He wasnt random to me, he played good. About that ultra which you wiffed c.hp, I think he had that plan.You seem to only use c.hp as antiair, I would used s.mk. Also, he applied good pressure to you in the corner with some resets and neat frame traps.
My advice and things to work , dont let her in, her corner BS is just too good for guile to be guessing
top eight congratulations!
That’s funny dude. we do play similairly. That GHK combo takes a lot! i just looked at that damage and was like “hmmm that would be a fair nerf”. The Stun can stay though.
There wasn’t anything desperate or random about that. I agree with Monsterer, that empty jump ultra wasn’t random at all–that was a bait.
You may need to work on the Sakura match up more. Sakura’s whole game plan is mix ups and resets and you ate almost every single reset–and the ones you didn’t eat you ate a tick throw or a counter hit setup on.
It’s kind of tough to call it random really. You need to recognize that Sakura, as a general statement, is incredibly safe on (and can throw out) those tatsu’s -all day-. It actually looked like you got a little desperate yourself towards the end.
You played very solid, but I think that predictability got you in the end perhaps. Sometimes punching bitches in the face is in order and I didn’t see much of that.
you were too cautious and didn’t assert your dominance. there were a couple of places where you should have really gone in and scored huge damage on sakura. but instead you backed off. now i understand you play a lame guile and i do appreciate that. but sakura has 900 hp and is pretty low tier. she deals huge stun that guile can’t handle if she does get in. when you’re playing someone doing loads of random stuff to throw you off (like unsafe shunpu’s and that unsafe air special they kept messing up with), chances are they are going to get in a couple of times…and that couple of times is all sakura needs.
so yea, turtle and zone, frustrate them. but against the lower tier characters you should always go and take that attacking risk once or twice a round to take 300 damage that gives you some breathing space. sometimes carefully placed attacks are the best form of defence. i know not everyone will agree with me, it’s my personal preference. i’ve been told my guile is very defensive too, yet i also know sometimes you’ve gotta go in just to fuck with your opponent’s mind. don’t get too predictable. think you’re the better player? standing fierce your authority on their face. it’s way more important than tiers. fatigue from playing too much is always where i always fall off. that’s my major mental weakness.
Having played DBjoseph’s Sakura and Bison before I can safely say he is not random and it’s all skill on his part. For everything he does there is a purpose. He’s an execution master too and one of the rare good Sakura players out there. You have no one but yourself to blame when you get blown up by a better player using a lower tier character resulting in your loss.
I didn’t even know until now that Risoh is able to pull off stuff like FK FADC into U2 and dash into U2.
Nuckledudu is definitely 1 of the top rushdown Guile players on PSN.
Good games.
Give his nuts some breathing room. Anyway, I said he was random because he attacks in situations where he clearly should defend. I can tell DBJoepsh is really afraid of pressure. The reason why I kept backing out, because I knew he was going to automatically jump out of the corner, because I know that’s the thing he’s most afraid of (defending). Anyway, I seem to have been running into him at tournaments lately, so I’ll have something for him next time we play. Download complete.
Aeroplan you have a strong Guile. Would love to get a mirror match with you. I know you’re all the way out in Cali, so I’m not sure how our matches will be.
Ouch. I didn’t like how that first match turned out. That was suppose to be yours. Second match, I can tell you were still shocked from what happened and couldn’t even play, and all of a sudden the sakura got confident. Sucks, but it happens. I know your guile is better than that.
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Warahk Vs Vangief. I feel your pain man…When I played him in tourney I got pushed into the corner just as easily. For some reason it seemed like he could do ex greenhand with one button press! lol
Nice vid, thanks for the link.
I’m super salty at the moment cuz I just had one of those days where you just lose to people online using dumb strategies like honda buttslam x 9000 and I just ate or blocked sooooo many repeated ryu and sakura jump-ins instead of anti-airing them properly…
Watching a solid ground game Guile is soothing. -_- How I can sometimes be so on-point and at other times be completely free is beyond me…
HA! Yes! That’s what I’m talking about. Branh in your thread you asked how to stuff people’s wake up jumping and I told you, “try walking up and meaty flash kicking them.”
I think Warahk could have done better with nj.hp instead of jf.hp/hk. It really stuffs Gief’s j.mk and j.hp but you have to learn to time it whether you do it at the moment you jump or when Guile is at the top of his jump. And this will depend on the distance and timing of Gief’s jump. However, jf.hk/hp/airthrow is useful when Gief is out of nj.hp range. An example scenario when I decide whether to jf or nj would be:
Gief is walking towards me and I’m walking back at about slightly less than half screen distance. If he jumps in reaction to my SB, I would use nj.hp. SB stops Guile from walking back here.
If he jumps while I’m walking back without doing SB, I would use jf attacks. The distance is further in this situation as there’s no SB to stop Guile from walking backwards and nj.hp might whiff if Gief does his empty short jump.
I know it’s a bit hard to understand what I posting and for myself, it’s hard to explain properly too.
Df.hk can be a good punisher for punch lariats as it can hit Gief’s hand hitbox very far too. Even if you don’t follow up with an attack after df.hk, it hits him further away which is important in the matchup.
I suffer the same mistakes as Warahk in this matchup when being crossuped while knocked down. Gief’s j.lk into kick SPD or combo into lk lariat. A good thing to get out of crossup j.lk, SPD would be to block low and let Gief hit you with the lk and do a FK straight after Gief hits you. But if he does a combo, you’re dead. But another good reason to use this is that you can beat their lk SPD if they empty jump cos you’ll be in time to see they didn’t stick out an attack during their jump.
Vangief is also a good Gief in a sense that he knows how to make you whiff c.mk so he can s.lk ex GH you. Walking a bit forward then doing c.mk can prevent you from whiffing and getting that precious knockdown by him. I also think f.mk is a good tool to use against opponents who like to sit outside c.mk range baiting for pokes or SB. It gives a little knockback which is good cos sometimes you just have to poke your way out of the corner. Walk up throw and walk up meaty far s.hp at the shortest far s.hp range is a good tool to use against Gief’s wakeup cos it beats quite a lot of his wakeup options like SPD. If it hits, you can s.hp again. If not, just walk back.