SSF4 Guile General Discussion Thread

Hey guys, did you see Guile new Alt?

Its filled with Win.

:sad: Registered for Guard Crush 8 last night. Didn’t get out of work til 6:30pm (that’s when the tournament started). Had a 1 hour ride from work to the home so I can pick up my stick. Unfortunately, I fell asleep on the ride and passed my stop (by 7 stops). Jumped off and grabbed a cab back home. Got my stick and drove to the tournament (even though it’s only 10 minutes away). Got to the place at 7:50pm. Only to end up playing my matches (both Balrogs) cold with no warm up at all and lost miserably.

This old man is really really sad.

EDIT: What I need right now is a video of a Guile vs Balrog done textbook style.

i might have a few on my recent games, I remmber playing some good balrogs lately, msg me, ill show you replays.

Thanks much, Monsterer. I’ll hit you up later tonight. Was planning on sparring on XBox tonight but…looks like I’ll pass that up completely and just do research instead.

EDIT: Random thought of the day, would it not be helpful if everyone or those who can do their own version of textbook style matchups? Taking on a particular character and shutting him/her down by the book (so to speak)?

How do you anti air dudley? I’m serious. I played against a capable dudley and he was able to jumpin from a certain distance and it would stuff cr.hp, st.mk. Any suggestions?

Well you have to stay out of that distance. Maybe late LK FK. I assume he was using his j.RH, which is an elbow drop…it stuffs a lot.

BLOCK, if he is constantly jumping at you and stuffing your anti airs, it seems you are not at the right distance

yeah you guys are right. I wasn’t controlling the spacing well.

Sup. Trying to actually main Guile now. I can’t really beat good players who jump at the right angle. You know, the one where low fierce loses clean? I can do stand fierce, but it trades. st.forward is alright, and df+roundhouse rarely works. I’ve seen some of the best Guiles from the US and Japan get raped by the same strategy. I think it’s pretty wack Guile loses like that, but oh well. I know the solution is to walk up and get in low fierce range or air throw. But what if you can’t? Like the situation of the jab boom recovery. Do you focus and level 1 or get away? Or do you just have to block it and take a mixup after?

you have to block, focus backdash might work once but you dont wanna do that vs abel players for example. I would say that if you are constantly getting jump ins from this angle, work on your zoning against that specific character.

Well, I’m not used to having to stay at a certain range the whole time. But I guess I’ll have to learn.

Balrog seems to make the best use of this. If you try too many unsafe strings, he always has EX headbutt/regular headbutt through booms. If you stay in range for anti airs, he can get in easily with jab straight. If you walk back too much, he has max range jump fierce that you have to block.

So now my question is, what is the proper zone vs Balrog, for example?

if you play a balrog that is good enough, he will always try to be in a range where he can safely rush with punches and the only thing that guile can do to reversal him is a lk.super. somehow you have to break his pattern and either dash back or jump back to reset you boom game or play his game of blocking his jabs ans sweeps that will more than likely garantee him coming at you for a grab. I try to use a lot of c.mp cancels to sonic, just in canse he is using ex to rush and also, if he blocks the boom throws him back a little bit and you can escape. Use back fist against him when he goes pass your booms with his turn around punch. In this match, I try to be as far as possible.

for me, balrog is the most difficult character to anti air. like you said ideally you don’t want to be at the range where jump fierce shits on guile. so spacing is key. at said distance you’re best off blocking, df.hk’ing, back handing, or forward j.hk. you want to constantly change your position so that balrog cannot safely jump in.

get a feel for the distance where df.hk trades/beats j.fierce, the trade is well worth it

Monsterer - Far as possible is pretty good vs Balrog, but I know it doesn’t last for long. If I’m going to be in the corner fast, I usually play like I’m in the corner before I get there, just so I have more options for a longer amount of time. I’ll ask a question at the end of this post.

Warahk - Hmm, I’ll try that. Does Guile get FK off of a df+roundhouse, or just back fist? I guess walking up with df+roundhouse wouldn’t be bad. I’ve only tried to walk up with low fierce before. GHK should give me more range. Also, does Balrog’s other buttons beat this? Because I know he can jump in with short and roundhouse, although roundhouse is more common when they wanna use another button.

Another question - When Guile is just downback’ing mid screen, not trying to corner himself…what are you looking for? So far, I pretty much just low forward as a poke. Crouch tech with strong if they get close. Sometimes I’ll far roundhouse if I wanna keep boom charge. I feel far fierce isn’t good in this situation, easily whiff punished. Back hand is a good poke since it’s hard to walk and block, but it gets whiff punished too. Reacting to EX rushes/jumps with flash kicks are a good bonus, too.

I’m trying to understand Guile’s buttons as much as possible. It seems like sticking to low forward and far roundhouse are the best bet, to be safe. Back hand is great against characters without a crouching move, like Honda/Gief. Chun-Li and other good sweepers can just whiff punish it after the crouch. st.fierce is iffy to me. If I want to be safe, I only use it in a string if I’m not sure. It’s not something I wanna whiff, either. f+forward kick works good for me, I like that it gives + frames.

So if there’s something I’m missing, or can look at, let me know. Thanks for the help so far.

when AAing w/ df.hk i usually dont have a charge, so usually just a backhand follow up, but thats still 230 damage. balrog has to walk towards you, when he doesn’t have a charge and you’re not in the sweet spot for j.fierce, boom is awesome. Just be ready to react to TAP with backhand or s.fierce. i like to be pretty close to balrog, because he can’t jump for shit around sweep distance, but if he builds a down charge you’re kinda forced to create space because rog’s like keno can punish booms on reaction. you can build space by walking back or by forcing rog back using pushback on normals like c.mk.

the rog match is not an easy match to learn. guile has a harder time zoning rog compared to chun

Many of the top boxer players in my area think that Guile is so much harder now compared to last time.

Chun Li Players here also believe this too especially the Sonic Hurricane posing a serious threat in many situations (eg fireball fights or committing to a jump attack or command flip kick when Guile activates his ultra)

Alright, seems like it was just as I expected. Guile won’t have too much to work with, but it is manageable.

If they have headbutt stored, I’m gonna FA cancel the boom and try and crumple the headbutt if they have really good reactions. I’ll try to come up with more tools as I play Guile. Also, I think Chun has an easier time because I noticed her normals push Rog way further than Guile’s, and of course more ease anti airing.

chun vs guile was retarded in vanilla.

If you have time to AA Boxer, use airthrow whenever possible. Airthrow is the best AA and works up close and far.

At ranges where Boxer will land about Guile’s s.hp and d.mk distance, use df.hk cos it’s easy to hit Boxer with it. You seldom get stuffed unless you use it too near or too late. A trade is in your favor too.

Only use early c.hp at ranges where Boxer is right on top of you to be safe.

Flash explosion/SH is also a good AA against Boxer as he eats all the hits of FE and also due to Boxer’s hitbox during jump which sometimes seem he might not be hit by it but he eats it full.

S.mk is not much use cos it normally trades in Boxer’s favor. Only useful when you have quite a life lead and you want to keep him away at all means.

He can only go thru SB and hit you with EX dash punch if he anticipates your boom. Anticipate his EX dash punch and throw him out of it or EX SB him. If he’s far away and does it in reaction to your jab boom, just give him 2 x s.hp to his face and he won’t try it again. S.lp, s.hp and c.mp > FK can also punish EX dash punch. If he whiffs his jab dash punch while you’re walking back, you can punish his fist with s.hp if you’re fast enough.

Beware of overhead if you’re charging down, especially in the corner.

Hope this helps.

I think I do alot better vs rog than vs chun li. But I will take warahk’s advice, he is far more experienced than me. I’ll take some notes as well. If you want to have some mirrors add me.

PSN: Monsterer-