SSF4 Guile General Discussion Thread

Is guiles fadc corpse hop character specific, and if so can someone break down the timing and inputs for me. I can’t do it for some reason

I was not aware Guile had a corpse hop of any kind?

The only practical application I can think of for sweep cancel to super is for punishing an incoming armored attack like boxer’s ex punches. Other than that i think it’s near impossible to confirm the super input upon seeing that the first hit was focused. The cancel window of sweep’s first hit is really small and quite early…

Greetings Guiles,<br>I’m having difficulty with sonic boom xx Double Flash, obviously in trial 20. (Completing trials until I can renew my XBL Gold, Finished Vanilla Trials)<br>I’ve broken it down into segments, and have executed the cancel once or twice, but I’d like to be more consistent.<br>With other charge characters, (Boxer, Blanka) I usually execute a dash or rolling attack and then do back, forward P or K to cancel the super.<br>However, with Guile, when I do this, then Dbl  Flash doesn’t come out. I know there has to be a trick to having the sonic boom hit to cancel, right?<br>Any soldiering advice would be superb.<br><br>

<P>Even though this has been answered many times, since you asked so nicely, I’ll answer.</P>
<P>Sonic boom xx Double Flash is actually very easy, just slightly weird for non-guile players.  The inputs for double flash can actually be done with any forward motion for the second directional input.  Instead of going “down foward”, go “neutral forward” plus any punch button, then follow up with your downback to upback xx kick.  This will throw out a boom during your super motion and will do the cancel.  The execution is honestly even easier than just a normal double flash in put.</P>
<P> </P>
<P>TLDR: Do the double flash motions, but replace the down forward with a neutral forward (position 6 on your num pad) into boom.</P>

<blockquote class=“UserQuote”>
<div class=“QuoteAuthor”><a href="/profile/66345/GoMagikarp">GoMagikarp</a> wrote: <a href="/discussion/comment/8012891#Comment_8012891" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>Even though this has been answered many times, since you asked so nicely, I’ll answer.<br /><br>
Sonic boom xx Double Flash is actually very easy, just slightly weird for non-guile players.  The inputs for double flash can actually be done with any forward motion for the second directional input.  Instead of going “down foward”, go “neutral forward” plus any punch button, then follow up with your downback to upback xx kick.  This will throw out a boom during your super motion and will do the cancel.  The execution is honestly even easier than just a normal double flash in put.<br /><br>
 <br /><br>
TLDR: Do the double flash motions, but replace the down forward with a neutral forward (position 6 on your num pad) into boom.</div>
</blockquote>
Thank You for replying. OT: Guile was actually my first main in SF2. I used Blanka before I knew what I was doing, but when I saw someone complete the game with Guile and he had the longest ending, I ended up using him. I liked the flash kick and his upside-down kick with RoundHouse. I was shoto-free for quite a while, and only picked them up (though I am trying to stay away form them now) by random chance.<br><br>I’ve been doing exactly what you describe. Guess I’ll need to practice it more. Does the Sonic Boom need to hit for the super to execute?<br><br>Edit/Update: Hmm, I have been trying to go to up-forward, not up-back, but no matter what, I am only getting the cancel to happen once out of 15 tries. It seems that the sonic boom has to hit in-order for the cancel to execute. I’ll keep working on it. It’s crazy how this is giving me more trouble than Viper’s FFF.<br>Finally got the trial completed. After messing with Dee Jay, his Air Slasher does NOT need to hit in order for it to cancel into super. I’m thinking the same may be true for Guile?<br>Pardon me for taking up so much space for these inquiries.<br><br><br>

<blockquote class=“Quote”><div class=“QuoteAuthor”><a href="/profile/62151/SPECTERLIGHT"><br>SPECTERLIGHT</a> said:</div><div class=“QuoteText”>I’ve been doing exactly what you describe. Guess I’ll need to practice it more. Does the Sonic Boom need to hit for the super to execute?<br><br><br>
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</blockquote>

<br><div>Perhaps going to up-back is just not for you.  Personally I find it a bit more difficult that going to up-forward for supers.  The SB doesn’t have to connect for the super to come out, you can do it anywhere on screen with no nearby opponent.</div><div><br></div><div>Assuming you’re on the left facing towards the right in numpad notation:</div><div><br></div><div>1 (charge), 6 + any punch, 1, 9 + any kick</div><div><br></div><div>So 1 > 6 > 1 > 9 with a punch for the boom and a kick for the super to execute.  Although it can be done with any combination of punch and kicks, I believe it is best to use medium punch and medium kick to ensure that your boom travels fast enough to connect and that your medium kick super travels far enough forward to connect while allowing for ultra afterward.  It has to be done fast enough so that the kick happens before your boom even leaves your hands.  If you’re still frazzled just try switching sides, might be a wrist thing.</div><div><br></div><div><br></div>

Make sure it’s one fluid motion, that’s all I have to say really.

Forums have been too quiet! Introducing a topic…

What’s one of the things you are most annoyed with when it comes to you as a player?

For me, I hate falling into that auto-pilot rhythm. You just start falling into a pattern of doing predictable booms and turn your brain off from any advanced gameplay. This is especially noticeable for me in the T.Hawk and bison matches, since they require so little thought in the first place… and then I get blown up.

My worst trait has to be the “chip damage temptation”. For whatever reason when my opponent is in chip damage range after a knock down I’ll just mindlessly throw a boom, and more often than not they’ll just Ultra. I’m just not aware of their reversal Ultra’s as much as I should be I guess.

Capcom are taking feedback for individual characters the next couple of weeks. Guile is in the first set of characters. Maybe it would be worth making a thread where we can discuss good sensible changes to submit to this? Really want to see Guile return to former glory and bring back top tier zoning to the Street Fighter 4 series.

Thread for submitting changes here:

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29822783/guile-balance-suggestions

hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s guile’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.

Far s.mp. It actually has surprising range, but it’s use is rendered pretty useless by it being a ‘far’ normals and you can’t trust some characters hitboxes to make the close version NOT come out. Ugh. I would love if they just took close s.mp out of the game.

Agreed, I doubt that would make Guile game breaking to just have the anti air normals, and in regards to his charge tech, it’s still possible to hit with that s.mp anti-air to boom. All around I wish that dumb close MP was gone.

1.85 (1.87 to be accurate). a quite decent kara throw.

Guile has a good kara throw!?

Not really… I think the only notable Kara throw is st.mp ~ Throw but this only works properly for far st.mp. As mentioned by Slinkun above, ff you’re close to the opponent (like you know… throw range…) then it will likely become close-st.mp which doesn’t have the same amount of kara-ness. Again, if you’re pressing forward to get closer then try this st.mp kara, you might also get overhead instead which is a whole other problem. If you wait to go neutral before pressing throw, maybe you just gave up that pixel of walking that would have put him into throw range. Maybe it still works a little?

This may be off topic, but why are the “Guile Improvement” forums not slammed with “remove close st.mp” from the game. Everyone wants it, and it wouldn’t be game breaking.

what about a better kara throw from crouching normals? does he have one?

You can’t kara off crouching attacks. You would just get a crouch tech with an extra button.

You can’t kara throw but you can kara flashkick using Guile’s cr.hk.