SSF4 Guile General Discussion Thread

Oh! I thought that thread was just where you go to watch ACE matches whatnot. Thanks!

is the online dead now that sfxt is out?

It’s very much reduced (I’m in Australia for references sake), BUT ON PC since AE 2012 isn’t on there you will find quite allot of SSFIV AE 2012 players. I’m guessing most PC users don’t have an Xbox 360 or PS3 AS WELL so they only play AE 2012 there still.

How do recovery frames work? What I mean is according to the SRK wiki, Fei Long’s LIGHT PUNCH REKKA (just one) is -4 on guard; and Guile’s flashkick startup (any) is 4 frames. Does this mean I could reversal the Rekka with the Flashkick OR would his Rekka have to be -5 then? THANK YOU!

Yes, you can punish with flashkick if it comes out as a reversal. Also note if a move is +5 you can combo any move that starts up in 5 frames after that (stand.jab to stand fierce for example, this is a one frame link however)

Sure, but what counts as a ‘Reversal’ - or do you just mean as I wakeup and Flashkick?

Reversal is whenever a move comes out at the first possible moment after leaving Block Stun or from waking up. He just means if you did the FK at the earliest moment then yes it will connect but you don’t have room for error otherwise.

Okay thanks for clearing that up guys. Continuing though, aren’t there moves where it can be like -5 on guard, BUT if you do it max distance it’s zero? Or is that every move in the game if done at 100% max distance?

Okay I got two strategy questions right here! (1) in Nemesys’s video he says Guile should be (to paraphrase) about 3 or so training cubes away from your opponent - I think this is to throw SB’s and react to jump ins with normals. Is this correct? What I mean is I’ve beaten Abel players and other people by staying a full-screen away and wearing them down with SB’s. SO what is a good distance for a Guile player then?

(2) When [your] Guile knocks someone down (pressure leads to wins to my knowledge) - SHOULD you suddenly run in and deal pressure close-up, or just meaty SB them?

3 Cubes is the closest you need to be as that is Guile’s most effective range/sweet spot. You don’t neccessarily have to always be at that range though - and there is nothing wrong with full screen booms either.

Entirely up to you. Me personally, I like to x-up and pressure them (which is v risky), but it’s good to mix things up now and again. Sometimes just for shits and giggles, I spam lks on wake up and bait out the srk/ultra -> Full Punish. But, If I’m low on meter I might just turtle up and throw booms instead.

Again though, it is entirely up to you. If you feel you can carry that momentum, by all means go for it.

Thanks Pakman for the last reply. Again, I was wondering if someone could please help me out? I’ve been trying to use Guile’s super as a ‘get the hell off me’ move when someone jumps in on me during my wakeup. However when I do this only about 1/2 connects and only about 1/2 of the damage comes out. Am I supposed to be trying to auto-correct it or is it ONLY for deep crossups and not general jump-ins - or is the reality of the tactic, that it get’s people off but perhaps it’s best used at a another time to deal FULL damage? Thanks!

Remember that Super costs your whole bar which also means you lose your ability to do 2 FK-FADCs. If you are trying to get them off you from an obviously forward jump in, use FK or if you are unsure if it will connect (maybe it’s a safe-jump), use FK-FADC to conserve meter and stay safe. Super is good against crossups on wakeup but only if they jump late so that they do not land in time to block. You really have to weigh the cost/reward of this though because anti-crossup lk Super mid-screen without ultra stocked does very little damage (2-hits max). Even if you are certain the Super will kill them because they are low health, if you also have plenty of health then try to conserve the meter and kill them without Super or you will be in a bad meter situation for the next round.

Personally I only ever consider wakeup super for anti-crossup in 2 situations:

a) I’m knocked down at the far corner with Ultra stocked and the opponent is around half health or below:
This is also character dependant as it is a little more difficult to land against characters with jump arcs that are too high or too low (Guy or Gen…). If I have Ultra stocked it means this a nearly sure-fire way to land it given that they do not jump too early. Far more worth it with Ultra 1 as it will either kill them from around 1/3 -1/4 health or leave them with extremely low health. With Ultra 2 the damage is very minimal so only do this if you know it will kill and you can afford the meter burn. Only use lk super for this and only Ultra them if you see it land 2 hits while popping them up in the air against the wall.

b) I’m knocked down mid-screen with low health and I’m on my last round before losing:
If I don’t think I can survive the next mixup then I might do this as a gtfo but I need the confidence that I can zone him to death afterward as I’ll be meterless.

Actually Ultra 1 can serve the same anti-crossup gtfo purpose without burning your super meter. You lose your 1 big damage punish but you retain your meter, it stops their mixup, and it gets you out of the corner. Ultra 1 is slow though so you really need to be good at gauging their jump timing. One way I look at Super and Ultra stock as that they are added tools to stop cross-up mixups which Guile is always vulnerable to at any other time. Opponents often forget that having these available to Guile makes their usually free cross-ups not so free anymore. Careful to not get too reliant on these though as your chances to land them on strong opponents is pretty slim.

Hey Ahgama thanks for the very fast reply! I see now that Guile’s super is rarely a good option to use on wake-up (except for a few cases). I guess this brings me to my next point, and perhaps one you could also answer: (1) What is so good about Guile’s EX moves?

Speaking as a Remy player from SF3, his [Remy’s] super was fantastic, BUT his EX SB’s shot two discs (one up and down) and was supposed to be really good. I’m unsure what’s so good about GUILE’s EX SB apart from it’s speed and two hit’s, and I’ve no idea what’s so great at all about Guile’s EX FK’s. Is perhaps his strength in that his FK’s can be EX cancelled with two bars?

Again I wonder If I’m missing the point because if the EX CANCEL is really where one should be using his FK’s then it makes me wonder why if his Ultra 2 does so little damage off of a combo now (I mean from my tlak in these forums that’s more a combo for when they are on low health as I understand) then why do people cancel his FK’s? (2) Or is the reason they cancel them PRETTY MUCH ONLY to keep Guile safe and people off you in a tight situation (or when they breach Guile’s ‘safe zone’ - being very close to him?) rather than it actually being used to dish out big damage?

Honestly I’m far from a great Guile player so my answers may be not be the most well educated but here’s my thoughts:

  1. EX-Sonic Boom
    Speed: Ex-boom is so fast that it can really surprise people who either aren’t ready for them or are trying to react to sonic boom with something that goes through/under projectiles (like Blanka’s slide). It can also punish slow starting attacks or slow recovering attacks such as Akuma’s jumping air-fireball or the startup of his red fireball.

Cutting through fireballs: Although cutting through a fireball and landing half of it is only 50 damage, this is still meaningful in matches such as Sagat where every bit of damage is good for helping you establish a life-lead or to help make up for all the chip damage you take from Tiger Shots. It also helps re-establish your footing in a fireball war and give you breathing space because you will likely start to lose due to having to charge booms.

Armor Break: Remember that 2-hit booms will beat armored attacks like all of Boxer’s EX dash punches. Since Guile has no multi-hit normals it also makes him vulnerable to other people focus dashing through SB and his pokes. If you sense that the opponent is fishing to focus dash through booms you can throw EX boom to make sure they can’t get through.

Juggle pursuit property: You will probably find yourself trading with anti-air Flash Kicks sometimes, especially if you did mk or hk versions. If you do trade and remain grounded, you get a free EX-Boom juggle oppurtunity for more damage (or Ultra 2 if you have it).

  1. EX-Flash Kick
    Invincibility and Power combined: EX FK is the strongest version and also has similar invincibility properties to lk FK meaning EX is the most reliable way to beat out your opponent’s attack and hit them hard while doing it. Some characters are very good at stuffing Guile’s grounded anti-airs and sometimes you need EX-FK’s forward movement and invincibility combined to reliably anti-air them. Don’t forget lk FK has enough invincibility to beat things like Ryu’s c.mk xx fireball in between the hits. EX is the other version that can do this but with the extra oomph.

Overall though, yes, Guile’s meter is very valuable for doing FK fadc as it gives you a possible escape route if the opponent broke through your zoning or to stop your FK from completing if you noticed that you messed up your combo but didn’t stop yourself from executing the FK yet. It’s also one of the most reliable ways to get out of a reset situation. Ultra 2 follow-up is just icing on the cake, not the reason why this is used.

(1) I watched a video of Ace (how do you say his whole name is it “Ace is In” or something?), and he went f.mp (UOH), it was a counter hit and then he went into cr.lp, cr.mp xx FK. Is this still possible? I keep trying it out on the training dummy and looking at the frame data and it doesn’t add up.

(2) How should I deal with divekicks and Cammy thingo (whatever it’s called)? I think Yun’s is okay - but Seth stuffs late FKs - I think only a late NJ Backbreaker can actually stop it - and that’s if your not TOO late. Am I right or crazy? What can I do?

(3) Can someone please explain ‘meatys’? Okay so I’ve been doing them for years in SF3 - but when I pick GUile I get beat by SRK’s. I THOUGHT that if done right they beat anything except an ultra or maybe zero frame command grab or something. But looking at the SRK AE 2012 guide the stats don’t add up: Ryu’s LP SRK starts up in 3 frames, and the note is that is invincible on frames one and two. NOW does this mean of the three start up frames he is invincible on frames 1, and 2; OR is he invincible for those two frames AFTER THE 3rd frame, e.g. he is vulnerable for 3 frames but afterwards invincible to upper body normals for 2 frames?

(4) What is the exact distance Guile get’s hit after an LP SB in training mode by squares. I mean I tried piloting Seth and it seemed he could hit Guile at just closer than 1.5 squares as soon Guile throws the SB. It’s just hard to keep trac of the boom and the jump. DO you guys have a good idea how much faster he recovers (it’s important to prevent jump-ins from working and allowing myself time to AA them with ground normals).

THANK YOU!!!

Hi could someone please be so kind as to reply to my latest questions? If you don’t care or whatever then that’s fine - but if no one is replying because they are often heard questions - then please just say “do and advanced search of the forums”; and I’ll search really hard there to find the answer myself without bothering anyone. Thank you.

I’ve a problem against Seth players and other characters on wake-up. I’m charging for a Flashkick, but they cross me up divekick (don’t hit) and command grab me as I have NO reversal), and I lose my charge. I was THINKING about charging DOWN instead and then DB when I recognize which side they are trying to cross me up on and then FK (and FADC U2 if I’ve got it)? What do you think or is it too risky?

I heard Guile’s use devices to help them with the charge timing. What is it that they use? Is it a metronome or something? Thanks!!!

If you are a Guile player, you just have to accept that you can’t do anything against characters with good dive kick/crossup mixups on your wakeup. Sometimes you might be able to flashkick it, but only if it is VERY poorly spaced and timed. By all accounts, take the time and work on trying to flashkick in that situation just for the sake of drilling it in to you that flashkick is terrible at punishing crossups. Your options in that kind of situation against seth is pretty much a good backdash, a good FA backdash (hard to do sometimes… you may dash INTO them), and good ‘ol simple block n’ guess.

As for boom timing, the only device that works is practice. I hear a lot of stuff about whiffing a certain amount of s.lp, or using music, but if you just keep at it and practice, it becomes second nature pretty quick. Also, being able to throw booms fast is kind of an over-rated Guile skill. There’s a certain point where it just isn’t that big of a deal.

What are considered Guiles worst matchups in AE 2012? Any that are worse than 6-4?

Hey thanks for reply. I don’t think I conveyed myself properly enough though. What I meant is I ONLY charge for FK’s with a DB. Now the best player in Western Australia chose Seth, and did a knockdown on me. THEN he jumped over me, NOT HITTING me but abused the fact that I would be charging DB in the WRONG direction - then he would run up command grab (leave me with the ONLY option of a backdash on wakeup). Should I charge DOWN first and then later PICK the side he jumps to and choose DB? That way I could theoretically keep my charge and do a FK FADC (and U2 if I got it)? Thanks.