Thus why I said training mode doesn’t really help much in terms of zoning. Sure, you can record ken doing jump-in whatever and AA it with different timings, but there’s no option in training mode that you can have a dummy jump at you with a random option. Advanced players discover quick that empty jumps shit all over Guile’s AA normals. Being able to identify when a player will go for an empty jump or something weird is something you can only gain from playing advanced players in real time.
Anyways, I’ve been getting a lot more consistent in punishing with GHK. I ranted awhile back about using a plain s.hp for shoryu punishes and the like when I didn’t have charge, but I’ve gotten a lot better at acknowledging my punishes and using that GHK whenever I have time.
Another thing, on an unrelated note, is that I don’t think EX flashkick got it’s damage nerfed. I’ve been using it in df.hk punishes a lot more now and the damage seems significant.
I agree. Training mode can not help you with Zoning and AAs. I learn to zone and AA better through experience of endless battles (don’t play ranked matches because of too much hate mail). It’s all about battle experience. As of recent, from watching videos from Dieminion and Warahk, I have been doing less and less combos because I learn to pick and choose when to implement these combos. I still do block strings when necessary, but I have relied less on combos and more on Guile’s normals.
The cardinal rule for Guile players is that you must…and I mean…you must punish empty jumps when it is within your range to do so. Guile has so many AAs (Special or Normal) that it is completely in your advantage. However, that being said, you must be able to identify the counters that may come with empty jumps. For example, C.Viper’s U2. Improving your zoning and AAs comes from practice (not training mode), battle sense and experience. Just like Silkun, I am now trying to punish empty jumps with GHK. It is going to take time since a lot of Guile players charge for a sonic boom.
Also, it has been confirmed that EX Flashkick has been nerfed. It only seems significant because the other FKs has been nerfed. Don’t let it fool you.
I was also under the impression that EX Flash Kick remained untouched as it still does a nice chunk after GHK…
Anyway I’ve been noticing that I have big issues with AAing with normals lately. It’s like my reaction speeds are slowing down or I’m afraid to get counterhit and decide to block instead. Yesterday I got hit with empty jump jump-ins quite a few times after whiffing down-fierce… I guess I should be using s.mk instead but it’s so hard to identify
Where has this been confirmed at? The AE blog said the flashkicks got nerfed lk/mk/hk to 100/120/130. They never said anything about the EX. Where did you see this, and if it’s true, how much damage are we talking about now?
A lot of damn good advice, thanks! I can’t win fireball wars and he won’t do anything unless it’s “safe” so it’s a difficult question to give a straight answer to, but winning the ground game isn’t as easy as some of you seem to say. As soon as I get knocked down though it’s just safe jump city and I can’t tell which side to block -.- and even IF I do block, it’s just a few lk’s and then a kara throw, and then a few lk’s then nothing… so i tech out of patter and eat a sweep and back to safe jump city
I think my only 2 options are to become the most turtley turtle that ever was a turtle, or just overwhelm him with agression. Thanks again for all advice and general Guile knowledge, I’m trying to digest it all and include it but it’s really hard to learn in a Ken-based environment where my game consists of just guessing a 50/50 crossup game.
Congrats to Kevin (Dieminion) for placing 4th at the Beat By Contest in Switzerland. He was so close to the money! Losing to Alioune in winners and Sako in losers. I think he made a great showing.
He also got 5th in teams losing to Spain’s best Akuma, Chocolo.
Just to put this to rest, Arcadia published their SSF4 AE Frame Data Guide and I read the Guile section. EX Flashkick does 180 damage. Same as before, never got nerfed.
That is assuming the guide is 100% correct, which apparently it is not as there are some (debated) minor mistakes with other character’s data. But based on my own observation and the fact that Capcom has never stated any changes to EX FK, I’m going to believe it.
The day Guile’s AE nerfs were announced caused him to go beat up SF designer’s car in a rage. He was later called in to court, as you can see he regrets his actions because it hurt his family man image.
While I’m here did the Bison:Guile MU change at all in AE? I still have Chun but… it’s more epic using my main because the two hate each other so much canon wise.
Such epic display of rage, anger, [S]power[/S] (opps, lol AE dmg nerfs), regret and disappointment. I am pleased to no end.
I also doubt shades would build or increase meter gain rate, that is just not so capcom. I just get chills thinking of fighting Yuns, Yangs, Rufuses, and practically anyone that is not E.Honda. It got to be Guile’s best match up (5.5-4.5 Guile), until further notice that is.
I just based my score due to E.Honda damage nerfs and J.mp nerf, which can make Guile life much more easier. I do not own any access to AE, nor no any info change on those characters to judge them, so it is just a mere opinion.
I think honda was always one of the easiest matches next to dictator, but he did get the nerf bat just like Guile, so same/same.
I think Bison is still very similair. Guile’s favor still. I don’t think meter, ultra damage, or backfist damage was huge in that match, and air throw still does what it’s supposed to do in this match.
Makoto, despite her buffs, I believe is still in Guile’s favor. Granted, I’ve faced makoto players in AE that have just blown me up, but I still think she has a rough time getting in if you just continue chucking booms and punishing axe kick attempts with backfist. Once your cornered, it’s a different story… but your pokes are pretty solid despite not leading into the huge corner damage makoto gets from her pokes.
The sakura matchup is one that got noticeably worse. Not by a whole lot… and I still think it’s in Guile’s favor, but some of the nerfs hurt bad. Flashkick damage, backfist damage… having meter to burn for FADC’s was huge in this match. She still has a rough time getting in though, but now once she’s in, Guile has to take more risk with less reward to escape.
For the Bison matchup, I think it’s gotten slightly better in Bison’s favor if you take away changes to his U2 motion. The new lk sk on block is not good at all for Guile cos s.hp would whiff and get punished sometimes if you do it after a blocked lk sk. I think it’s an important factor cos it used to counterhit every attacking attempt Bison can do after lk sk. Airthrow can’t grab his headstomp as easily/late as well and it used to be my main tool. I still get stomped out by Bisons a lot when I try to jf airthrow them a bit late. I think the matchup doesn’t change at all if you consider changes to his U2 motion.
Makoto wise, I think it got a lot better for her too. Guile can’t attempt a crossup after a FK to get out of the corner anymore. I think it’s due to her upwards punch being fixed? That should be the best buff she got in AE and her ability to dish out more dmg and stun in the corner makes her scary now if she walks in instead of trying to axe kick or FA to close in.
My favourite matchup now in AE is Akuma. It’s fun playing a good Akuma and I think Akuma’s nerfs made the matchup more or less better for Guile and not so ridiculuously biased in Akuma’s favor.
I think Akuma’s stun output has decreased in AE. Feels like Guile can take much more before getting stunned by him. And he has to use EX SRK to really hurt now. His non-ex SRK also seems to be not as dmging as before. I think Guile can make about 1 more wrong guess than in super to get stunned by him.