SSF4 AE 2012 Guile Video Thread: Return to Respectability

I think I might have some Guile/Honda, albeit old AE. I’ll up when I find them.

Edit-- found these on my friends’ accounts. Buncha old ones though.

Guile vs Gief

Spoiler

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(at the very start)

and ye oldes

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old Guile vs Honda I found on my hd…

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Guess I’ll add on to this…

You can actually take a full step forward (after building super charge) and do a far standing hp xx mk super as well. Or any other cancellable normal into super for that matter. Works well for those whiffs with long recoveries or if you’re setting up a Counterhit Frame trap.

  1. Too much jumping in. This is the first thing I noticed. I would say that Gief is the worst character in the game to jump in on due to lariat being an impossible input to mess up, him never being in recovery enough to jump at him, and him getting a free mixup off connected lariat. Neutral jump hp is, as discussed, ok though.

  2. Un-capitalized combos. So, in the case you did score a jump in, you went for the link into s.hp. Keep it simple man, there isn’t any reason to do that when you could jump in j.hk > c.mp and from there, hit confirm into either a flashkick or a boom. More damage, more safety, same pushback.

  3. Throw more booms. Even the commentator caught on to this one. When you throw booms, it forces gief to react. From there you can punish his reactions. You actually did really well when you forces him to do stuff with booms. Punished lariats, had great AA mixups (dat s.mp!), and overall seemed more in control. Just cause that situation more often.

  4. Look for a practical corner escape. Again, look at number 1, don’t jump at him. If you get cornered, you have a few options that you should be looking for. First, bait a greenhand then use a backthrow to punish. Second, look for a jump to use back air throw. Third, and most risky, harass him with pokes for a bit, then dash up and back throw.

Aside from those things, I like to play my gief matchup holding a lot of down-back and tapping on c.mk, especially if they have sub-par footsies. I like to rely on flashkick since he has so many air options that beat all of guile’s normal AA’s aside from air throw and j.hp/j.hk. But other than that, just nit-picking and personal prference stuff. I like throwing s.hp and s.hp a lot too.

Anyways, hope that helps. Also, I’m getting out of the Navy and coming home to Michigan in a couple weeks to the Sterling Heights area. Let me in on some of these tournies man!

Welcome back home, Slinkun.

When you come back let me know man. I really need another guile player here so We both can level up

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4:28 Guile vs Bison
9:09 Guile vs Cammy
13:37 Guile vs Abel

Ending of last match = SF2 Guile theme

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my friend vs my other friend’s Evil Ryu

Spoiler

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Urgh, for some reason I hate watching ACE vids.

Matches from our ranbats yesterday got a run back against that geif player and made some stupid mistakes against my teammate who mains Rufus.

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And

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All tips are needed! I’m going to evo so I’ve been grinding for matchup exp

Glad to see how free you made that gief matchup look. Very solid.

The pieces of advice I’d give for the Rufus match are:

  1. I’m not a fan of s.mp as an AA in general, but definately not in this matchup. s.mk is my normal AA of choice in this matchup. In general though, the rufus matchup has two things that you need to know, and both were lacking. In relation to this though, you need to know ALL of your normal AA’s for this match, but by far, s.mp, IMO, is the weakest and the one you used the most. Backfist is VERY good for AA here, as is df.hk. You need to be ready for every situation and pick the right AA. But no matter what, s.mk is a very safe, fast recovering, clean hitting option at most ranges.

  2. The 2 moments that “you need to know” in this matchup are AA’s and what to do while he’s close. Even the commentators said it: “He keeps mashing throw.” A HUGE tool that can help you here is crocuh teching with c.hp. RUFUS CAN PUNISH THIS, via delayed normals. Also, c.hp is -4 on block, so he can also c.lp xx EX galactic tornado too. However, it’s not a very easy punish, and most rufuses don’t realize it. Crouch teching with c.hp, however, will save you SO much trouble! In some situations it practically gets you out of pressure for free. That and of course, flashkick FADC, which you used very well.

  3. Lastly, if you get an opportunity to get out of the corner, DO IT! There were a few times you scored a knockdown while cornered, and just stayed there when you could have crossed him up with j.lk. There is no reason not to do this. Ever. No matter how much meter he has. Rufus has no x-up defense. I actually like to rush rufus down a little bit when he has no meter just for this reason. UDK beats his crouch techs, you have a quick overhead, and a crossup that actually works and does it’s job for a change. But that’s not the point, just get out of the corner whenever you get the opportunity. Because giving up space is something you will do in this match, but it’s not terribly hard to get out. Even an LP sonic boom xx FADC > j.lk crossup is a GREAT use of meter to escape the corner when he has you there. What’s he going to do about it, you know?

Its funny you mentioned that standing mk because when i read your reply later on that day (yesterday ) i tried it againa rufus player and that shit worked like a charm. I just need to learn how to keep my distance.

Here a ranked match against aquasilk
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Guile replays, w00p :slight_smile:

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Several endless matches vs Bush’s Chun.I never realized how much I am struggling at this match up until I played Bush.A few ppl told me then that Chun was his main before Blanka.

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Does anyone have a link to the video of dieminion supposedly “blowing up” wolfkrone? I really need to see this anti-viper tech.

It’s on the own3d archives I dont know how to “highlight” from them yet

Hey guys/gals

I was wondering if you could please analyse my videos? The first two are versus my friend who used to beat me like 20 nil, BUT since a very helpful player named Vegaman on SRK (when I mained Vega) told me basically I’m only losing because I (1) freak out when people get in close and (2) even mash tech (he said I’m random too but that’s a bit harder to see in my gameplay? Perhaps it’s not too relevent any-more but PLEASE tell me if it’s Still happening in the matches: “You’re afraid to block because you’re afraid of pressure. You’re afraid of pressure because you’re afraid of getting thrown and having to deal with a wake up. You’re afraid of the wake up because you don’t block. So block, and observe what your opponent likes to do. If you get thrown a couple times no big deal. Not that much damage done.

Anyway the 2nd fight is the one where I win so maybe you’d want to compare what I did RIGHT in the 2nd compared to the loss in the first?! ALLLLLLLLLL KINDLY WORDED/CONSTRUCTIVE feedback is welcome - seriously welcome. Thank you!

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Warning: long post

What you did right in the second Seth match was baiting his wake-up moves and then punishing him for it - that’s why you won. What you did wrong was press buttons during their combo pressure. Block the whole string first, then punish accordingly. For his dive kicks, typically they’re going for a x-up so block the other way.

Also, try and get some solid bnbs down. Get into training mode and experiment - see what combos are possible from jump ins or from xyz position (especially regarding jump ins and crouching position).

A couple of times you didn’t actually finish your combos or could have gone for a higher damaging and easier combo to pull off. E.g. in the Ryu match video (last round, approximately 1:33 in the video), after you landed the jump in mid kick, you could have actually combo’d with cr. mp to flash kick - which actually would have won you the round damage-wise (don’t know why you went for light punches ;p).

Guile doesn’t get many opportunities to generate any real offence, so you need to have as many combos in your muscle memory as possible. So in this cases you do manage to get some offensive momentum, you’ve got some decent damage behind it!

Regarding wake-up defence

Any jump in attack counts as an overhead, so they need to be blocked high. That’s the easy part. The hard part is figuring out which way he’s going to land (i.e is he going for a x-up or not). You can semi-estimate this if you pay attention to their spacing. If he’s about 1 character space away, he’s probably going for an ambiguous x-up - pay attention very closely, you should be able to see what attack he throws out and still have enough time to block it. In the case of Ryu, a lot of them like to use jump in hard kick, but in order for this to x-up, they have to do it late (about the same time they’ve jumped passed Guile’s head after he’s getting up). If he does it before that, you just block it normally.

If he’s a little further (2-3 character spaces away), he’s most likely going for a standarad overhead style jump in (or for a normal jump in hard kick). Again, you’d just block this normally.

If he’s even further away, he’s going for shenanigans (x-up tatsu; teleport etc). Here, you usually have more time to watch and react because of the distance.

That’s all I got for now, Hopefully it’s understandable and helpful (if not, let me know). Keep practicing and keep asking questions!