you can’t mash charge moves, so no.

Yes I know that, I’m talking about a hit confirm, if they miss a link and I’m mashing lk lk and if I see one hit I could combo off of it, but is it possible to get these lks out in missed links?

How do you guys feel about the Ryu matchup as of v1.04?

^ I actually think that is in Guile’s favor even with all the changes, or at the very least an actual 5-5.

As a Guile player, you only have to properly respect Ryu’s DP, which can and should be baited; air tatsu mix ups, which require you to have - and sometimes give up - proper spacing in order to AA or evade; and Jump in Hard kick/punch, which require you to stand block.

Your AAs tag 90% of his jump ins; your ground based pokes halt 90% of his ground pressure so maintaining your spacing in the match up is relatively easy as a result.

In fact, most of the things Ryu throws out, like cr medium kick or the occasional fireball, can be punished or reacted to; so you can play this MU in a mostly passive fashion forcing Ryu to do something risky/stupid and then you punish accordingly.

Ryu’s only way of cracking a solid Guile’s defence is really through air tatsu mix ups or other risky jump in attempts - all of which can be reliably AA’d or evaded/predicted/spaced out.

Nemesys, good showing at the Winter Brawl. Good work, sir. Fun to watch.

Thanks! Felt like I could’ve done better. Tournament nerves got to me unfortunately.

EDIT:

I went through an El Fuerte (2-0) then took on a Fei player (2-0) with the 3rd round against a Rolento player (2-1).

Impressive…those are not easy matchups. The nerves are tough. I can’t imagine getting that far and being too calm, haha.

It was my looks and age that mindfucked everyone. LOLOL

Seriously. The graying facial hair commands respect, haha. I’ll admit I was surprised, only because the vidya games tend to be a younger man’s game :slight_smile: although I’m no spring chicken myself…I am old enough to have seen an original Street Fighter 1 cabinet in working order.

I believe what confused all of those players was that I wasn’t running back. I kept close to them which made them panic and I kept spamming st.hp on them.

You’d be surprised at how many people don’t know Guile’s Far St. Hp is safe on block.

Yeah, your spacing was killer. It actually inspired me to do better on my spacing and Tuesday I flipped it on a local guy who usually beats me 7-3 with his Ken.

And I have been getting a lot of mileage out of st.hp lately. I am liking it more than backfist right now. Just creep into range and let it rip at an off-rhythm timing and it’s counterhits galore.

Expect to see me compete more at NLBC. I’m usually casual monstering there.

That would be great. I’ll keep an eye out.

Talk about landing a Ultra 1 from the farthest range possible. Lolol

can anyone explain how nuckledu manages to boom after a st.lk in this video at 2mins 31secs? is this new tech or did i just miss it?

EDIT - just seen dagger g talking about this in another thread. i’m guessing this has to do with upback charge. will have to try that out.

ok so i couldn’t do this for the longest time on pad and now i’ve pretty much mastered it. here’s my advice - go use decapre in training mode and learn her stinger fadc ultra 1 or 2 (2 is the easiest option). both are super easy compared to guile’s fadc ultra 2 and will get you used to the holding the focus attack and doing the charged dash etc. then once you’ve mastered it, try doing guile’s one. using edition select, i’ve gone back and tried doing fadc ultra 2 with ssf4 version of guile and i find it a lot easier. i believe the reason this is hard with guile is because his dash is slow, along with sonic hurricane having a slower startup in comparison to it’s super sf4 version - but don’t quote me on that. i’m sure other people on this forum know better than me.

if you’re going to roll with ultra 1, one thing i would urge you to practice is option select ultra 1. this works on characters with slow back dashes and characters who do a back off then toward move on wakeup. it’s not even very hard to perfect. you just do a fast input of ultra 1 after an initial cr.lp on your opponents wakeup. if you’re finding that too hard, try learning option select, sweep and option select df.hk first.

Old tech, you chain at upback to not get knee bazooka.

so the weirdest thing just happened to me in a rolento/guile match up. rolento goes for yolo ultra 2 and it hit me regardless of the fact i was blocking. i even saved my replay to check my inputs. definitely blocking. dunno if this is a rolento or guile glitch but it’s a thing to look out for.

Were you crouch blocking? (gotta ask lol… I’m not sure if it actually hits low either)

yup crouch blocking. i’ve tried to recreate this in training mode but i can’t so i have no fucking idea what happened. maybe it was because the match was a bit laggy and the ultra is super quick…dropped input or something…but in the replay inputs i was clearly in down back.

couple of quick things -

  1. guile is doing rather well in tournaments recently - what do you guys think it’s down to? just curious to see peoples opinions.
  2. i’ve noticed a couple of guile players going straight into flash kick after a couple of jabs rather than going for the cr.mp link. any reason for this outside of not wanting to miss this link?

Couple notes I wanted to mention.

I’ve been noticing that KnuckleDu punishes a lot of stuff with df.hk > s.hp and then throws a boom immediately after. It’s an interesting setup that looks absolutely beautiful. That s.hp puts them at the perfect range to HAVE to block the boom. Haven’t played around with it much personally, but I’m definitely going to be adding it to my game.

I’ve also been thinking about more opportunities where s.hp xx red focus is a good option for a punish. Due to perhaps df.hk not being fast enough or having a good enough hitbox.

  • If you dash under akuma air fireballs
  • Blocked zangief greenhands
  • Ever block a DP that crosses you up? To where you’re not sure what side they will land on? I’ve seen it happen with shoto EX DPs and with adon’s dp. It can turn your df.hk into a sweep.
  • Counterhit balrog’s TAP before it hits you
  • A blocked Cammy drill for max damage
  • Hakan slide punish
  • Blocked rufus lk messiah ender
  • Poorly spaced sagat tiger knee
  • If you get a jump-in on Seth (Let’s face it, you need every bit of damage you can get in this match)
  • Really, anytime someone whiffs something in the air, you can trip guard with s.hp xx red focus… but it’s risky… too early or too late and you waste a bar and possibly get punished.