SSF4 Guile General Discussion Thread

@mosterer - your advice was valid, i wasn’t trying to undermine you. against chun the most important thing is focusing through hazanshus on reaction.

if you blocked hazanshu, you could’ve punished it instead. once you take hazanshu out of the match it gets pretty rough for chun. but yeah all of this discussion should be in the match up thread >_<.

@rexell - oh yeah, i didnt mention air throw lol. from my experience from faaar away air thow isnt as effective as other options though

no way I felt bad warahk, but I struggle way too much vs chun li due to my poor connection and I do know how focus can deal her good punish , the problem is to react on 2 bars connections.

lol well yeah. Guile is much harder to use efficiently online. There are times where I can’t react with air throw and just eat a Zangief boot or Honda j.strong in the process. Nothing new though, just gotta play offline if you want real games.

Which one of you gdlk Guiles has AIM? I’m looking to discuss some high level strats. Hit me up.

Yeah I forgot to specify the distance. I use it when Boxer’s about 3/4 screen or slightly lesser distance and you got time to jump and throw him.

Against Chun Li, I agree with you that taking hazanshu away from her will mean a substantial increase in Guile’s matchup against her. She’ll be forced to rely on her pokes and FA more often which is less safe a way to get in. But she always has her comeback ability with her ultra 1 and I feel really good Chuns are those with good reactions who can react with ultra 1 against Guile’s jab boom at 3/4 screen or lesser distance. And her tick throw/frame trap game up close is dangerous for Guile. Against good chuns, the damage I get in on them is usually through long range projectile fights using EX boom, a successful jump in when they throw kikoken. Or a successful FA crumple catching her hazanshu means she’s is taking a big combo due to her hp. I’ve been trying nj.hp to AA against her recently and it seems to work well unless she presses her jump lk early.

Can I have a good Guile add me to PSN? I’m going to a tourney on Saturday and need to practice against a good Guile. :slight_smile:

PSN: zacfitz

Wait til you face a Rog that double armors. So painful… :rofl:

Forgot who mentioned this but…from full screen, if a Rog decides to jump over a boom. You can actually AA backhand him before he lands. The hitbox on Guile’s backhand extends out further than his fist. A considerable amount further.

your sig is awesome, hope thats real

Shitcicles. I come back after a 4 month hiatus and Guile is on top of the tier chart?! Craziness.

It’s real, lol.

you have such good input. yeah U1 is a necessity for chun in this match up, i think it changes the match up by a full point based on whether or not she uses U1.

also yeah, if you manage to crumple chun she takes a ton of damage because udk > s.hp xx boom is like a 3 frame link against her. if i have the meter ill dash cancel sweep :smiley:

also ex boom is very dangerous against U1 stocked chun

I think it was me who said that in a post on how to fight Boxer. :rofl: But you have to take about 2 steps forward to hit him when he’s on the way down. You can’t abuse this cos if they get smart, they can press j.hp to trade/stuff backfist. For s.hp and backfist as AA use, you can use them early or late during opponent’s jump. It depends on the situation but in the situation above, backfist works best when done slightly late just hitting them before they land.

Warahk

Haha… I learned the hard way not to EX boom when she’s got ultra 1. I think empty jump against Chuns who like to use their sweep as an AA works well at about the tip of her sweep range cos Guile can sweep them back sometimes if they whiff cos they pressed it at a timing where their sweep will only hit Guile if Guile presses an air attack. But if their timing is on point, the sweep will still hit you even if you didn’t press anything. I think the hitbox on her sweep goes above the trip guard but she has to be nearer to get this to work well. You can sweep/c.mk hazanshu if you’re walking back and it misses you by a bit.

Chun has the advantage against Guile in Vanilla cos there’s no SH. But imo, I think the match is still not as bad as I think there are 2 types of Chuns. The more offensive ones and the defensive ones. The offensive ones are easier to defeat as they have more loopholes in their game and they prefer to use hazanshu to get in. But they usually give up their life unknowingly which is precious to a low hp character and before they know it, they are lagging behind considerably in life lead.

Why I think the defensive ones are harder to defeat is cos they have lesser openings and since their backdash is so fast, it’s very hard to get them to FA backdash a SB and get hit by a backfist. It’s still possible to catch them with this but you have to dash forward about 3 times to do it. And if they keep FAing booms, they’ll have ultra early and still have a lot of life. I think you have to really be on point with this kind of Chun when it comes to footsies as Chun really has better startup on her normals and walking speed. It’s also very hard to get a hit on defensive Chuns and it’s also important to maintain life lead in the projectile war during the start of the match when they’re trying to build meter for SBK so as to make them come to you. If a defensive Chun has good reactions to ultra 1 a boom, she becomes really very dangerous. But why I think this matchup is not so bad because I think Guile can still win by maximising his dmg output to her openings as her hp is low and being on point with footsies. C.hp her jump-in, then immediately FADCing backwards a boom while she’s still in mid-air has won me the game quite a few times. And she does badly in the corner if you manage to get her in it.

There ya go. At my age, it’s hard to remember who says what. I only remember details but forget who mentions them. heh.

yeah, sonic hurricane and the new charge time for boom changed the chun match as much as it changed the ryu match.

guile wins the fireball war now, chuns U1 is the only thing that keeps her from being completely shut down by booms and focus. this is assuming you have excellent reactions and execution. chun vs guile with shitty reactions is definitely in favor of chun because hazanshu is godly if guile isn’t punishing it :P. also her jump is so floaty, i find air throw to work very well against her.

i dont really pressure chun unless i have her cornered or i get a knockdown. like you said, she is probably the hardest character to backhand if she focuses a boom. you have to really commit to the back hand, and if you REALLY commit to the back hand, and she releases focus instead of back dashing, then you’re going to get crumpled. i find it better to slowly push her into the corner with bazooka knee and sonic booms

guile can pressure chun pretty hard once she is in the corner, especially if she doesn’t have meter.

baiting wall jump and AAing it appropriately is also important

Yes I agree…Any Chun Li who uses ultra 2 is doing themselves no favours even though this ultra has good combo potential

Hi i am new Guile Player, just want to ask why Guile stun rate is below average, he must have standard stun rate 1000 like Ryu and others,He is Soldier,soldier must be tough guy,right ?

and how to fight against Ryu, people say its even but for me Ryu have advantage, have good pressure play, and have many set up to Ultra, always get owned by Shoryu FADC metsu :shake:
and how to avoid his pressue play, like He Spam hadoken and when you jump he do anti Air Cr Hp or Lp shoryu then Metsu (or EX Fireball),and he have tatsu to counter Sonic Boom.

Many thanks who answer it :pray:

Thanks.

Guile has 900 stun meter. He gets pwned by high stun attacks very quickly.

Guile Ryu match up for me is the only true 5/5 match up, since both characters have enough tools to be feaed and respected by one another. Fireballs should be no problem to guile with new charge time and, at some rare occasions, Sonic hurricane prove to be match changing ultra.

Never EVER jump the hadouken unless he hadoukened while you are jumping, but then you are risking SRK LOL Ultra 1, pushed to corner and have to deal with his wake up game. Instead Sonic boom the fireball, Focus absorb it, or just block it, it does 15 damage on block, big deal (its more prefered to either sonic boom it or Focus absorb it :P)

If Ryu is tatsued your sonic boom, you are not fake booming enough. Whiff Cr.mp or St.lp on some occasions, press some fast buttons like St.mp, to bait him to tatsu. If he hadoukened, just sonic boom it since you will still keep your charge.

The most difficult situation against Ryu is near his poke range. At this range it is not advised to Sonic boom at will, since tatsu can directly punish it. Also at this range it is difficult to Sonic hurricane his hadouken due to how close he is.
However, at this range, every sonic boomed hadouken (as in every time a hadouken and sonic boom meet) you can backfist for free 120 damage. At this range, you can Forward sobat (forward medium kick, the hop kick) his overrated cr.mk on guess in exchange of losing momentum and charge to score a hit, or backward sobat to avoid his cr.mk on guess (in both cases, you need to press the button first) and regain momentum and reset the match with a charged position for both Sonic hurricane and boom. At this range just stop him from getting close to start his cr.mp tech traps bullshit, since he can use variety of ways to push you to corner or to set up his ultra.

This match up test your patience, since your only damage output is crapload of Sonic boom chip damage, few pokes, some anti airs, and a sonic hurricane if your reactions are good. The only way to get better at this match is to play solid and to play smart against REAL Ryu players, not the mashing new ryu players.

When opponents are up close using footsies to pressure you, What techniques do you guys employ? HEre are somethings I tend to do out of habit

  • Crouch teching by holding DB and pressing LP+LK similtaneously with the opponents attacks. this is better than trying to mash throw or say C LK which is not a good way to learn.

  • Stand tech - I use this for variation against certain players or characters just in case I block a J HK and they walk up throw. I usually do this immediately if I crouch and see my opponent walk straight to me and throw.

  • when using crouch teching, I usually try to slip a flashkick in between block strings when I see a gap. if you have 2 EX bars cancelling the flashkick resets the spacing. Also this is where the FK > FADC > Ultra 2 comes in and will be a good tool to use.

  • learning C LP > C LP > C MP > FK > FADC forward > ultra 2 is a MUST learn. this is particularly useful if you slip in a C LP to interupt a tick throw attempt.

Fixed. c.lk is a better combo starter in case if your opponent doesn’t block low for whatever reason. Chances are, you’ll be crouch teching, so the c.lk will be coming out anyway.

I’ve always told my friends and people who are learning to start all confirm-able B&B’s with low short to hit low and such. If players only know jab jab, I tend to abuse holding up in a direction to evade throws or mash back dash. Mashing back dash becomes less of an option because you have to stand to do it, but also blocks cr.jab’s.

The reason’s I’ve got for jabs are, “It’s easier to time” and “It feels more natural and easy to remember.” Just make it a habit to start with low short, I always saw good players do it, and I never wanted to be anything less.

c.short causes more pushback than c.jab which could potentially make your FK do less damage and you wont be able to FADC it. You still probably want to use it more often though.