That vid had me laughing so much, just out of the absurdity that is Guile walking forward and doing a SB. FK while standing after a boom, man, I guess there’s no need to be subtle with normals when you can do that sort of stuff. At least Guile is S teir somewhere.
[media=youtube]-SGFD3bBYzg"]ACE E I RI N [Guile] vs frostmaelstrom [Fei[/media]
frost would like to have a word with you. lol
Going to be a hero and stick with guile
Ive been trying to put some time into AE at the arcade to prepare; he is so much worse. I think cody beats guile now, which is pretty funny. Cody has a strong projectile, but in super he cant really afford to play the fireball war without a significant lead because guile could build meter to ex boom under rocks. Unfortunately guile meter gain is hilarious when rocks dissipate boom in AE, so by the time you build the meter for an ex boom cody will have chipped you 3-4 times with ex rocks.
My game plan against cody right now is to hope they’re impatient. Playing footsies with cody sucks too. I could talk a lot about other match ups but i dont feel like writing a giant post on why i think guile may be the worst character in AE right now.
Honestly, I think Guile is seriously fucked in AE. It isn’t beneficial at all to Guile against anyone if he wants to try to build meter by having a FB war. There is sufficient meter gain only by playing footsies or forcing the opponent to block your normals which is so slow that it’s easy to get crumpled if you’re not careful. And you have to waste precious meter for good dmg to AA with EX FK now. LK FK as an AA really doesn’t inflict enough dmg.
And I find that my opponents now aren’t really afraid of Guile’s s.hp cos there is a lot of dmg reduction, particularly on cs.hp counterhit which can be used as a good frame trap. Sometimes after a game, I can’t help but think I would do so much better if it was Vanilla Guile in AE right now.
Does close fierce do less too? I knew backhand and upside down kick did less, but i didnt know close fierce was also nerfed. And yeah i agree that guile is fucked in AE.
The meter gain really hurts. Not having access to flash kick FADC as often to avoid fucked up mix ups changes match ups noticeably. Not having ex boom ready makes focus attacks more threatening, since it was guiles only real defense against focus if he did not have a down charge. His slow normals are still vulnerable to focus > forward dash.
Air throw nerf is HUGE. Guiles air to air game is still strong because of the priority his air normals have, but back breaker is crucial for guile. In zoning matches back breaker was the best tool guile had for reseting the screen. With the new reduced hit box and slower start up guile is often stuffed out of his air throw.
Warahk=Hardcore.
Warahk=Masochist.
I’m not very sure about the dmg from cs.hp now, but I use it normally use close fierce to fish for counterhits as a frame trap into far fierce since vanilla days. I find that there’s quite a lot of difference now when you look at the life bar while doing the combo. It took away like a lot more than a quarter of a full life bar with opponents of normal health. Now it only does like one quarter. I’m not really sure but it feels like it’s being nerfed from 120 to 100 without counterhit.
I really think it’s an important aspect to Guile’s play as I can really feel that a lot of players feared and respected his hp in the past, which adds to his up close and footsie game.
As for airthrow nerf, I really have this feeling they did it so the twins would have a lot more advantage against him. Guile would be able to jb airthrow Yang out of his mk crossup if he tried it again after a blockstring if airthrow didn’t change. C.hp and cs.hp would fail against his crossup if you tried it now and I think cs.hk is too slow. Jb hp now also loses to it. The most reliable way I’ve found is to front dash underneath his jump but it’s quite hard to do on reaction as Yang’s jump is fast.
And if they tried they to use their favourite nj into divekick, then Guile would be able to airthrow on reaction to their divekicks if he nj when he sees them nj. I think the distance and frame nerf to airthrow actually both plays a part. It wouldn’t be that bad if they kept the same distance.
Lol I even think Fei is a bad matchup for Guile now.
close s.fierce punch frame datas is the same from SSF4
Well I been playing Vanilla Guile this whole time(on PC) and this is what I was afraid of…I posted this bit below in another thread, but afterwards figured that other chars were also nerfed since Vanilla so he might be better off in AE. I didnt even know airthrow was hitbox nerfed AS WELL:
The more I think about it, I like Vanilla Guile over AE…
I will take 3fr airthrow,
slower booms
no SH
more meter(makes up for slower booms)
more dmg on shp, backfist, sweep, upsidedown kick, and FK
over the buffs going from Vanilla to AE(super)
I hate the airthrow nerf most-
From someone who has played a lot of AE…is it really THAT bad? I was trying to be optimistic and think…well ill just try and hit it sooner with timing? It still comes out faster than his normals do.
Nope, will be in Bahrain soon.
[media=youtube]zaKuni6EVn0&feature=channel_video_title[/media]
Yoshiwo Guile
2 matches of a recent tournament. Someone pls teach me how to fight ibuki. I’m rather clueless about that matchup and 2 wrong guesses and it’s a stun. I keep forgetting to s.hp her after her whiffed slide. Is there a way to tell which side to block kunai? Is it better to block low or high?
[media=youtube]mWgG7lONy1A&feature=related]YouTube - SG VS PG EPI - Game04 Zech[MY] Rose vs Rexell[SG[/media]
[media=youtube]PS4FjIns5V4&feature=related]YouTube - SG VS PG EPI - Game05 Rexell[SG] Guile vs Mikeeeee[MY[/media]
One of the casual matches before the tournament. Starts at 4:00. Check out the female Chun player playing before me. She knocked out 5 opponents in the tourney.
http://www.youtube.com/user/SGfinest1#p/u/49/geoCQX7rqvM
attack of the insert coin? :lol:
btw, iianm… Kunai - block high
Pretty sure kunai hits either high or low depending on when she throws it in her jump; it’s part of her mixup. As for which side there is a way to tell but sadly I forgot it.
My limited success in this match comes from fighting her aggressively with my hands and feet and limiting sb to far distances only. It throws Ibuki players off to have to defend. They love that wakeup EX shoryu so bait it. Break her back whenever you can (unless you’re playing AE, then good luck).
[media=youtube]7fdq-LdUu-M"]EMP Dieminion [Guile] vs Jayce The Ace [Viper[/media]
Hey Rexell.
A great strategy against Ibuki is to hold down-back against her. Outside of her weird jumping arc which will be her only way to get in besides sliding, down-back is the key to round 1 of this match. If she approaches you, keep her at a good distance with cr.forward. If she slides from this same distance, flashkick on block is the punish. Watch out!! for random dash-ins for sneaky attempts for her to play a dangerous close game, as her frame-traps/throw/overhead is more enough to change the game around completely. She only needs one of those to win. Please watch carefully for a dash and try to cr.forward or flashkick on reaction. This is pretty much the same strategy to play against Blanka, only you don’t need cr. forward in that match-up.
The kunai is a move that people have difficulty trying to figure out, and Ibuki players know this. It’s unfortunate that you did know know the options of how to defend against it at the time. If the kunai is anything but meaty (if it’s not already touching your character as they wake-up) then you can simply focus dash/backdash to safety. If it is meaty, then look carefully at where Ibuki is positioned while the kunai is nearly touching you. Basically, if one were to be able to look at both Ibuki and the kunai at the same time, then the “Ibuki vortex” would be a dead strategy. But since it looks deceiving people don’t know how to defend. There are only 2 ways to know how the kunai is going to hit.
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Ibuki jumps/super jumps, throws the kunai (the kunai is about to touch your character on wake-up frames) Ibuki moves forward in the air for landing after the kunai attack, the kunai hits. This kind of attack is a cross-up, and is most likely not focus able because your character hasn’t fully woken up yet.
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Ibuki jumps/ super jumps, throws the kunai (the kunai is about to touch your character on wake-up frames) your character has fully woken up to block, Ibuki then moves forward for landing. This kind is not a cross-up.
The best way to test this out is to try training mode and practice to block and when to focus the mix-up. Ibuki players loves the fact that everyone doesn’t know how to defend.
Hopes this helps with the match-up a little.
On another note, I’ve played HZY and Spore at a Arcade Edition tourney this past weekend and are both pretty good players. Spore more solid than HZY, but wasn’t able to gain a victory due to his lack of Guile experience and my Fuerte training from time spent in London. Looking forward to playing Leslie and Xian at EVO!:tup:
So is it correct to say that you block by holding away from where Ibuki is on the screen and not the kunai itself? Must they always be blocked high?
Thanks, I need all the help I can get on any of the 14 new chars(coming from old vanilla on PC)
Yeah block Ibuki not the kunai. Pretty sure you have to block high. It takes alot of concentration and mental energy blocking that vortex, but it can be done.
Thx to Dieminion for the writeup on Ibuki. I used to try walking back and try to s.hp/sweep her whiff but I haven been running into Ibuki for some time now. I never thought of playing Ibuki matchup by holding db outside c.mk range. I’m gonna try it cos it makes sense cos that’s the only viable option she has apart from dashing in. She would have to walk forward for an overhead and easier to react to.
I think I know what you mean about the kunai to look at both at the same time. Another thing I find that it’s usually better to block in front if Ibuki throws the kunai early in her jump which makes her jump low and land in front. But good Ibukis throw it slightly late and still hit in the front/crossup and that’s where I get mixed up.
Akuma’s lp air fb mixup is much easier for me and I look at where Akuma is. Does a kunai hit you no matter which side you block if you try and block low?
What about Adon? Adon can really be a pain for Guile too and I think we’ll be glad if you can offer some insight into that matchup as well. Not many people play Adon and the player doesn’t need to be very good to give Guile problems.