SSF4 Guile General Discussion Thread

Just a random thing I noticed. For some reason, using forward throw on Guy’s elbow drop works waaay better than the back throw. It’s a little surprising actually.

Got to quarter finals and went 6-2, losing to ChrisG and a Guy player, both 1-2.

Also, Dieminion is destroying fools.

That is so lame that the only match I got to see him play he got bodied. There was a time, I remember early in Vanilla’s life I saw a long match between Die and LI Joe and I was like, this guy ain’t better than me. Now he’s WAY better than us all and I’m proud that not only did he level up so high, but he did it with, and in spite of, Guile. Congratulations to Kevin, and Slinkun, and everyone else who made it to EVO to rep the flattop!

I’m still wondering about something as a newcomer to Guile in this version: just how useful/reliable is the Flashkick supposed to be for anti-airing?

I find it’s relatively limited outside of a few matchups, and it trades a bit too often against “strong” jump-ins (like Ryu j.HK or Dudley’s j.HP) if the timing isn’t very good, though it seems to be a necessary evil in some cases (like against Cammy’s divekicks)… I just can’t tell how much I should really be relying on the Flashkick in that sort of scenario, compared to a mix of normals/air throws/air-to-air. Thank you :slight_smile:

you should probably only use lk or ex flash kick for anti air as long as the jump in isn’t a cross up.
you need to do it late otherwise you will get stuffed or trade.
most of the time i find d.hp is more reliable or st.mk or st.mp (basically you need to find out what normals work for the angle and distance of the jump in)

To clarify, I was wondering if it was typical to mostly rely on normals/air-to-airs for AA, and only use the flashkick in certain, fairly limited scenarios (or blatant jump-ins). Maybe I’m just spoiled by the ST flashkick, though :slight_smile:

Long time ST Guile player here. Yes. Yes you are. I was too. Just give it some time, you’ll end up adapting.

Hey guys two questions. (1) According to the Eventhubs and SRK frame data there is ZERO difference in invincibility across all of Guile’s FK’s. If that’s true then why is that if I did a LK FK it would most likely beat out a jumping attack from high, BUT If I did a HK one it would probably trade? Is this to do with the difference in the arcs of the attack, e.g. a LK FK travels the least and is less prone to attacks, but with HK FK Guile’s FK travels further and thus his hurtbox does and is more susceptible?

I understand meaties and will lose to invincible moves, but I don’t understand why in frame data this is true, and that means I don’t understand how invincible moves truly work then. Let’s take this clip as an example: http://www.youtube.com/watch?v=B6scIiu8bMg at 0:43 Balrog gets beaten out by Dudley’s EX Jet Upper. According to the frame data Balrog’s cr.lp is 3 frames and Dudley’s EX Jet Upper starts up in 4 frames (http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE). Unfortunately I cannot find the data regarding Dudley’s invincibility. But even so wouldn’t it be like after the first hit (4th frame) frames it’s then invincible – THUS meaning you could hit him out BEFORE the 4th frame?

Thanks a tonnnnneeeee!

Well, first off, I’m pretty sure whatever data you are looking at is wrong. AFAIK, LK and EX flashkicks have 4f of invincibility, which gets them invincible to it’s first active frame. Meanwhile, MK and HK only have 3f, meaning the invincibility wears off ON the active frame, meaning it will ALWAYS trade with a meaty if the meaty was done properly.

As far as dudley’s EX upper is concerned and, well, ALL uppercuts really, they are invincible from the very moment you input the attack. When looking at invincibility in regards to frame data, the main thing to look at is a move’s startup and how many frames on invincibility it has.

Let’s look at Sagat’s EX and HK tiger uppercuts.

The frame data on eventhubs says the EX has a startup of 5f. Then it says 1~11f invincible. So from the moment you activate the attack, it is invincible from the FIRST to the 11th frame and it only takes 5 frames to actually get to where it’s hitting. That means this move will only trade if you are doing the move with terrible timing as an anti-air, and i mean TERRIBLE TIMING.

Meanwhile, the HK version, while having the same startup, is 1~5f invincible. So, the first active frame of the attack, the fifth, is also the last time it’s invincible. This means that if your timing is perfect, it will hit clean as an AA.

Honestly, this is the most simply way I can think to describe this stuff and it’s still a bit convoluted. I always see you talking about frames dude, and the best advice I can give is just don’t worry about it so much. Data can only take you so far in a game of reactions and matchups. Focus on just learning the game first and worry about the data later.

I took a page out of the 2011 arcadia mook for you. Apoligies for the crappy file sharing site but please click the link below and then the blue link with the arrow that says ‘Click here to download from sendspace’.

http://www.sendspace.com/file/zcurww

I know it’s all in Japanese but you can make out what each move is if you compare it to english frame data charts. You can see that Eventhubs has it wrong… LK and EX Flash Kick have 5f of invincibility as opposed to 3f from mk/hk versions.

Got 9th at our state tournament got fatigue at the end playing a Abel player that I normally beat. But overall I player great. Ima post the videos tomorrow.

On a side note DeeDogg, I have been feeding Kyle a metric TON of anti-Guile tactics. Hell, he got pretty close to beating me, too.

explains everything now. lol

How do I do Guile’s lk FK into U2 as seen in this video (last round near the very end): [media=youtube]17bJNXxeoyA[/media] I can do lk FK as an AA and hit someone at the peak of their jump and then EX FK so LOGICALLY I have the charge down-pat- but can’t get the U2 to even come out in time. Am I missing something? Can it only be done on certain characters too apart from Seth? Thanks.

Nothing special here really. If you can already do the fk > EX fk juggle then you can also juggle with EX boom, U1, and U2. It’s either a high juggle that you can connect with all of them or it isn’t and you can’t do any of them.

Whats the most amount of damage Guile’s U2 adds to his combo’s? What is Guile’s most damaging combo’s using his Ultra 2?

I think it’s raw hk FK FADC U2 because of stupid damage scaling

Can probably get more off of St.HP xx HK FK > FADC > U2.

I want the damage numbers since I can’t do dash u2. I was wondering if it was even worth learning. I just mess around with Guile nothing serious.

Are there particular matchups where you try to have super if possible? On paper it’s a rather decent punish and a good deterrent in certain situations, but of course it’s hard saving up meter and not doing FADCs… so I’m curious if anyone is having success with the super generally.