I felt like there was a need for a dedicated thread for confirmed changes in Guile in SSF4. I’m sure we will be discovering a lot about him once people start playing him more. Post new combos, ultra setups, anything you find out thats new about Guile. I had the opportunity to play and here are some changes that people probably already know about. Feel free to add.
Guile Ultra 2, Sonic Hurricane, has 1+7 frame startup. He has full invincibility for only like the first 4-ish frames. After that, none whatsoever. So, you know like how if Dhalsim throws his Ultra 1 and you’re right next to him, then all you gotta do is mash throw to just grab him out of it? Well, you can’t exactly do this to Guile’s U2; you have to wait a tiny bit so he wears off his invincibility and then you just grab him out of it.
When first thrown out, U2 will extend out a good portion away. It will then slightly move forward a bit and stop there and shortly disappear.
At full lvl 2 Ultra, Sonic Hurricane is a 6-hit combo dealing 420 damage (150 damage for the first and last hit, and 30 for the middle 4 hits) and 0 stun. Off a Flash Kick FADC U2 combo, the first hit of U2 misses. (too lazy to test out his other juggle setups for U2. :P)
Also, the Sonic Hurricane will stay out even if you get hit or thrown (like Dhalsim’s U1). But the only thing you can do to follow up is two hits from the second part of the Super or the last hit of another U2.
Or you can juggle with Shades of Glory dealing 450 points in morale damage to your opponent. :smokin:
Other notes:
far st. :hp: decreased in damage from 120 to 100.
cr. :hk: decreased in damage from 110140 to 100110. (stun is 100 each now, did that change?)
Super increased in damage from 345 to 360.
Full lvl 2 Ultra 1 increased in damage from 503 to 510. First hit does 90, last hit does 210, and the inbetween are whatevers. Main difference is the last hit doing the majority of the damage.
Dude, I even wrote on how to do it. You have to do a late throw.
It has 8 frame start up with the first 4 (my approximation, but let’s just assume it’s 4 for my argument) frames being invincible. So, the 5th, 6th, 7th, and 8th are not invincible. Yes, a throw is 3-frame startup, but it looks like you don’t even know what that means.
If you throw immediately after the freeze screen, your grab will become active on the 4th frame, in which he is still invincible. So, you will not get him.
But if you grab on the 2nd, 3rd, or 4th frame after the freeze screen, you can catch him on his 5th, 6th, and 7th frame where he is not invincible. (Possibly 8th also? I think so)
So, I’ll just say it again to further reiterate.
Do a LATE throw.
I’m having trouble finding any…ANY reason to pick Flash Explosion over Sonic Hurricane. Hurricane is just too good. If only Flash Explosion had more invincibility against meaty, long-limbed jump-in attacks or had faster start-up, then I’d use it for an anti-air. Hell, I’m having more success using Sonic Hurricane as an anti-air since I don’t have to charge :db:. With Hurricane I can use Knee Bazooka to inch forward or I can just walk backwards. Being able to move helps me capitalize on predicting jump-ins against my opponent and then positioning myself for the punish. Can’t really do that with Flash Explosion. And the damage? Good enough for me. The chip? Superb. The safety? Marvelous.
What about the Juggle potential on U1? Can it combo now after a fk xx super combo? Seriously, I’ve been trying to figure this one out but no one has made any effort on this front. I had one guy just say “yes” and that’s it. That is not confirmation since some people still think it was possible in SF Vanilla. I’d like some solid feedback on this for once.
Df.hk combos into a lot more stuff now. Back in Vanilla, you could only link EX FK after a df.hk. Now, you can combo into almost every normal and regular FK’s.
I know Warahk said eariler he thinks it is still a 1 frame, but I am barely 60% in Vanilla with c.lp, c.mp and I have been hitting it like crazy in Super. 9-10 out of 12 tries I would say. You will all be getting the game very soon (or already have it I am sure) so I am interested to hear opinions on this.
@PeterTheBohemian- Agreed, DF.RH is hella fun now. Deep j.hk df.rh exFK is really respectable damage. Can’t remember the numbers off the top of my head but I want to say somewhere around 300 (for some reason I am convinced it is 334 at the moment, damn work for not letting me have a SSF4 setup at my desk).
edit: I was wrong about 334 damage, it is 354; which kind of blows my mind.
Also, charging while doing shades has actually baited a lot of jump ins; they will learn though.
And you guys are still ignoring my question… great. We all know about the cool juggle properties of his new Guile High kick, the shade trick is already noted, links have been seriously noted as easier, SH is fantastic, stfu with the old news. There’s just one freeking thing I’ve been trying to find out for a long time and it keeps getting ignored. Can’t one of you Guile mains stop jizzing off on his U2 to check back with U1??? It doesn’t even have to be FK xx Super, as long as they’re airborn and super hits full or almost full, can U1 combo after it?! Does the juggle properties on the first few hits catch them in the air after super hits in the air?! Getting an affermitive answer to this is so frustraiting no matter who I ask that has the game. It’s like pulling teeth, I swear!
I only looked at his U1 to see the damage and damage distribution, I can check the lk.FK xx Super to Ultra juggle situation later tonight (at work right now). Hopefully someone else will check it for you.
Thank you dude. It’ll mean the world to me if someone who can do the super > u1 combo test out the fk xx super > u1 and see if it combos. I won’t get my hands on this game till MAYBE the weekend and even then, I won’t have an arcade stick to play it with.