SSF4 AE 2012 Guile Video Thread: Return to Respectability

With c.strong you never have to worry about getting hit by the tatsu. If your timing is off on c.fierce, or df+rh you’ll get hit or trade with the tatsu. FK punish is good too, but you have to have a down charge.

oohh i see. well thats true. except i think with Ryu atleast that the move is slow enough to punish harder. Ken will ex tatsu and thats pretty quick, and cr. strong will auto-correct and hit him even if he passes you.

Good thing about cr.mp is it’s fast, reliable, safe, keeps them infront of you / doesn’t let them out of the corner and sometimes it makes the opponent do random Shoryuken infront of your face which you can then punish =P

Mis-timing the FK results in a trade with the tatsu sometimes as well =/. Was playing a friend’s ryu, he tried to read a boom and failed, I tried to punish with a rh.fk, ate a trade from the front–next round similar situation, ate a trade from behind him. I thought maybe he knew something I didn’t… I think I should really just start punishing them with back breaker if I have enough time to react…

One would think an invincible move like roundhouse flash kick wouldn’t trade with a fucking tatsu, but hey, sf4 hitboxes ftw…

I think at Warahk, Lamerboi or Dieminion’s level, they should start maximising dmg with regards to punishing whiffed tatsus from Ryu.

Let’s not talk about Ken as not many Kens would use ex tatsu to guess-punish booms unless they’re starting to get desperate. Ken’s ex bars are hard to come by and most of them would bulldog and use f.mk as their ground tools to get when in range to get in. Ryu lacks some of the tools Ken does and due to his 1 hit knockdown tatsu, it’s really common to see them using that to get in.

Let’s talk about Ryu’s tatsu here.

The best punish would be:

  1. Autocorrect ultra/ultra.

  2. Df hk front or autocorrect.

  3. HK FK followed by LK FK as there’s invincibility.

  4. C.hp

  5. C.mp

There are situations that you know whether the tatsu will land in front of you, e.g tatsu from far away. In these cases, you can also punish with bnb/c.mp > lp.boom, backfist when they land.

There are many other options such as throwing and target combo. But these aren’t what I’m getting at here since throwing is only suitable for positioning(get back to your side of the screen) and bnb is better than target combo.

C.mp is the worst punish for a whiffed tatsu aside from c.lp since it does low dmg. C.mp should only be used only in cases that you want to utilise it’s cancellable ability to cancel into a jab boom to continue zoning. Like opponents who like to FAs your pokes after their tatsus get hit by c.mp or c.hp. Cancelling into boom and a followup poke will be safer and could hit them if they try to FA the boom.

If you have ultra and you know the incoming/whiff tatsu/tatsu is going over you is a hk tatsu, there would be enough time for you to react with ultra. Even if you have got no time to input the ultra, you can punish with df.hk if you’re sure it’s gonna go over you. Hold db and press hk slightly later after the moment when Guile changes his direction will hit the opponent.

Ryu’s tatsu hitbox will hit/trade since it alternates between front and back of him during his tatsu. If you try punishing him a few times with df.hk, you’ll learn to see when is the timing to get a clean hit. C.hp or df.hk is the best punish for a whiffed tatsu which doesn’t land near you without charge.

I myself am guilty, like most Guile players, of only using c.hp/hk FK to punish whiffed tatsus and it’s become part of the muscle memory so it becomes reaction instead. That’s why I know it’s not easy to change our habits. But if you really want to be a top player or play at high levels, then I think that this is important as the dmg difference is considerable. There are other situations like this such as whiffed SRKs and I think the good players should really work on outputting more dmg on punishes instead of going for an easier-to-execute punish.

This is from my experience and what I feel. I hope this will help improve Guile players. The info above might not be correct data wise and I hope it comes across as constructive criticism cos this post is not meant to belittle other players.

One of my overall plan is to simply zone the opponent and keep him right at a particular spot to where my normals can Counterhit any whiffed moves my opponent throws easily (which includes resetting them back cr.mp). Overall goal is to just frustrate the heck out of the opponent to try to get in.

(aka laming it out)

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Guile starts at around 9:26. In the Dhalsim match I incorporated the UDK for probably the 100th time in tournament play. The “buff” to UDK isn’t really that, infact the move takes less damage. So Funny!

I’ll post full video of Team EMP vs Team EG when they surface the web. I’d be more than happy for criticizms even though I know how to beat Justin now.

I loved the vs CP(Ken) so many backfists makes me smile, and flashkicking karagrabs haha

vs Dhalsim loved the focused fierce, dash ultras AND denying teleports with a jab into throw tic.

Really? I’ve never had a cr.fierce trade with a tatsu. Still, I punish tatsu with cr.strong less for the guaranteed damage, and more for the dash mix up after cr.strong. Not really worth it since the only 3 options I go for after a cr.strong reset are throw, target combo, or block. Hopefully I can start working in some upside down kick after the dash. I don’t know why, but I’m pretty infatuated with that move right now lol. Been using it every chance I get.

Excellent play as usual! That UDK against crouch tech was pretty fancy gotta say… I have huge issues with linking UDK to anything so I avoid that move like the plague usually but now I’m kinda inspired to use it.

Anyone have any tips on the link timing for c.mp or cl.fp off UDK? seems like no matter how much time I spend in training mode trying to get it it’s still damn near impossible

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Go to the training room, kara-FA, dash-in, UDK, c.mp, repeat until it’s natural. There’s no secret - just practice.

I was finally starting to get a little success last night watching for the moment Guile touches the floor after UDK… but yea I guess practice makes perfect :frowning: no shortcuts here. Guile has a kara-FA? >>… I did a little research and I’m guessing this is standing medium-punch into FA… didn’t even know about it -- guess i’ll try it later.

He does; works the same as the kara-FK.

There are matches from the team tourney at NEC XI if you guys haven’t already seen them. Sorry for being late.

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Also, there is an interview I had on Neoempire.com sharing my thoughts and opinions on Guile in SSF4 AE. It’s finally put up. It’s a no brainer really I’m sure you guys already talked about most of this.

Interview: Dieminion & Afii discuss Guile changes in SSFIV: AE - Neo Empire Forum

Super Turbo.

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Arcade Edition

Notes:

-Look at the boom meter build
-Damage from Sonic Hurricane

I don’t know why, but the Meter nerf doesn’t seem that bad atm. But the damage nerf on U2

Think I might start using U1 for a while.

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