SSF4 Guile Changes & Discoveries

so whats the explanation for bazoka knee knocking off ibuki daggers?

ibuki’s and cody’s knifes get stuffed by pretty much any normal/special

cr.hp… i thought they nerfed this too when i was first started playing. Not sure if they tampered with the priorities or the hit box but it did seem different to me… could just be just the online lag though (which, btw, also seems worse than vanilla on PSN).

You’re not doing the flashkick late enough, thus not taking advantage of it’s invincibility frames.

Backfist. works wonders.

I love the new charge times :smiley:

I usually use the st. FP, just so I can yell “RESPECT” everytime I smash that fist into the other player’s mouth haha

Any chance of getting the XLS uploaded somewhere? Google Docs maybe?

I agree regarding the fk; it really feels like something’s been shaved off the charge time. Maybe this was possible in vanilla, but I got a dude with an fk after he jumped a boom.

hi all, i main Guile in ST and’ve skipped passed SF4 and directly onto SSF4 and taken up Guile as my main in this game, one thing im finding hard is adjusting to combo timing and also links and fadc’s

as im pretty much hitting the training room everyday trying to get hsi links and combos down i wanna make sure all my effort isnt in vein. basically what i’m wanting to know is SSF4 Guiles most useful combos and links and just basic stuff i should know about sf4 guile.

i can get his standard BnB’s down as its pretty much the same as ST.

atm im practicing: c.lp -> c.mp -> SB/FK
c.lpx2 -> s.lp -> s.hp

also finding it hard to anti air with df.hk

and can anyone explain the inputs for fk fadc into sh? being new to the game i’v never done an fadc combo into ultra before and have no clue how im to fit the charge for a SH into this.

ta

Well I thought they did nerf the damage. From (100)70 to just 70 for both close and extended.
In that case we may need to do more c.HP. I don’t find c.HP any worse (or better) than vanilla, still gets stuffed by the same moves.

i think that cr.hp does seem to trade more than it used to. but having said that, i’ve beeng getting good results with it when doing a different timing to sf4.

anways, who needs cr.hp when you’'ve got hk.flash kick, trade, ultra? hehe.

Is it just me, or is Guiles SB super cancel much harder to pull off than in Vanilla? I’ve tried the reverse tk and normal motion still cant seem to get it off… Any tips?

The combos you mentioned are all one frame links. It’ll take some practice to get them down consistently. The best method is to either double tap or P.link. P-Link is pianoing two buttons to increase your chance. So instead of cr.lp_>cr.mp you can do cr.lp > cr.mp ~ cr.lp. Basically this means priority linking. So basically anytime you want to do a fierce in a combo you can do fP~mP. Personally I think it’s a little overrated, but it works I guess.

Do not anti-air with df.HK. I guess it’s an okay anti-air, but it’ll probably get stuffed most of the time. I guess it’s better when done early. Your goto anti-airs should be cr.HP, st.HP, st.mk. All pretty situational, but cr.HP is the one that covers the most situations.

your own your on with the FADCxxSH. I’m still trying to figure that out myself

The frame data on EventHubs is incorrect, even though you put in the work of updating it. It says short FK has 3 frames of invincibility and sonic boom charge times are still listed as 55f, etc.

I agree with everything Branh just said except df.hk. If you can react fast enough, I really think you should integrate df.hk into your game whenever you can because the damage it does (with a backfist follow up) just can’t be ignored imo.

fairly new guile player, so i don’t know if this is new: high aa l.fk > ex.fk is awesome.

Something I think which is worth noting that I found while running around in the training room regarding Guile’s cr.lp > cr.mp link to sonic boom and hitting the charge more consistently. I watched that video that Geom put out recently where he was cancelling sonic booms off of cr.mp back to back and tried to make sense of how he was charging so quickly off of it. So after spending about an hour analyzing/practicing I came to a conclusion:

Corner combo being studied:
jump in hk > st.mp xx lp sonic boom > cr.mp xx hp sonic boom

the underlined part made me think about the precharging that was being used and I realized that I was focusing on the wrong thing. What I needed to focus on was when he was cancelling off of it. So basically, I tried throwing out the second sonic boom late while the cr.mp is about to come back in (arm fully extended). Surprisingly, a sonic boom was released to which I thought I didn’t have enough charge for nor did I think would cancel. This led me to rethink the timing to cancelling the sonic boom on Guile’s cr.lp > cr.mp xx sonic boom combo and so I don’t 1)get a late cr.mp which ends up getting blocked or 2)get a slight pause with no cr.mp and a sonic boom to release which ends up getting blocked. What I do now is actually focus on timing my cr.lp > cr.mp and I won’t cancel to sonic boom til the cr.mp is fully extended. Basically, I’m hit confirming my cr.lp to cr.mp link and not cancelling to sonic boom til late. The success ratio on the execution is 9/10 with no double tapping or plinking required.

I’ll create a web cam video to show the timing and inputs later in the evening.

Nice find Nemesys.

I’ve also played around in training mode and found that Guile’s strongest combo is now even stronger. In Vanilla, hp xx super > ultra did around 650 or so damage. Now it’s doing over 700. I like the sound of that.

ha ha, i like to backfist a TAP just to yell at boxers, “I can do a spin move also, SUCKA!”

Okay, WTF? So according to the framedata cr.lp ~ cr.mp is still a one frame link, but goddam, it feels so natural now.I mean i’m hitting it at the same accuracy as i hit it with ryu.It seems easier to me that dudley, f.mk ~ st.hk , which is a 2-frame link, technically easier than Guile’s cr.lp ~ cr.mp, but it’s not.So what did they do to it to make it this way?