SSF4 Guile General Discussion Thread

Not necessarily. You can move forward (albeit a slight bit) but still have a charge (depending on the move). Maximum is about 1 and a half step before losing the charge on the particular move.

EDIT: I like facing Bison’s or Ken’s whom like to use Focuses from outside sweep distances thinking it’s safe. Especially when I have a super meter stocked up.

^^^^ I like people crossing me up on wakeup when i have super. A lot.

lol anti-corner-crossup wakeup super to ultra is like my signature move amongst my friends… which is actually pretty sad… they exploit it too by jumping slightly too early haha

I’m really getting into Guile at the minute, But I’m kind of…Playing lame? Or not using Guile as he should be used. I want to take him beyond Anti Airing and Projectile wars. Could anyone give me some detailed “Instructions” On what I should get down with Guile. For example how to use Meter effectively, Offensive and defensive tools ect.

I know it’s a big ask, but even if im pointed towards a detailed Guide it would help, I really like this character. I’ve gotten more hate mail in 1 week with Guile than 3 Months with Ibuki AND Ryu…

Does anyone have a link to a thread with Guiles hitboxes for AE 2012 (if they exist)?

Playing Guile lame is the most effective way to play him. You can play him offensively, but only if your opponent allows you to. Guile can never be played too offensive. The best most effective offense with him is to aggressively toss sonic booms while slowly moving forward, and this will generally push your opponent to the corner. Guile’s offense generally comes from frame traps, and you need to apply cautious pressure. Basically you really want to lock them down with normals like far st.fp and close st.fp. you can also use his UDK to blow up crouch techs, but it can be risky and you shouldn’t abuse it too much against good opponents. You also need to keep in mind that there are some characters you just can’t rush down like Ibuki, Ryu, Ken. you’re better off kind of keeping them in a range where they can’t safely do anything. Guile is kind of built around keeping people from moving in on him, his normals all kind of work their best at max ranges, and he doesn’t have too many that are as effective at point blank. One thing that more aggressive Guiles do (that I caution against) is dashing behind sonic booms. Anyone with decent footsies can blow this up, and you’re just asking to be crossed up.

Personally I don’t think you can even begin to play offense with Guile unless you really master his defense. You can beat terrible players being aggressive with him, but not anyone decent. I personally have never lost to an aggressive Guile (his offense is super bad). You may want to be aggressive if the situation arise, but know when to back off. Small spurts of offense to push your opponent back, or gain position are fine (this is how Ace sort of play). But don’t let it overstay it’s welcome.

this couldn’t have been put better imo.

@huggy bear, i know exactly how you feel as i’ve been there too. i used to play like i was frickin geom modinside mk2 or some shit. i love the way he plays such a balls out guile, but unless your execution and reads are near enough perfect, you aren’t going to have as much success. eventually, you come to the realisation that the most effective way to play guile is lame as fuck. i mean lame to the point of annoying your opponent lame. that in itself is what guile and dhalsim are all about -frustrate the hell out of your opponent, they make mistakes, you punish.

having said that, if you start to utilise all of your pokes and get godlike with them, you’ll start to appreciate the lame game too.

lately i’ve been using more cr.mk and cr.mp…like a lot more. once you put the time in with these pokes, you realise how good they really are. for example, cr.mk blows up players trying to creep in on you, to the point they decide to jump. i always have that second finger ready on short for flash kick. cr.mp is nice for stopping throw attempts, and i like going from cr.mp to standing fierce or back fist at the right ranges.

of course, if you want to just go in because you think your opponent is inferior, by all means go in. but any time i’m playing someone of my level or above, i turtle.

Hi Guys/Girls

I used to main Guile back in Vanilla but dropped him for Vega. Now after years of dumping him, I think it’s time I reinstated him as my true main (since every SF game I’ve played Guile/his ‘clone equivalent’). Obviously ALLOT of things have changed since Vanillia for Guile and I was wondering if you could please answer some questions?

(1) Is Guile’s super really good? What I mean is in SF3, Remy’s Super was great but you’d never use it because his EX SB’s were just great. Is it similar to this situation or is Guile’s super REALLY worth keeping the meter for (.e.g against low hitpoint characters like Akuma?). (2) Is ultra two the ONLY ultra that I should be picking? Are there any real practical uses for Ultra one?

(3) What is Guile’s, purpose, I mean apart from zoning the heck out of someone with SB’s and ruining there jump-ins with his throws and awesome normals? (4) This is an offshoot of question three but here goes; can Guile be played/SHOULD he be played offensively? The few games I played recently I’d stay half-to-fullscreen away and fire SB’s and react acordingly to their jump-ins. SHOULD I instead be performing his “Bazooka Knee” and firing SB’s to force them into the corner?

(5) Guile can dash ultra as I understand, is there any practical use to it?

(6) Can Guile’s ultra 2 be used to end a match wherein you knock the opponent down and just let loose the ultra so that they take the damage during wakeup?

Any and all help is much appreciated, thank you for your time!

Liam

(1) Is Guile’s super really good? What I mean is in SF3, Remy’s Super was great but you’d never use it because his EX SB’s were just great. Is it similar to this situation or is Guile’s super REALLY worth keeping the meter for (.e.g against low hitpoint characters like Akuma?).
yes it’s really good, but it’s kinda matchup dependant whether you should hold your meter or not. for example - vs bison, there’s only really a couple of reasons to ever use meter against him. sagat is the type of character you want to use up your bars for ex boom, ex flash kick his jump ins…etc.

**if you can get to full super vs akuma or el fuerte, then read their vortex correctly and punish them with super, it’s definitely going to leave a mark. but this means you wont be able to fadc flash kicks, so you’re going to have to not use flash kick and block/tech everything correctly. **

(2) Is ultra two the ONLY ultra that I should be picking? Are there any real practical uses for Ultra one?
i use ultra 1 vs seth and dudley because they both like to abuse jump ins that guile has a hard time anti airing. i’m sure other people have other uses for ultra 1 too.

(3) What is Guile’s, purpose, I mean apart from zoning the heck out of someone with SB’s and ruining there jump-ins with his throws and awesome normals? (4) This is an offshoot of question three but here goes; can Guile be played/SHOULD he be played offensively? The few games I played recently I’d stay half-to-fullscreen away and fire SB’s and react acordingly to their jump-ins. SHOULD I instead be performing his “Bazooka Knee” and firing SB’s to force them into the corner?
read my post before this one about for my opinion of how he should be played.

(5) Guile can dash ultra as I understand, is there any practical use to it?

focus attack, dash ultra 1/2 can punish badly spaced shoto fireballs.
dash ultra 1 can really blow up bad jump ins that are just out of guile’s normal range. this would need to be done as more of a read though.
dash ultra 1 can punish a blocked t hawk condor dive.
**then there’s flash kick, fadc. ultra 2. **** **

do i use them? no because i play on pad and can’t execute them on a pad. i can on a stick, but i feel my all round game gets worse.
**are they practical? yes. **
will it hurt you if you don’t use them? not really imo. it’s far more important to be defensively solid. flash kick, fadc, ultra 2 does shitty damage anyways and it’s probably best to keep the ultra unless you’re definitely going to kill your opponent.

(6) Can Guile’s ultra 2 be used to end a match wherein you knock the opponent down and just let loose the ultra so that they take the damage during wakeup?
**yes but if they have ultra stocked, it’s character specific and spacing dependant on whether or not they can reversal ultra you. but yea, there’s characters like rose with ultra 2 who can’t do shit about it. **

Yes, it is pretty good. It’s generally used to get out of crossups, or reversal punish some moves that have difficult punishes. It is also fairly easy to pink to, it can be hit confirmed off a standing fierce, a cr.mp, or you can just chain into it. Generally the super does about 400 to 450 damage when comboed into. You can link an ultra off the light and mid versions, but unless you’re using U1, you won’t see an signficant increase. Like Wilkum stated, it’s matchup dependent. I generally use it in matchups where hitting my opponent is rare, where I don’t use a lot f meter, and I really want to make it hurt.

You can use it as an escape for crossup pressure, but keep in mind really deep and well timed crossups will generally cause it to whiff.

qoute What is Guile’s, purpose, I mean apart from zoning the heck out of someone with SB’s and ruining there jump-ins with his throws and awesome normals?
[/quote]

Guile is best played as an aggressive turtle. Basically what this mean is that you harass your opponents by zoning the crap out of them hopefully cutting of their screen, and then you just sit at a range where you can usually react to everything they do. Guile form of aggression is really subtle, but basically you are throwing sonic booms to set up a zone, to better control the match, and put your opponent in siutations that force them to take risk (and that you can punish). As a result of this gameplan, Guile has to be fairly passive, and not make too many advances. You don’t want someone to just jump at you and you miss it because you’re too busy pressing buttons.

Bazooka knee is a pretty bad habit. You want to walk instead of dash, and then wait, when they do nothing throw another sonic boom. Always make sure you’re at a range where they can’t just jump at you and you have no time to anti-air. I would say that about 80% of Guile’s damage comes from anti-airs. But I bet you’re asking "what if my opponent never jumps). Then you must make it really hard for them to fight you on the ground, by pokeing at them, throwing sonic booms, to eventually force them to just go and jump in. This is pretty much how footsies are played with Guile. Thing get advanced when you start baiting out pokes and whiff punishing them. However for the most part, you must give them the perception that they’ll lose if they don’t jump.

On Bazooka knee, I destroy a lot of Guile’s in mirror matches is rely on this. Bazooka knee should only be used after a sonic boom, and it should be use if your opponent is in a position where they honestly can’t hit you. I see too many people doing bazooka knees predictably after every sonic boom, when you should cover your bazooka knee with a sonic boom. against shotos, it’s common to get ex fireballed into a knockdown. due to whiff bazooka knees. I would encourage you use it then you’ll know when is the right or wrong time.

It’s nice to have, but it’s rare to land it. For one thing (after spending SO much time trying to learn it), you have to buffer it into your dash. It’s a very tight window, so you must be doing it on anticipation, you really can’t dash ultra on reaction. For one, some people can do a fireball while you’re dashing, and Guile’s dash has pretty bad recovery. It’s sometimes good in fireball wars, but it’s one of those things that is only going to work a few times before your opponent catches on. It’s worth learning, but there are other things in Guile’s toolbox worth spending time on.

Character and spacing specific. Some character you don’t want to do this too like El Furete or Vega. They can reaction ultra you, and slide right under it. This is BAD. For characters like Ryu it’s pretty situational, but can be risky. For character like C.Viper, sometimes Abel, Zangief, or T.hawk, they don’t have reliable escapes do they have no choice but to eat it. I’d say it’s great against half of the cast, and not so good against the other half. The optimal position to do it is in the corner after a backthrow. This way they can’t quick rise fast enough and get out. Overall, I wouldn’t risk it unless you have some life to throw away, they have no life to lose, and have bad wakeup.

http://www.capcom-unity.com/brelston/blog/2012/02/27/monopoly:_street_fighter_collectors_edition_poll

Vote for Guile!

EDIT: Just realized some of this is in the well written Guile pages already; sorry about that guys!

Thanks to those who took the time to reply to my longish post; I’ll be watching Nemesys Guile guide later too. Again I was just wandering:

(1) What is a good shortcut for performing Guiles Ultra 2 AND super (how the heck do I st.hp into super?!)?

S Remy in SF3 had some kind of special technique to store his charge and throw SB’s at a faster rate (it was like press back again before hitting forward and then press punch) - can Guile do this? I mean can he store a charge or is it ONLY db/b - forward and punch?[/S]

(3) I see people do a st.lp after a SB, is this to help with the timing of a mid to close ranged HP sonic boom (or was it about preventing counterhits after SB which is now abolished in AE 2012)? I.E. People use st.lp as it’s so many frames long and they use that to know there is definitely enough charge for another SB now? If not, is there a technique to throw SB’s the fastest (perhaps in fireball wars)?

(4) Remy in SF3 could throw a SB and with some kind of technique immediately do a Somersualt kick - does this exist with Guile in Ae 2012?

(5) Sort of like question 3, Guile arguably has the best projectile in the game does he not? I mean because of his recovery right? I was plying my friend the other day adn he chose Cody and spammed his stone throw and beat my SB’s - shouldn’t Guile win just about any fireball war (except with maybe Akuma red fireball and Sagat)? Was I doing something wrong or does he have some kind of advantage I’m not aware of?

(6) Are there any special things I should know, e.g. a member just said a few posts above me about how he uses the super to hit people who attempt crossups. I can’t tell if he’s trolling but even if not - what special things should I know. e.g. a slightly useful Kara throw, dash forward and dash back SB’s maybe?

THANKS AGAIN!!!

Hey everyone! I have a question that I really hope someone can answer. I just recently got a HitBox and it is great! My s.booms have never been so perfectly consistent. I am having a problem though. I can’t seem to get Guile’s FADC into U2 to come out consistently at all. I can do it maybe 4/10 from the right side, but 1/20 times on the left. The weird thing is that my inputs are dead on, yet the ultra won’t come out. The flash kick to FA works just fine, I’m reserving my charge the whole time, but once I dash out and put the last back forward in, nothing is happening. Is there a specific rhythm to his FADC U2 that I’m not aware of? I’ve been trying to do just dashes in to the ultra and the same problem happens. I charge, dash, complete the input, and nothing. Is it possible to go too fast? The button controls make for some pretty insane input speeds. I’ve tried slowing down too, by the way. It comes out a bit more than usual, but still not consistent. Any guidance would be appreciated. Thanks!

on my joystick, i noticed that sometimes if i went to neutral too long the fadc u2 would not happen as consistently as i would hope. maybe on the hitbox once you release the up/back buttons are making the game think its in neutral for too long. try keeping those buttons pressed (up + back) while tapping the forward button twice (dash) and hit back and then forward + PPP and see if you can get it to be more consistent.

that’s all i can really think of…

That’s the weirdest part though. There is almost no neutral time between back charge and the dash. I’m not completely sure. On the HitBox, the up button has priority over the down button, so If you push the two at the same time, you jump. That means Guile can crouch back charge and then you just push kick and jump at the same time without taking your fingers off down back. I usually kept the down back charge during the FA with very inconsistent results after the dash cancel. I just tried doing it so that I’m doing the FA while only pushing back and then doing the cancel to U2. It seems to work better, but not quite there yet. I’m just blown away when the inputs are dead on and the result is nothing. I’ll keep experimenting. I will not rest until I can deal that sweet, game changing, and totally epic 300 damage with my eyes closed :stuck_out_tongue:

Hi guys and girls

Is it worth the two meter cancelling from a hk flash kick into ultra 2? I usually do that ultra by doing a sort of 6 shape but you can’t do that after the cancel To make it come out. I guess what I’m asking IF it’s a good combo - then what’s a good way to perform it (AND YES I totally have checked out some YT videos but am still having trouble), thanks!

It’s just difficult to execute lol… no real special tricks here… but really the only time to use it is if the opponent has fairly low health and you land a jump-in/punish combo to give it a little more oomph and if you do a wakeup FK FADC as a get-off-me move (since you spent the meter anyway…) you can hit confirm during the time that you hold down the focus cancel so you can backdash on block or if it hit you forward dash ultra. (or if you’re godlike you can backdash ultra). Either way don’t think about landing it all the time, it’s an occasional use tool but it’s not that helpful. Against characters like shotos I’d rather have the U2 stocked to raw punish fireballs or at least make them think about it.

i’m not sure if this is the right place, but i’m still struggling as a guile player and was wondering what are things i need to know?
i know some of his bnbs like
cr.lk, cr.lp, cr.mp, hk.fk
and for punish combos i use cr.mp, hk.fk
and i understand that he’s more of a turtle character, but i can’t really say that i’m turtling online because that implies that i have a strategy. how do i become more effective? i usually have trouble trying to beat my opponent while they’re just bullying me in the corner. for example, i was fighting an adon online and just kept his pressure up. i didn’t really know what to do. i tried aa with guile’s cr.hp, but it got stuffed or it came out too late and i got punished. i tried distancing myself, but he used his ex (i don’t know what it’s called. he jumps to the corner of the screen and comes down) i tried to flash kick, but i mostly got baited :sweat: i tried to get away from the corner without breaking my charge so i used bazooka knee to advance, but that didn’t help much either.
i was just terrible and it was a terrible experience. any tips or advice, anything would be helpful.

Is there a thread where I can upload MY MATCHES for analysis by the superior Guile players here on the SRK forum? The Vega section had it…

Here you go dude: http://forums.shoryuken.com/t/ssf4-ae-2012-guile-video-thread-return-to-respectability/100200page-23