SSF4 Guile General Discussion Thread

sorry but i can’t agree with that. loads of bullshit happens online. everyone knows that. the only people who don’t think that way are trolls and self important players who care so much about their player points or e-rep that they go out of their way to justify the credibility of online play.

online shouldn’t be taken seriously as a true barometer of someone’s skill, end of story. maybe it’s 85/90% true, but definitely not 100%. find some good players to play against, learn matches, have fun, level up.

the amount of lag can change during the round, let alone between fighting different opponents. to be honest, your post kinda comes across like you’ve had complaints about your connection. or you know your internet connection is bad, so you’re trying to justify it by saying that because you can do one frame links on your connection, that other people should be able to adapt as easily as you.

the thing is, there’s a couple of flaws in that logic. firstly, it’s not easy to just adapt on the fly to lag, it’s trial and error. you might lose a match trying out a combo that you’re not sure you’re going to land or not because the connection is slower than what you’re used to. so if i’m too scared to do that combo because i’m worried it will whiff, that’s handicapping me from the weapons available to me when there’s no lag, thus completely destroying the theory of competitive online play. secondly, you’re used to playing on your 1mb connection, whereas most people have a faster connection than that these days. so basically, by (usually) having the slower internet connection than your opponent, or being used to the lag, this means you most likely have to adapt less than your opponent does.

oh and guile beats gouken imo.

adapt less my ass, I am force to not play near the opponent since I know tech and os are non reliable. And if I lose to that, thats Ok, I did not keep em out side. You cant see my prespective since you dont have my connection. I do agree with one thing u said, online is bs. But online should at least get you to a decent level of play, it will never get you to a tourney level tho. Im fine like this for now, losing is part of this game. Oh and on a 1 meg connection teching Gouken is impossible.

Can’t tell if you’re praising yourself or if you’re warning people to stay away from your psn. >.>

neither.

BUMP

Anyone know where i can find the most recent hitbox pictures for guile? thanks

Anyone any idea how to get U1 down with a DualShock3?
I can execute that weird Z-move flawlessly on stick nearly every time, but on pad it’s almost impossible for me. Maybe one in ten times.

Any trick or shortcut, or is this just hopeless?

Try the shortcut down forward, down back, back, up back.

Or just use the KoF method.
:db::hcb::ub: + :3k:

Thanks guys… :slight_smile:

@Nemesys_Syndrome:
Works like a charm… :slight_smile:

No problem. Just keep in mind that you don’t have to exactly hit down forward to initiate the ultra 1. You can hit up forward, forward or down forward. It doesn’t matter at all.

Ex: Executing the flashkick xx super is a perfect example of the ultra/super input leniency by inputting:

Ways to input flashkick xx super:
:db::uf:+:lk::db::uf:+:lk:
:db::uf:+:lk::db::ub:+:lk:
:db::uf:+:lk::hcb::ub:+:lk: (this requires speed and excellent execution)

I noticed some Guile players in this forum do a lot of FK xx super. I think it’s a pretty wasteful method myself cos of low meter in AE.

If it’s a jump-in, do a late super instead and super connects fully, even when the opponent is still airborne. If you manage to time this even later and well enough, you can catch the opponent’s jump attack’s in its recovery frames when he lands and combo into ultra afterwards.

If it’s a punish within c.mp range, do c.mp xx super instead. It’s really easy to do it by :db::df:+mp :db::ub:k no matter which side of the screen you’re on.

And you can still link ultra 1 or 2 in. (ultra 1 preferably because it’ll net you a whopping 680 to 700 damage. And then you can proceed to your favorite comeback quote of choice which is neatly folded up in your shirt pocket.)

Hey are you on PSN? or Xbox live?

Both but I’m mostly on PSN.

Well, unless you are using U1 and have it stocked, I would stick with doing c.mp xx hk flashkick xx super instead. Whichever way you slice it, adding the hk flashkick will do more damage. Again, unless you have U1 stocked.

Maybe I’m just being dense but if one has the reaction to pull off c.mp xx hk flashkick xx super, then there’s really no reason why said person would have U2 instead of U1. That can literally turn an entire match/round around. (All off of a 4f startup as well).

EDIT: Before anyone jumps on me and says, “c.mp xx hk flashkick xx super > U1 doesn’t connect”, I mean more by just doing c.mp xx lk/mk super > U1 and not the prior. Easier input.

Assuming if I wanted to do c.mp > hk FK > super, which strength of the kick should be used for more dmg/more hits? I think there should be more stun to this combo too. Now that I really think about it, maybe if Guile doesn’t have ultra, would c.mp > hk super do more dmg instead?

I sometimes don’t notice whether I my ultra is ready or not as I really don’t use ultra much at all with Guile which is why I use c.mp > lk super, then check for ultra availability. Hell sometimes I don’t even throw U2 out after the super cos the dmg is too little in certain situations to give up ultra pressure.

As far as I know, if you are starting with a c.mp > FK, then the most damaging version is c.mp > hk FK > lk super. Hard FK for initial power, Light Super for full hits due to the positioning. If you don’t involve canceling out of a flash kick then all supers will hit for full hits as well as do the same amount of damage on the ground. Basically, there is not much reason to ever do c.mp > hk super because you can’t do an Ultra follow up (well go ahead if you’re aware that you dont have Ultra and just want to land super regardless), just do lk super for easy follow up if you’re already close or mk super if you hit the c.mp at max range because you’ll need to close the gap slightly.

Actually, from what testing I did back in the day, if you follow up an hk flashkick with a super you will get the same amount of hits and damage no matter which strength of super you used. The rules might change depending on the character you are using it on though. In general it’s still better to use the LK super after an HK flashkick though mostly due to recovery and positioning.

Question for you guys:

Who do you always use either U1 or U2 against, like who all is a def no brainer for an ultra choice and why?
edit:
example:
I use u2 vs sagat for the edge in fireball war