I guess it’s not right to say that I’m actually new to SRK, but I stayed away from the forums for a long time. That said, I know that SRK is where you come to learn from the best, and as much of a fan as I am to Street Fighter, could use the next few months to pick up as much as I can about SSF4 and its play mechanics.
So “hi” to all the new folks here. How are the regulars treating you?
My main is Guile, and has been since SF4. It’s funny…I used to main Ken all of the time until getting a joystick. Now it’s easier for me to use a charge char because there’s less chance I’ll mess up on the joystick. lol Of course that’s silly, but I’d like to learn more about player’s experience with Guile and how to play competitively.
Are there any SSF4 Guile players in here that would like to spar sometime? My XBL is jmanDMC.
Just out of curiosity, is SF4 vanilla still played at all by anyone?
First off, welcome to SRK. Secondly, you might wanna check the Guile section to see if you can get come mirror matches in via Xbox Live/PSN. Thirdly, anyone who plays Street Fighter competitively completely dropped vanilla 4. PC only players, casual players, and players who have yet to pick up Super are the only ones playing vanilla.
Here’s what you need to know for guile, been around for a while.
Pre charging: You’ll need this to keep up with Ryu. Basically, what you do is throw out a boom, then start charging for the second one as soon as the first comes out. This will allow yout ot basically “spam”.
Lk reversal flashkick. USe it. Its faster and safer than the other ones unless you abs. know you can hit them with the others.
EX Booms: This allows you to keep up your zoning at a faster pace.
FWD HP- Like dhalsims c hp, this allows you to get in a hit after a close ish boom and keep the pressure on.
YOU CAN CHARGE ANY TIME YOU HOLD BACK. This means up back, back, down back. Charge during aerials, pokes, blocking strings, even other charge moves. Stay charged son. This makes combo into super/ultra or whatever a lot easier.
Learn to rush and to turtle. you cant do one all the time. If you see a gap, go for it and rush a little. the op gets offensive, get him to back off or backdash and boom it up.
Last time I checked his airthrow from st is VERRRYYY good, shouldnt have changed much at all other than input and startup.
try canceling you booms with focus every now in then. it gives you a sort of wall to rush behind, and can set up some combos.in vanilla it can help you set up an unblockable ultra after a knockdown.
DONT DISRESPECT THE HAIR. I don’t care if he can launch planes off of it.
Kona - Hey thanks for mentioning that. I’ll stop by that section for pointers and a chance to match up with other Guile players. I didn’t realize that each char had a section until I read a twitter post that Fei Long on SRK was getting hammered after Inthul dominated with pad at ECT2.
I figured Vanilla SF4 was gone from most minds now. I bought the collectors edition. Should’ve thought of that before plunking down $75. lol
TNB - Thanks for the great tips! I’ve learned the boom pre-charge a short time ago, pressing back after the forward motion and then pressing the button to release it.
So LK Flash Kick is better because it keeps you closer to the ground, meaning less chance for a block and follow up attack from your opponent?
FWD HP - done that after slow booms with a few dashes just to be aggressive. I’ll keep in mind to release it when I’m close for added pressure.
CHARGE - haha! Seems like there’s no time you’re not holding back on the stick. But it helps to know that any back motion - even while jumping - counts. I’m still learning to FADC into Ultra 2. That and clear, precise combos so I don’t move backwards.
Won’t need to reply to all of these, but rest assured, they are all helpful. I sure didn’t think to cancel a boom, means less dashing required during the approach. I’d like to learn more of the lingo used to describe inputs, techniques and strategies. My guile game is getting better, but nowhere close to what I’ve seen.