SSF4 AE 2012 Guile Video Thread: Return to Respectability

I recorded footage for Hong Kong 3v3 Team tournament, links are up here -> http://www.hkfighter.com/viewthread.php?tid=3757&extra=page=1
There’s several matches of Gameoutttt and some 軍佬神 (Guile God) who I don’t think plays much since Vanilla.

You’ll also find a match of me vs a Bison but I don’t think that is fit for basically anyone to look at. I guess I still have tourney jitters and I still don’t feel comfortable fighting Bison despite the obvious matchup advantage :confused: fml

I knew that the cr lk’s were chainable, but i was unsure if standing lk was also chainable with the close standing lk… on block cl st lk is 0 frames, and st lk is normally 5f startup so i guess cl st lk and far st lk are also chainable which is cool.

Honestly? ive seen gameoutttt play MUCH better. His gameplay was eh compare to what ive seen. Was the competition that fierce? You played well yourself man. I heard your buddy cheering you on lol good try nonetheless. BTW there is no matchup advantage against an excellent bison player that knows all the gimmicks and ways around guile. Its a hard match if you dont know how to defend.

Just got this done
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I would highly recommend against doing safe jumps off of Guile’s U1 and U2. It’s very risky and not mindless like other characters safe jumps. Without going into a whole lot of details, these 2 hard knockdowns aren’t like Guile’s other hard knockdowns. His opponents all get juggled at different heights in these 2 ultras, thus affecting when the opponent lands, and when they wakeup. What you should be looking for is character specific safe jumps off of his U1/U2. But they vary so greatly between opponents that you’re going to have a huge list of safe jumps that you will have to remember(and be able to execute) off of the ultras. If your timing is just a little bit off, or you forgot an did the wrong safe jump…that’s your ass.

The fact that some characters wake up slower/faster than others also compounds this problem, and finding safe jumps in general.

I got into the bad habit of doing safe jumps each time and would lose combo opportunities where i could have dashed once, then cross up. I learned this after playing top guile on PSN.

Going for crossup as Guile isn’t worth it in the long term. It’s easy to reversal the crossup if it’s too deep and if Guile crossup too early, the blockstun is too little. Your opponent can just reversal after the crossup and you’ll get hit.

I think it’s worth it only if you’re trying to get a good positioning or out the corner.

Agreed but it would be a mistake to throw it out the window. You need to know your matchups and frame data. Its safe against certain characters.

A last set with some of my recent matches before the new balance patch vers.2012 gets released.
I have also played Alioune a while ago quite often.I played his Cammy 7 times while I was using Guile,but there was not much I could do.
I tried to keep him out,but everytime when I got into the corner,I got dizzy in a few seconds and it was basically game over.
He also used Guile a few times.

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(second (Alioune) and last match (me playing) of this vid)

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I really have trouble against Alioune as well lol, doesn’t matter what char he uses, his pressure is always top notch and i get dizzied very often.

'm not sure if someone already posted a similar combo but I messed around the training room and I came across this combo for Guile.

It works with cross-ups too with the jump-in low kick except for Ryu and Ken (Maybe Akuma also). Im not sure why.

I used fierce SB btw. Hope you guys find it useful.

[media=youtube]d-cDSmZQTQw[/media]

What’s the damage on that?

Not very good, i suppose, about 300. A number that can be easily reached with a shorter combo, without the waste of meter. If you can link your c.mp consistently, I don’t see the point in doing sb>FADC>GHK>FK instead of just hFK or EX FK.

I wonder if the other variation will work better.
UDK > cr.mp/st.hp xx lp boom > FADC > DF+HK > HK Flashkick. I recall Monsterer and I working on this setup as it took massive dmg. 400 to 450.

@Monsterer, remind me. Wasn’t this used as a Level 2/3 Focus Crumple combo?

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ACE E I RI N vs idPOONGKO

Looky how important U2 juggling is. LOOKY!

**[SIZE=3]*SSF4AE Grand Finals TS Sabin vs Dieminion - Big Two #4 Tournament ***[/SIZE]

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The only thing more enjoyable than watching Die’s Guile, is watching his viewtiful joe team in marvel. His Guile is brilliant though. It’s like he just gets it.

OnlineGarbage did a FT5 versus TheFury215’s Akuma on our livestream. Please feel free to check out the FT5 and commentate on OnlineGarbage’s Guile. Feedback strongly recommended.

Part 1
Part 2

that looked pretty sloppy, that Akuma missed SOOO many anti-air chances, that stands out to me the most

In one of your Guile matches online, i saw you perform a crouching lk up close, then a neutral jump (youve landed with MK > cr MP > SB) … there are different options after the initial cr lk, but how effective is the neutral jump right after?

The neutral jump would be in range to land a MK upon landing of course. You barely use it and of course it should be used as a mixup, but i guess what im asking is this: whats the effectiveness of this setup in your experience with good players? i would be afraid of getting DP’d by shotos on reaction after they whiff a normal.

I would imagine you condition your opponent to retaliate on the ground however, not sure if you try to do this on purpose or just throw it into a random mix.