SSF4 Guile Changes & Discoveries

With faster sonic boom charge, You can punish Blanka a reactional EX horizental ball after Mp or Hp sonic in midscreen with EX sonic boom.

Lp sonic boom ruin this set up since it will remain on the screen after blanka hops back, Mp sonic boom may or may not leave the screen since this set up is dependant on how fast or slow the opponent EX horizental ball, but it is much safer than Hp sonic boom.

In midscreen range, after shooting Hp sonic boom (which Blanka may or may not EX horizental ball, trying to catch you doing Ex sonic boom perhaps), you can nail them with EX sonic boom if you stand block, however obviously you need to keep your charge and time the reversal, and stand blocking to get them constantly.

Although this is a small find, still I want to help Guile community with every simple info.

Side note: The sonic boom charge time is the second best buff Guile has, while shades are #1 :D.

EDIT

I forget to mention the range:

It is Mid-Long range, so I guess no smart blanka player will willing risk to ex ball. However since as a blanka player, they want to nail Guile with every bit of damage to pile up after they get the chance to knock Guile down…

Besides the damage traded here is on Guile side, plus if done correctly you push them further and already set to launch the next boom.

If they reacted to Lp. sonic boom at that range, simply dash in twice as they get hit by the Lp Sonic boom for free cross up set up or to catch them off guard with overhead or any other mix up.

My favorite thing about guile now is my friends I play with respect the flash kick and new ultra so they don’t try as much cheesy shit that use to work against guile. Faster boom’s, better normals, a useable ultra/D+F rh. I still can’t beat abel’s but oh well.

Very good find, I’m going to have to try this for sure.

guile still gets raped, his FK still sucks, and cr. fierce can be beat that is all

But he has shades.

SHADES.

I only wish his focus attack and flashkick were better.

Guile doesn’t suck anymore; Not anywhere near Vanilla Guile.
Currently, it’s all up to player skill, discipline and match-up knowledge and that goes for all of the cast in SSF4. Sure, there are some inherent benefits shotos have but that’s due to game mechanics and not being overpowered by nature.

In other words, if you suck with Guile in SSF4, it ain’t Guile

^^^^QFT

If you’re looking for suck in your Guile game, might I suggest a trip to the nearest mirror?

i agree. he has bad match ups. maybe more bad match ups than some of the higher tiered characters. but so do zangief and seth. i’d regard both of those characters as “good”. that’s exactly what guile is now. in fact, it’s lucky for the rest of the cast that they took out the ability to have a fireball and a fireball ultra on the screen at the same time, because guile might’ve been borderline broken how he is now. i think he’s much easier to use, he does more damage and he can actually turtle properly now. his corner pressure is near to what it used to be again. he now has a useable ultra. overall i’d say he’s on about the same level as ken/chun li.

I was messing around in training mode and learned something interesting about Dee-Jay.

Against Dee-Jay you can hit c.MP xx LP Boom, s.HP anywhere on the screen. On all other characters I tested it on, that combo only works in the corner.

At first I wondered if Dee-Jay didn’t get pushed back as far when he’s hit, but after testing with Rog, Ken, and Gief I think it’s the same.

What I think is happening is that Dee-Jay’s hit recoil animation moves his head farther forward than the other characters, which allows the s.HP to connect.

This could mean Guile has other Dee-Jay specific combos. In fact, Dee-Jay might be taking a whole lot of extra damage from the entire cast.

LOL at Dee-Jay.

Very situational here, but if you’re cornered and they are close and jump and try to cross you up. Bazooka knee into hurricane, if the positioning is right you’ll swap places with them and the hurricane will come out in the corner and they’ll land on it.

ok i’ll admit the first time i saw FK fadc shades i went nuts

down - fwd - HK into the backfist (–> HP) is the greatest anti air.

For future reference, the notation used around these parts would make this:

df.hk f.hp
– or –
ghk f.hp
– or –
df.rh f.fp
– or –
ghk f.fp

  • ghk == Guile High Kick

I’ve got the japanese SSF4 strategy guide and I’m currently going through the new characters and putting their frame data into an .xls format. I should have this stuff on SRK wiki sometime this week. One thing I noticed when looking through the book is Guile’s SB charge time is 50 frames(I KNEW IT!) and his FK charge time is still 55 frames(along with everything else). This is wierd because I seem to have an easier time doing neutral j.fierce > s.jab > FK.

Another thing to note is Deejay’s SB charge time is also 50 frames. This is funny because it just feels like his charge time is slower, I guess it’s the extra frames of animation on his SB that makes it feel longer.

Anyways…back to work.

EDIT: oh yeah, remember how I was saying the short FK has projectile invincibility now? I was wrong. It seems the short FK now has 5 frames of complete invincibility now, the other 2 still have 3 frames inv. and the EX FK still has 5 frames inv.

yesterday a ken tried to ex shoryu chip kill me on oki and my lk flashkick went through it

l
o
l

So that explains why I didn’t notice the charge time with the 1-second check. I never knew 5 frames could make such a difference. When the developers said “charge times would be faster” I was thinking in the realm of 42f like Vega’s Scarlet Terror, which is an easily noticeable difference in charge time.

Good change on the LK Flashkick. Can’t wait to see any new data on cr.MK, Backfist, and Knee Bazooka.

Keep up the good work.

EDIT: Not sure if anyone mentioned this: Does anyone else feel that Guile’s EX Flash Kick does 2 hits at further ranges than it did in vanilla? Usually when my opponent isn’t very close to me and I throw out EX Flash Kick thinking it’ll only do one hit, it does two instead.

Agreed. These are the characters I can usually use Guile High Kick as an anti-air against:
Dudley, Honda, Zangief

These are the characters that usually beat me out when I try to use it (due to having good jump-in attacks):
Blanka, Chun, Cody

Someone asked earlier about cr.MP being a good anti-air against Rufus in Super. For me, in vanilla, cr.MP was always a good anti-air against Rufus’s jump-in attacks, however it mostly trades against his dive kick. It seems the same to me in Super. If I get the lead and I don’t have a charge stored, I use cr.MP alot to avoid his aerial pressure game.

Really? I still find shoto’s j.mk still stuffs lp.FK quite easily. I was hoping for reduction in FK charge time though.

take this with a grain of salt.

i think cr.hp got worse…

…but i think both close standing hp (anti air) and close standing hk got better. anyone else notice?

Perhaps? I think i’m just playing worse defensively. It’s like with the new buffs im far more offensive than i was in the other game and just don’t seem to have as much patience, plus with flashkick being alot better i just dont anti-air with cr hp as often.

Standing close hp seems to come out pretty quick though.