SSF4 Guile General Discussion Thread

I try to keep the fight midscreen or on the opponent side of the stage. Like you said being cornered gets you killed fast… Especially if you are playing a viper (can’t stress enough get outta the corner fast)

Honestly i like blocked jump-ins a lot because you can push them out and give guile that perfect spacing he wants. Use the cr.short into st.short block string and you can push them out even further than jab jab strong boom.

When I’m about rounder starter distance apart is when the magic happens. pressuring with the boom and knee’ing forward or dashing to catch them jumping or focus forward and hit them big with st.fierce.

As long as Guile’s not lying on the ground, I’m good lol.

Seriously speaking, it depends on a couple of things for me: life and meter.

If I’ve got life lead (and no meter) then I don’t mind sitting in opposite corner firing booms all day. But, if I have meter (particularly if I have more than OP) then I’ma put him in a corner (usually via throw) and beast on his ass so he stays there.

All this being said, I should really pay attention to my spacing more. I know it’s ass in some places (cus I get absolutely owned in certain situations) and downright genius in others (oh you gonna invade Guile’s air space huh? AIRTHROW bee-yotch!)

I was playing on the UYG stream the other night and I got this message on the chat. Someone mentioned that they’ve never seen a Guile airthrow as much as I did. My question here is…“Is airthrowing too much a bad thing?” I mean, I don’t know but everytime I see someone go airborne it’s like I can see the exact range of whether I can airthrow them or not.

EDIT: And what’s up with Akuma’s hitbox? I can land jump hk > df+hk > flashkick on ryu, ken and a majority of the cast but when I try it on Akuma, it whiffs on him.

There’s no such thing as “too much” anything until it stops working. Once you start getting beat by preemptive AA normals, that’s when you switch it up.

@nemesys, on the crumple combos I am practicing, I cant get to land ghk on akuma after FADC

Neither can I Monsterer. I’ve been trying with different timings on the FADC and for some retardly stupid reason, it swings right past him. Is there actually that much of difference in Akuma’s hitbox versus Ryu’s? Is Akuma that much shorter?

If you find something that another player can’t counter, you abuse the Hell out of it. End of story.

Of course, on good players, they’ll adapt quickly, so you can’t abuse any one tactic, but if you find a weakness that they can’t overcome in a short time (like they’re bad at teching throws or they can’t deal with divekicks), then you abuse it like crazy.

@ nemesys, I dont know man. I tried for like 30 mins to land lvl3>UDK>s.hp>sb>FADC>GHK>FK. I was never able to kit the GHK then I started using ex sonic boom and no luck either. The problem here is that akuma blocks GHK, somehoe the stun from the sonic boom is less on him or he recovers faster, maybe is the hit box like you mentioned. I tried for so long because I assumed RYU,KEN,Akuma had almost the same hitboxes.

If I try to go for j.hk>df+hk>FK I can hit it from certain angles tho

Here’s a thought. Try the following combo variations instead:

Level 3 > UDK > s.lp, s.hp xx lp.sb > FADC > GHK > FK
Level 3 > UDK > s.lp, s.mp xx lp.sb > FADC > GHK > FK

(Note: The second combo works on pretty much everyone. I do have yet to see if it connects on Akuma though. I’m coming to the conclusion that Akuma’s hitbox shifts back further than the other shotos when he is in hitstun.)

Edit (1): I won’t be able to try the combos for awhile. The PCB’s on my stick died out the other night so I’m pretty much stickless at this point and I refuse to play on pad (even if it’s only for the training room).

Edit (2): Question: One of the major topics we’ve been having lately in our irc room is overall meter management. Assuming that you have 2 ex stocks available and you know for a fact that any particular combo will connect, at what point (damage-wise) is it actually worth pulling a FADC in a combo? I’m not referring to one particular combo. I’m asking about any combo overall. Would a FADC combo that yields 350+ dmg be considered worth using up two ex stock or would there be too many variables to even consider a combo overall?

I think for the most part, the only FADC combo worth the meter is flashkick FADC hurricane. At least until this boom FADC GHK business get fully fleshed out. For example, I like that you mention that:

Level 3 > UDK > s.lp, s.mp xx lp.sb > FADC > GHK > FK

…works on just about everyone, but you also have to account for the damage scaling for this relatively long string. Here, the GHK does 40% normal damage, and the flashkick 30%. Let’s see, that’s… 74 to 92 extra damage for two meters depending on if the flashkick sweetspots or not (probably not at that range). Then you have to bring into account three total tricky links, UDK into close s.lp, close s.lp > close s.mp, and dash into GHK. The first two are two framers at least though.

Hm. I think with practice and matchup knowledge, this isn’t the worst example of meter use in the world. It definately isn’t like EX’ing a flashkick instead of using HK. Other than that, I could see FADCing a boom if you think the extra damage will end a round when you don’t have a lfashkick charge… although I never have the situational awareness to do this, heh. Something like a blocked Zangief greenhand when you don’t have a down charge and doing s.hp xx boom FADC s.hp / sweep. It always seems hard to be able to really tell just how much damage will end a round though in the heat of the moment.

Okay, so here’s a relatively simple question. You’re in a match versus Akuma and you’ve landed a Level 3 FA on the guy. Based on the fact that you have only two ex stock, no ultra meter and you know “UDK > st.hp xx lp sb > GHK > FK” won’t work on him. What is the best/biggest damage combo that would come to mind? Would you go for a simple knockdown combo to set him up for a bait on wakeup?

lvl3 . UDK, s.mp,lp.sb, fadc ghk fk

Take your pick.

FA Lvl3 > FK > FADC > Sonic Hurricane = 406 dmg 664 stun
FA Lv3 > UDK > s.mp xx lp sb > FADC > GHK > hk FK = 427 dmg, 650 stun
FA Lv3 > UDK > st.hp xx lp sb > FADC > cr.hk = 410 dmg, 580 stun

first one is easier but ill just go for lvl 3 s.hp fk. lol in a real match

Just got back into Guile after not playing with him for a while. Enjoying him as much as I did in Street Fighter 2 now. Kinda suck when it comes to dealing with pressure, tho.

Quick question: is trouble with cross-up’s something many of you guys have? For me it usually depends on how the opponent jumps (IE Blanka, Dee-Jay, Cammy, Zangief), but I’m wondering if there’s a way to deal with cross-up’s better? I barely even jump back up quickly after being knocked down, hoping the opponent just decides to not go for a cross-up in that sequence.

Oh, and does anyone other than me absent-mindedly do the shades taunt when trying to do a Focus Attack? Since I began playing with Guile again, I’ve been doing this…kinda often; too often. Just need to get back into the flow of things, most likely.

Welcome to the guile club dude. Cross-ups are our kryptonite!

In some cases (if you are up), use an anti air.
In some cases, guess right and block.

Guile doesn’t have a get me out of jail free card like most of the other characters do, so this is where you as a player have to be on point. It’s not fun or fair but that’s just the way it goes.

As for dealing with pressure, I asked brahn a few pages back. This is his response (definately worth a read):
http://shoryuken.com/f258/ssfiv-guile-general-discussion-thread-237783/index11.html#post9711236

Thanks for the link, dude. That helps a lot.

Good to know it’s not just my problem. Now I don’t feel so bad when I’m being crossed-up.

As for the pressure, I usually just panic when someone is rushing me down. I often try to block and input the throw command in the process, but I usually regret it when they don’t go for a throw. If not that, a random, stupid Flash Kick that I happen to regret in the process of doing it.

In terms of Guile’s AA options, what do you think is the most reliable one to use? The Crouching HP is all I really use, but even that’s shut-down sometimes.

Depends on the situation. But, personally I use Cr. Hp the most. Not fully comfortable with his other ones yet. Although, Guile high kick is fun when it works - makes you feel like Vanilla Sagat for a while, especially against gief’s jump ins.

Guile actually has a lot of anti airs, but they are all situational. Sometimes it’s best to use standing mid kick (particularly against the shotos jump ins); in other cases Cr. Hp for instance. Heck, even lp and close mp (hook or uppercut) can be used as anti airs although they aren’t particularly damaging, but viable nonetheless.

What I did to practice all the AA’s is set the dummy to do forward jump in various attacks at various angles repeatedly. I’d then just sit there and try to AA based on how far/close the opponent is. I’ll get stuffed repeatedly but I’ll focus on just AA’ing with normals.

I’ll use far st.hk, far st.mp, far st.mk, cr.mp, cr.hp, st.hp, backhand. Eventually, you get the hang of recognizing the best AA suited for the angle given.

Thanks, Pak and Nemesys

For some reason, I always waited till I got into matches to practice certain moves on opponents, but I often forget that you can fight against the dummy in Training Mode. That’s a fine idea. I need to just do that instead. Thanks again, guys.