SSF4 AE 2012 Guile Video Thread: Return to Respectability

That Seth telling you this is not blocking himself cos he’s mashing his uppercuts during your blockstring. Seth players are just being lame and always say people don’t wanna block when they have a command grab much better than Gief cos they a free wakeup vortex after it. You can’t block too much against Seth compared to Akuma. The best thing to do is to avoid having to block against such characters. How? To AA them properly cos Seth is gonna gamble jump-in on Guile. Even if you trade an AA, it’s in Guile’s favor cos you keep them out.

This game sux now cos most players are going for those characters with setups after untechable knockdown and 50/50 characters.

You need to reversal against Seth but your reversals are just too predictable. And you didn’t c.hp Seth’s jump-ins even once when you could.

Thanks guys I’ll go and have a look at those! Rexell that quote was from Vegaman the Vega player with the advice (perhaps I didn’t communicate that properly?). But yes allot of people (unfortunately) are picking up 50/50 characters.

If anyone has a link of Dieminion’s matches from CW4 I would appreciate it, or just point me in the right direction. I looked on ibufuteki (spelled?) page and nothing was there.

I’ll find it for you guys.

People have already put in a good amount of spare change on the seth portion so, I’ll mention some stuff on the Ryu match.

The main thing about vs. Ryu I noticed is that you simply aren’t playing Guile. There’s a whole lot of walking forward, a whole lot of dashing in, and a whole lot of unsafe (albeit unpunished) sweeps. Guile can not win at many levels of play doing these sorts of things in almost any matchup, much less Ryu. You need to shift your focus to throwing booms, landing backfists on matched projectiles, moving into position to do the backfisting using smart long range jumps and b.lk, but most importantly, anti-airing smartly with s.mk and c.hp.

Ryu (for the most part) beats Guile when it comes to footsies, up-close pressure, his wakeup, your wakeup, mobile options, and x-up pressure. Guile beats Ryu (for the most part) in the mid range projectile game. Now if that’s just the way you play, I would suggest scoping out some other characters. Guile just can not do those things you want to do effectively. I would say that you aren’t playing “Guile” in the seth matchup either… but… Seth kind of blows up “Guiley-guile” so focusing on footsies is a little more important than throwing booms and punishing responses with him.

Lastly, I think wakeup EX flashkick is a bit of a waste of meter. I really like having EX booms for Ryu, and flashkick FADC’s for just about the entire cast. Also, my wakeup tool of choice is either backdash or hk flashkick. I like the HK flashkick because it trades a lot, which saves me the meter for FADC’s and can combo into U2 or EX boom.

Hope that helps.

Guile combos

[media=youtube]7VL4FdQutA0[/media]

I honestly don’t think that way I played against Ryu was nearly my best - I think the one I WON, AND LOST against my friend are (because I’m very comfortable around him - actually I was very surpirsed to see myself wathc it a week later and see I did a cr.hk point blank in that Ryu match because I learnt not to overuse it in 3S?!). Okay so play Guile a bit more like he should be played - or consider finding another character perhaps?

What do you think of the second match where I fought Seth and won? I DID win - but are you still maybe saying Guile STILL isn’t the type of character I’m looking for? Personally I’m coming from the perspective of a 3S Remy player who tried to be emulate the very agressive style of Pierrot: [media=youtube]rWUwQIa2Shg[/media] and am trying to be quite agressive in-you-face (somewhat) like Ace Ei Rin. Thanks.

First off, Pierot is my hero. In 3s, because of the way the system was set up (mainly due to projectiles building no meter) Remy HAD to rush in a lot. However, it’s not as easy as just saying “Pierot has an aggressive style with Remy.” If you watch those 3s vids again, pay attention not to the fact that he IS aggressive, but HOW he’s aggresive.

I’ve been toying with the idea of playing traditional zoning or defensive characters in an aggressive style. Hell man, I’m with you. I LOVE rushing down with Guile. The real trick is using all the tools at your disposal to fool your opponent into thinking one way or another.

For example, if you are playing against, say, a Rufus player. You spend the first 20 seconds chuckin dem booms and sticking out pokes. Eventually, there’s going to be a switch that flips in your opponents head that turns him into “Get past zoning mode.” The guy isn’t thinking about AA’ing you. The guy isn’t thinking about focus trickery. If you jump in and he blocks, he’s more prone to do something like mash on throw or EX messiah because he reverts to a very instinctive defense that leaves him open to frame traps, UDK stuff, shimmy throws, and punishes. He’s more prone to eating something retarded, like whiff bazooka knee into throw. The main trick here is gauging his reactions and not using your weak rush down options too much. I once heard someone say something about Remy’s Cold Blue Kick, in that the less you use it, the better it becomes. This sort of stuff is true with Guile’s rush down.

Another example that I think applies is MvC3 Dr. Doom. When I play doom on point, I’m not the best about mobility, I’m not bad, but hardly the best. To get an edge with doom, I will super jump back, air dash up back, activate flight, then shoot three sets of finger lasers. I’ll repeat this process at least once more. Not many characters can do stuff about this, so most players will get frustrated, and mount an increasingly sloppier offense than what they normally might do. This allows me to rush down with doom more effectively. They are not getting ready to block funky crossups or high/low mixups. They just want to get in.

The same strategy applies in ALL of Guile’s matchups. He simply does not have the tools to rush down all day. He does have the tools to rush down once in awhile though. You just need to get your opponents mind off of any of Guile’s cruddy offensive tools.

However, IMO, this all goes to shit if you’re playing against the killer elite that inhabit the fighting game community. When you play against these cats who NEVER miss an AA, who NEVER eat a dash up throw, who ALWAYS punish your sweep, all Guile has is his zoning abilities. They are hard to find, but those kinds of people do exist.

As for your 2nd Seth match, it’s hard to say. I don’t have oodles of experience in that matchup, and I think it’s one of those harder to win, think on the fly kind of matches.

As for switching chars, it’s your body dude. Mess around with Guile some more, mess around with other characters some more, do what you want. If you like playing Guile then stick with him. Just remember it’s not defeatist to reevaluate your playstyle and drop Guile for someone who more suits your style.

just trying out my fone’s camera see how good it is so i just recorded this match up

[media=youtube]CLuIBbYKEkI[/media]

Dieminion vs Wolfkrone
[media=youtube]6DfDiwIaiEQ[/media]

Starting 56 minutes in. Need some help against Dee Jay and some general tips with Guile. Aside from selling the final round (I never knew Sonic hurricane was so ass in 2012 edition) was there any mistakes I can fix? Are there common setups, maybe some safe jumps I’m missing with him?

That was a few different levels of sexy.

I think that safe jumps or offensive pressure won’t help you too much here.

The first thing that you need to remember about Deejay is that he really likes to be in the range where he can get tricky with that d.lk knee in the air. Now, normally, that’s the range Guile wants to be at too, but not here, since he can threaten with EX sobat on reaction to booms if he’s got a charge. I think this matchup is played best at 3/4 screen, or hell, even max screen. I think the most fundamental problem for you in that video was not taking advantage of your life lead, getting bored of throwing max range booms, and moving yourself into the very range you should not have been at.

Aside from that, anti-airs man, anti-airs. As usual s.mk is still awesome here. Also missed were a couple long range AA backfist opportunities. I also think that holding down back is pretty strong here when you do find yourself in that bad range to open up the ability to punish sobats and jumps with flashkick.

Otherwise, you know some of the main points already. Bad random ultras, bad random flashkicks. Random reversals in and of themselves are just fine, but when dee jay does c.lk 3 times and then you flashkick, well, DJ just isn’t scary at that range. Just wait it out and see what he does.

Really nice Guile play from Dieminion. It’s been so long since I’ve seen any good Guile vids.

[media=youtube]U8PlMaWfS5U[/media]!

From about 14:00 on. This is the level 3 focus with ultradavid. I didn’t know it, but I guess during season’s beatings that Dieminion did a first to 7 money match against infiltration’s Gouken and got steamrolled. Watch that part! I always thought that fundamentally, that it was 100% Guile’s favor. What do you guys think?

And, actually, looking at some of this stuff again, a few things are obvious.

  1. Max screen is not a good place to be. If you ARE throwing fireballs max screen, light booms give Gouken a chance to charge a two hitter sometimes.

  2. With meter stocked, Gouken’s AA with EX tatsu is just about as good as Ryu’s fireball/shoryu game. (Looking at it, Ryu’s fireball is 58 frames with a 3 frame shoryu. Gouken’s fireball is questionable due to the wiki’s frame data. For argument’s sake, it’s at LEAST 58 (I THINK) and EX tatsu is 6 frame startup… meaning you only have 3 frames less of a window to guess a jump.)

  3. Due to the fireball data noted previously, backfists should be JUST as viable, but as Ultradavid mentioned, Gouken’s fireball moves his hit box back.

  4. Gouken’s offensive options, while damaging, are really lame. They just aren’t that good. Sure, some frame traps, but his demon flip is still “meh” and he has no jab pressure.

So, looking at this again, I think a good place to be here is just a liiiittle bit closer than you would be with Ryu for the purpose of being able to still backfist a projectile match. Guile’s heavier pokes are faster and have hitboxes that deal very well with Gouken wide hitbox. I think jumping in is REALLY good. Like, jumping in on Vega good, but only when he doesn’t have that meter, early in the match. I think booms are still important, but not as important as jumping over fireballs out of range of EX tatsu to get in that s.hp range. Of course, obviously, this is some top play from a top player. I think MY personal tactic would be to just crack under pressure, but maybe I’m alone here.

old man got lucky and got 5th at WNF ( first time ive played at an AE tournament in ages )
pretty rusty, but im starting to feel this game again
3 matches start at 3:03:00

Dang man, making akuma look free. Was wondering where you got off to, nice to see you getting back into the game dude.

Sadly he lost the match but here’s the video where he did recorded on the stream.

[media=youtube]frCXiz7UfwE[/media]

Dude, he was so mad when he threw that boom at the end. Nuckledu is serious business though! He won a money match against Valle and it certainly took a few beatings to get used to fighting him in the mirror.