To help you out, the first few hits on the juggle Ultra does hit. You’re going to get at an average about 2 to 3 hits off of the first somersault. If you do catch your opponent off of an AA super, going for an ultra right after it is a must. Just make sure you’re charging as soon as you trigger the super so by the time you land, you should be already halfway (or completely) done inputting the ultra input to juggle off. This scenario or setup was true in Vanilla and is still true in Super. Correct me if I’m wrong but I’m pretty sure it’s one of his trials as well in Super.
I just had a friend (who was smart enough to call in sick) test lk.fk xx super to U1 and he said the Ultra whiffs. Not a Guile main but one of his secondaries. He is messing around with the dummy to try to do the high AA lk.fk U1 juggle.
Damage: naked super to U1- 641
edit: sorry, but looks like juggle potential is the same for FK. I will confirm later on.
everyone knows by now the sonic boom charge has been lessened, but it’s crazy how noticeable the difference is. it basically comes out immediately after a sonic boom leaves the screen.
df HK is interesting, trying to incorporate it more and at least you get an easy flash kick if it lands.
The AA super into ultra only works if you hit twice with the super (might be able to hit more but as far as I’ve tested, twice is the limit). If you hit them AA with the full super, the Ultra will wiff because of weird juggle properties, that’s why I’m so desperate to know if they changed that part of his ultra or not because if so, you’re looking at some massive damage at any point that you can punish or catch folk with a c.mp into fk ect. ect. The only case in which super into ultra was used was when you canceled c.lp into super. FK into Super was also another trial but there was never a trial where the combo included the fk xx super > ultra.
@GuruPrimo
Thanks for checking dude. I had the feeling that it wouldn’t but I heard nothing one way or the other. If you want to double check and confirm it yourself I won’t stop ya but seriously, thanks for the help on this. All I really wanted was just some straight up info that no one seemed willing/able to provide. So far it seems like U1 is doing some really good damage. I’m thinking U1 would be best used against characters who get up close. U2 is best against other fire-ball characters but thats just my opinion of it so far.
Is it just me, or does Guile feel like he hasn’t changed at all?
Aside from the Ultra(which is unnecessarily difficult to FK FADC combo into) and charge time, it seems like he’s still pretty crappy
The df.HK is still difficult to land. The slow ass start up means you have to predict the jump in, because it’s too risky to do it on reaction. The only useful way to combo into it is from a deep jump in, and there is no way to hit confirm that. It would only be useful on a stunned opponent.
The rest of his changes seem so slight, I don’t think they’ll be much help.
None of his match ups seem to have changed…
I just don’t understand why Seth keeps going on about how Guile has become this uber character now…
Sonic hurricane and the new charge times make a significant difference in guile’s game play. Ryu and Sagat were both 7-3 matches in vanilla in my opinion, in super these matches are arguably 5-5. When you factor in the nerfs given to a lot of other characters, guile has definitely gone up. I agree that guile still loses almost all of the matches he lost in vanilla, but he does better in most of them. Guile also seems to do well against most of the new characters.
Edit: about hit confirming df.hk on a jump in- if you know your jump in is going to connect (ex: you jump over a tiger shot) you can confirm into df.hk
^
Yeah, what Warahk said.
That Ultra is such a huge benefit - Guile was fairly solid before and he arguably didn’t actually have an ultra. That alongside modified normals and faster charge times = a much stronger Guile. Then you factor in the nerfs of other characters and that means this new and improved Guile can really tear stuff up!
Also, hey sugar-shock
Looking at the strategy guide, it talks about Charge buffering, which you can charge back, then dash forward and, b > f punch to execute a roll attack. I wondering if some tried it out yet. Would definitely be nice for Guile if it does work. Maybe it works almost like Charge partitioning? If so I wonder if the same can be done with Flash kick?
I honestly have no idea what you just said.
He’s refering to Gen’s roll and how it can be done by charging back, dashing forward and have the roll still come out. As both Gen’s roll attack and Guiles special attacks are charge moves, they ought to have similar properties as far as dashes into moves are concerned.
At least thatsxwhat I got from that
was refering to Blanka’s attack, but any charge attack should work. Simply put, I was asking if you can perform a charge attack after a forward dash. I would someone to try this out as I dont have access to the game atm.
Ah gotcha, thanks. I was thinking “Guile? Roll attack? What?”
Well, we know you can dash into Supers and Ultras…but I too have no idea about normal charge attacks. Something tells me that I wouldn’t have thought so.
Surely it would have been used by now if it works - since Vanilla has been out for over a year and all?
I know it doesnt work in Vanilla, but it might be a new feature in SSFIV, or according to the strategy guide which has a page just for it.
Well, I honestly don’t think they’ve changed anything that would remotely impact it - so I wouldn’t get your hopes up, unfortunately.
Guile and Dee Jay players are lucky in this regard as we can move forward via normals whilst retaining a charge (hell, Dee Jay can retain both!)
Anyway, since this is SRK and all - I doubt you need me pointing out the obvious so I’ll shut up.
while guile’s improvements have been slight, the ultra is a huge upgrade. it’s already won me a few matches.
the df HK is useful only for jump ins, imo, since it’s really hard to time. even then, i would only use it for bigger characters; sometimes on smaller ones it whiffs and i get punished.
the only thing i hate is that guile still struggles with crossups; fk is also still fairly useless. it’s too bad they didn’t address that at all it seems.
You misunderstood the strategy guide. Charge Buffering has nothing to do with storing a charge inside a dash, that’s charge partitioning. Charge Buffering would be this:
B (Charge) > F > B + Punch = Sonic Boom being released while charging for the next one. It’s a good habit to get into of just throwing virtually every sonic boom that way unless you’re using it as a shield.
Actually it show pictures of it being done and goes to details on how its done. On page 34 of the strategy guide shows this, you read it first then come back and tell me I misunderstood it.
It may just be me, but it seems like airthrow seems way better this time around, but it was already good to begin with. But maybe I’m timing it better too. Not sure. But people I played against were really awestruck at the range. And these are people I played against all the time in vanilla.
That would be insane as Guiles Air-throw already had the longest range in Vanilla but I really doubt it as it already catches almost everything in the air.
How does one figure out range? Anyone?
I would not waste money on that. You cannot store a charge through a dash outside of ultra’s. So let me rephrase that. The guide is wrong unless it’s specifically referring to ultra’s since they store charge for much longer than normal moves do.
Unless someone stops by and drops a video of Guile dash sonic booming.