Ryu vs. Guile

So…I keep playing a buncha guiles…Im a decent player…I can steal a round or two from the highest rated players in XBL…but im still raw at the game…never played superturbo…anyways…I have big trouble against guile

SO IM RYU… all guile does sonic boom…jumping medium kick…then low medium kick then either sonic boom/overhead kick/backfist/throw

what kind of things should i be doing to avoid that…and also is there any reversals that I can sneak in during there rush that i can use?

FB space him, low sweeps and DPs on jump ins, hurricane over booms, cr.mk to FB after.

this matchup is all about space control, its a tight one.

ah thx…ill work on that stuff

about the sweeps on jump ins…it would probably require me to move backwards during his jump right? cause the guiles usually put themselves in a range to not be able to be swept with a med kick jump in

if hes jumping at that distance, you should have time to get off a jab DP, its the jumps that you DONT have time to DP that you sweep, you have to watch out for Guiles new Roundhouse FK, that will go over FBs and hit you in the face.

If your on XBL send me a FR (AudioCG caps included) and ill show you some stuff, it is a VERY tight match up, both chars have very good answers for each other.

Ahhh, this topic is so '93. :smile:

(… and it never gets old! :bgrin: )

lol, totally

But the new FK and fake FB add yet another layer to this highly contested battle!

hahahaha. ain’t that the truth. that’s what makes this a great game.

Tips from a scrub

If things did not change too much, you should be able to win by throwing hadoukens, SRK’ening his jump ins when they are close, using cr.str when he jumps forward and tries to hit you with the tip of his foot (forward of roundhouse aerial kicks), often trying a cross-up roundhouse or tatsu, often crossing up or not (he will have to guess), and trying safe jumps with forward (not sure how easy it is to time it with the faster speed). Towards + fierce lets you advance fast and throw another fireball or fake (now a real move, if you don want to tap down and hit strong), keeping the pressure at him.

If kara-canceling jab into any hadoukens still makes them all behave like the jab version, in terms of recovery time, try to do it. Even if you hit jab too fast and don’t kara at all, you still get the same longer recovery. If it does work, it is much harder for Guile to react and punish you with his jumping attacks and damaging comboes (the perfect distance for you is exactly the one he can also hit you bad with comboes: at least he can not fake an attack and grap you after a whiffed SRK). Anyway, if yourself can not predict which version you will get, neither will the enemy when trying to jump over them, would he or she miss the timing of his sonic booms or not have a charge ready.

Guile is vulnerable to the old CPS-1 corner traps, even though the timing and distance will be much more strict for, e.g., jab, jab, fierce traps. If he allows himself to be cornered, he can be made to suffer that way. I am unsure, however, of how important Guile’s new roundhouse flash kick is in that situation.

Guiles who are too happy with the backfist hadouken punishment and keep advancing too much with back+short can be greeted with jumping kicks and tatsus.

Back on the crossup roundhouse: you can throw him right after that. Or use cr.str and another attack due to frame advantage. Or, also, throw after c.str or jab. He will have to guess, which will give you opportunities such as not grabbing at all and landing cr.frw xx red hadouken for yet another knockdown and yet another mind games/hadouken traps. A number of players are vulnerable to towards+strong after crossups, while others basically never get caught by those. Knowing the enemy or identifying this possible weakness/strength can get you either guaranteed damage+knockdown or avoid mind games you will always lose.

Sorry, but can you elaborate on the kara canceling hadous? I don’t seem to know how the inputs work is it d,d/f,jab,f any punch?

Also, you can use s.strong on guile’s jump ins if he tries to hit you with the tips of his foot.

Use Hadoken to chip until Guile budges. Don’t launch them in a pattern that will make said player trap you with a jump kick, though. Maybe one fast and one slow or something.

Sure! Yes, the input sequence you have mentioned works. From the translation of T.Akiba’s Street Fighter 2 Frame Data (original page):

Note that the hadouken recovery in HF does depend on the punch version you use. However, one can not obtain a faster projectile (e.g., fierce hadouken) with the (faster) recovery time of a slower one (e.g., jab hadouken).

To kara-cancel a hadouken out of a weak attack (jab or short), one can use one of the following inputs, where only kara-cancels out of jabs have been listed:[list][]:lp:,:qcf:+:mp:or:hp:[]:d:+:lp::df::r:+:mp:or:hp:[*]:d::df:+:lp::r:+:mp:or:hp:[/list]In other words: the qcf motion must be performed as fast as possible after one hits jab, or one incorporates a jab input into the hadouken motion. One can use his or her thumb to hit jab and the ring finger to hit fierce. A person with bigger hands can use the index finger instead of the thumb.

So, is it confirmed that such works in the rebalanced mode of SFHD also?