Did a FT5 with Guile vs Dudley on our UYG AE stream. Now before you knock me off because it was online. Please note that both me and my opponent live like 15 minutes away from each other so we were like a full green bar. This clip is rather long but if people can kindly review and let me know how to dominate this matchup entirely, I’d be most thankful. Also, this FT5 was cut short because of a random dc by the host so we’re going to be running it back again this weekend.
PS: Yes, I’m trying to curb my tendency of Flashkicking so much. lol.
Dude you need to stay out the corner. More importantly, you never use cr MK and sweeps following your booms to keep him out. Kinda like fighting balrog. Slow SB first, then cr MK / HK. be careful throwing the SB at range of his ducking move though. Dont forget preemptive air throws and jumping in. That would have changed this this entire game around. BTW, standing HP worked well for you here but if this dudely knew to do standing HP repeatedly, then he would have beat yours out or at least traded. Any thoughts? try it and let me know man. I wish i could upload my matches so you can see what im talking about.
Heres matches from yesterday at seasons beatings. finally got a chance to meet up with dieminion
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[media=youtube]JF98O27kppg[/media]I also played air as well
[media=youtube]cOu_QXRX2hE[/media] vs momochi
[media=youtube]2hS4ldcnOdk[/media] vs uryo
The reason why this match was cut short is because he had to go to the stream station to get ready for top 16 matches. I kinda wish we could of at least finished the match but i was happy that he want to sit down and play me.
Won’t repeat what others have said but give general advice.
At 00:51 (first round of first match); GHK would have connected perfectly. That particular kind of jump distance (typically done by Shotos and Dudley) is ripe for GHK anti-air.
Use SB to bait a jump-in, anti-air with GHK or, if they do a smaller distance jump, st. Mk. It’s a neat little mind fuck which makes your opponent think twice about how they react to SB. They’ll also learn to respect GHK’s hitbox and stay grounded as a result (for a while at least), wihch can give you some breathing room.
GHK is a MUST-LEARN for all Guile players. We’re all used to using Fierce punch variants and a couple of other situational AA’s, but there’s a distinct area none of them seem to reach perfectly (often trading or outright losing to opponent’s attack) -> that’s where GHK comes in. Tack on a backfist or FK for some extra damage, and you’ve got at one of the best overall AA’s in the game. It is by no means fool-proof nor one-size fits all (vs Evil Ryu, it doesn’t seem to work for instance) but believe me - if you’re a serious Guile player, you need to learn this move.
Otherwise, ggs. I actually learned quite a bit just from watching (I’m still too hyperactive and aggressive!) and am eagerly awaiting the run-back!
Wow…thanks to everyone for the input on my FT5 with the Dudley player. I’m going to take all that into effect and work on it for the next time I make a run in with the Dudley player. I know that the Dudley player is also studying up the matchup against Guile so the next time we play, it’s going to get extremely technical. Quite a few of the UYG members are eagerly waiting for us to run the FT5 back again. lol.
I know that I don’t zone or turtle at all but majority of the times I’m focused mainly on levelling up my footsies and reactions.
I could use some feedback as I prepare for Canada Cup
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Thanks in advance, I’ll try to get some vids of me currently, but any criticism is very welcome
Anti airs.
Read my post above regarding GHK (Guile High kick; down+forward+HK). I am not joking when I say that is a must-learn move.
St.mk is another very useful AA - you know how shotos love to jump in on Guile with that stupid ass bull shit hit hard kick? This is your answer.
Guile is NOT free to jump ins.
Punishment.
Really need to maximize your punishment. Go into the lab, record srk (and similar moves) and get a strong punisher down in muscle memory.
Learn a fuck you combo
It needs to be reliable and it needs to hit hard. My personal one is j.fp,back fp, sonic boom, spinning bare knuckle (300 ish damage, can also be used to punish fireballs; also good for pushing them into a corner) but you can do whatever feels comfortable for you.
Doing these will increase your damage output and your spacing awareness.
Against Dudley, if he walks forward and tries to duck under a jab boom, s.hp stuffs everything he can do. It can also punish his duck if he doesn’t press any buttons. Use s.hp instead of far s.lp cos of the active frames and range. Don’t be too afraid to AA Dudley. Guile has got j.hk/hp/airthrow if he tries to jump over a boom on reaction. G.hk works well against Dudley too like Pakman said, as well as nj.hp, but these can’t be used as last minute AAs.
If Dudley starts using blockstrings cancelled into duck, throw/c.lp pressure regularly, you can walk back while mashing s.hp and they’ll be punished.
And why did you not hold db when the round starts? In some of the rounds, Dudley walked you into the corner cos there wasn’t any boom to stop him. It’s a good idea to go for a wakeup FK if Dudley scores an untechable knockdown in the corner. 9/10 Dudleys will attempt button presses cos that is the biggest break that the character can get.
And if you’re gonna go for another FT5 with the same guy, I think you can just throw him to death.
Your Guile’s come a long away man! And you got to fight some top players too!
Anyways, stuff to work on:
Add st.mk to your AA repertoire - where other aa’s tend to trade or get beaten clean, this one seems to work really well (especially vs shotos). Against momochi’s cody for example, several times he jumped in you (01:30; 3:01 and 3:54) - that particular range, st.mk would have knocked him clean out the air.
At mid-screen:
You should use lp. sbs to gauge your opponents reactions. As a general rule of thumb, if they close-distance jump (over the boom), you anti air with st.mk/st.lp (depends how close you are). For Longer-distance jumps you ghk->follow-up/air throw. Teach them to respect your aa options so you won’t get pushed into a corner.
You have pretty good defence and don’t really FK fadc/backdash during blockstrings to get away from pressure. But this sometimes results in Guile being pushed to the corner. It’s all due to personal preference but I would have FK fadc out of pressure in many scenarios. Try to airthrow more in any matchup if possible if you managed to bait a jump without doing any boom. It’s a great positioning tool and does more dmg.
I think the reason you lost most of the rounds was cos of his c.mk > fb blockstring. There is a few secs that Ryu players will stay out of Guile’s c.mk range before attempting to walk forward and c.mk. You’re trying to use c.mk to stuff his walk-in but it’s not consistent. This is one of the ways to beat Ryu’s c.mk. There are 2 other ways I know of which is walking back and throwing a boom when Ryu arrives outside of Guile’s c.mk range, and the other one is to stand block when Ryu starts walking in for the c.mk so you can punish his c.mk whiff. However, Ryu can attempt to sweep if he catches on to this footsie tactic. He can also take a step more and c.mk and you’ll get hit. You can also use s.hk so that he walks into it, but it’s rather risky. Try to airthrow more in any matchup if possible if you managed to bait a jump without doing any boom. It’s a great positioning tool and does more dmg.
Can’t really comment on the Cody match as I don’t have good knowledge of that matchup myself. As for the Sakura match, I think the only major thing to note is that a lot her whiffed sweeps went unpunished. Other than that, it’s one of the few matchups that good Guile zoning can still be put to use.
@ Rexell, the reason I was using far st.lp instead of straight hp was mostly because I was trying to link st.hp on after it. There were a couple of times where I wanted to see if I can tag not just a st.hp but at least 3 hits (lp > hp~hp or lp > cr.mp xx boom) in off of the bait. The latter just kept leaving me out of range for the cr.mp so I mostly stuck with the lp > hp link only.
Casual match vs hofly. I think he’s GuileGod from HK cos the title is written in Chinese in his gamer profile. His Seth/Akuma pretty mean as well and he already dropped Guile as a main since some time back if I’m not mistaken. I’ll post some other vids soon which I think might help in certain matchups.
I don’t have any vids vs Dudley and I’ve never really seen other Guiles use the punish I mentioned. Maybe you can take a look at Lamerboi’s vid when someone uploads it. It will only work if the Dudley ducks a boom on reaction and not if he guess-ducks a boom at very close range.