it :).
imagine if the mule kick (s.mk) had the juggle properties of guile’s high kick.
i’m still a huge noobbag at this game and keep on character hopping, and i didn’t even realize how much depth guile had until i went through these forums…so does anyone have a good suggestion here?
hi, since you quoted about akuma, I would say that akuma was a pain in vanilla(I used to lose a lot vs him back then). now with guile faster charge time , he can pretty much balance the game, it is still a bad matchup for guile if akuma starts the vortex. In order to beat a good akuma, you need to be an expert at boom and precharging, ex sonic boom is probably your main tool. If you land a couple of back fist or any other poke of any sort, consider it a plus. Just remmember that it takes 3 hits or a decent 3 hit combo to catch up on all of akumas chip damage game. Be patient and if you get beat by the knockdown vortex akuma, admire it and send a GG msg.
Guile might be ban worthy at that time. A quick aa with a good hitbox that sets up an extra 120 damage hit or trade coupled with a strong fireball. That would be ridiculous.
Close range I like to trick my opponent into thinking I’m going to throw out a sb by crouch charging then walking forward for a split second then going back to crouch to block anything the shoto throws at me, then punish. I’ve been using this a lot lately and it’s been quite effective. Empty walking lol.