SSF4 Guile Changes & Discoveries

Things I’ve noticed so far (from one day, 50+ matches with Guile…beware, some obvious stuff mixed in):

  • I rarely ever lose a fireball war anymore.
  • Can’t prove it, but flashkick seems more effective to me. Gets stuffed less and rh.fk seems to have enough reach to punish things that might’ve been out of reach before.
  • Normals just seem snappier, Guile doesn’t feel heavy and slow anymore…or maybe that’s the game in general?
  • Relatively stronger. In Vanilla, Guile really had to outlast his opponent. He’d be controlling the match for 80% of the time, then in that 20% of letting up, lose all his health. Now, it seems like he hits just as hard as everyone else, so he doesn’t have to dominate space the entire round like before.
  • Much easier to punish something with Sonic Hurricane than his old ultra. Bazooka knee into ultra makes fireball spamming shotos think twice.
  • Poor T. Hawk! Blocked dive can be punished with rh.fk or even ultra 2. Way too risky to use in most cases.
  • Air throw as effective as ever.
  • Still has difficulty with crossups.
  • cr.lp to cr.mp link seems a bit easier, but still tight timing. The cr.mp has to come noticeably later now than in Vanilla.
  • Still hard to use df.rh for me.
  • Using cr.mk a lot more. Seems safe to throw a lot of the time and feels closer to ST.
  • Never once used the shades yet, sorry. Forgot they were there.
  • Easier–but still not automatic–to tack on a spinning backfist after sonic booms.
  • Standing fierce seems just as effective, despite damage nerf.
  • Forward sobat over low tiger shots is a nice option to move in, though you won’t be able to react (unless somewhat predicted) in range to actually hit Sagat.
  • Corner pressure is much improved with faster sb charge. Guys like GeoM_modinside and Dagger_G could already do crazy stuff in Vanilla, but now with a little practice, so can the rest of us. :wink:
  • I never felt overwhelmed by any matchup, though Dudley’s lightning bolt caught me by surprise…had no idea he had that lol.
  • Ibuki will be tough once people learn how to use her…
  • So far, my win% is way up, but maybe that’s because people are still learning new characters and scrubs are in the mix.

Oh, useful tidbit of information. Auto-correct Sonic Hurricane > Dhalsim’s teleport shenanigans. Hey has anyone tested if something like Sonic Hurricane (Trade) > EX Sonic Boom is possible? I had the opportunity to do it once but it didn’t occur to me until after. I mean theoretically you have more than enough time to get a charge during your ultra flash.

I played SSF4 Guile yesterday ( I FINALLY GOT SSF4 :D), and I have to say:
shades > zangief/sakura/hakan/T.hawk/rose/dan/blanka.

I could just put it on with no fear. I felt bad ass, shades make these match ups 10 - 0.

on other notes, the Sonic boom charge as said by others really boost his game BY MILES. I can now dominate people with iron fist, offensive set ups, defensive positions, space control, preasure and especially corner preasure are much more eaiser to perform thanks to shorter charge.

His flash kick is better than before, hit box changes are very obvious, but cross ups > flash kick.

Like said by Capcom, his two kicks that made him hop, the forward or backward MK and close F or B.HK leave the ground slightly faster, and slightly (slightly) helped me come over Ryu cr.mk spammage.

also Guile cr.mk recovers faster, and i think it comes out faster. I felt at ease spamming this move.

backfist (F.Hp) lost visible range, but dunno if it is faster (I cant judge).

Far.Hp is still awesome.

Guile High Kick aplication was used as a gimmick in corner preasure to score more damage. Not very helpful since the slow start up and the hitbox seemed not AA-ish, since I got traded a lot of time (then followed up with Flash kick in corner :p).

Basically, he is an improved SF4 Guile WITH SHADES.

Oh yea, and Abel (by far my worst matchup) is still giving me fits. He is improved, correct? =( Gives me nightmares…

Really? I find the abel matchup pretty even if not in Guile’s favor. It’s pretty easy for Guile to keep abel out. His new ultra is very good though.

I think the Ibuki matchup is a tough one for guile. 4-6 or even 3-7 I’d say.

Cr.LP -> Cr.MP is the exact same timing still.

Not even remotely 7-3. Way too early to discuss rankings anyways. Very even IMO, she can be zoned hard. Her vortex is scarier than Akuma’s but keeping her out isn’t an issue.

As someone who mains both Abel and Guile, I don’t think Abel especially destroyed Guile in any way in Vanilla. It was pretty close, maybe slight advantage Abel but a very close to 50-50 matchup really.

Abel’s buffs seem very minor to me so far, but he didn’t need much. He has better anti-air with Falling Sky (so I hear), but other than that from playing him he feels identical. Crouching Hard Kick is supposed to be faster but it still feels too slow to use. Ultra 2 seems worthless (call it Worthless instead of Breathless? lol).

I didn’t think the matchup was bad for Guile before, and it certainly would only get better for Guile now as he got some very nice changes while Abel is still basically the same.

Off topic but a lot of Gief players are hating the crap out of Abel’s U2. The delay makes it very useful in that matchup.

Oh thanks, I’ll look into that.

Double post for Justice!

Back on topic, The recovery on SH is great, I hit a Chun near max range for chip and smacked immediately after with ex-sb, very nice.

Yea, I think mentally he just messes me up and throws me off my game.

I’m not certain but it seems to be safe on block, I have yet to be hit by anything when bringing it out. It’s great for chipping as well. I think it may be a [+/- 0] move.

Unfortunately, it seems you can’t just throw it out randomly for chip/lucky damage. They can easily jump during the ultra freeze and combo you.

We’ll whipping it out like that is kinda stupid to begin with, but if they are knocked down and cornered without EX or Ultra, it’s great as a chipper if you space yourself, if they jump they land right on it. It’s great for baiting jump in’s as well as long as they aren’t too close.

nice to see the new ssfiv guide seems as rushed and full as miss information as the original sfiv guide, here is a classic from the first guide “flash explosion is arguabley the best ultra in the game”,

I believe in the new guide they tell us there is no way to fadc into sonic hurricane and that we are better off sticking with flash explosion. which is absolute shit seriously the only thing good about these guides is the frame data, does the new guide have frame data for the returning cast? or only the new characters? lol also is there a tier list in it this time around? because that would be pretty funny to compare when an actual tier list is made eventually.

NO! Jesus Christ! I have posted what is going on in this video multiple times. The first time being in September 2008. Seriously, learn the search function.

Maybe Im in the wrong thread so dont get all preachy, its poorly organized and impossible to find anything on this. So give me a break. I came here because the best are here:

My question:

What is the input for crouching medium > sonic boom > double flash > sonic hurricane?

I get lost at the medium punch because I can normally cancel from sonic boom to double flash, but medium punch > sonic boom > double flash seems ridiculous to be a logical input. If anyone can give me a shortcut or an input display this would help me. I tried mashing and it almost worked but Dan fell through my sonic hurricane. i tried to duplicate but couldnt. I know there is a precise way to land these moves in sequence. please help me.

I can do that combo in my sleep, I’ll record it when my camera battery recharges and post it for you. I believe you have to use MK super on dan for the hurricane to connect. I know this combo doesn’t work on Hakan and a couple others, or maybe I havent tried other kicks for Hakan, but MK certainly doesnt work on him. Bison falls much faster than dan so you have to use a different kick for the super. Just another reason why the combo system in 4 is ass.

Anyone else finding the Super and Ultra inputs are more strict? No problems with the recommended inputs but the reverse TK version doesn’t seem to be firing off…

I look forward to it…be deliberate like spell it out. Are you doing reverse tiger knee motion after the crouching medium punch…or is it a better motion?