SSF4 Guile General Discussion Thread

Interesting…I’ll try this tactic especially when the opponent is in the corner.

How do you fell about baiting ppl to jump while using back+sobat or neutral jumping at a safe distance? For some odd reason, some ppl tend to jump forward on reaction.

Would it be wiser to stay grounded and bait ppl to jump?

That walk back bait works better outside corners.

B.mk is pretty slow and might not have enough time to AA the opponent. Not saying that it isn’t feasible if u can make it work. Nj.hp is good against T.Hawk as it beats most of his air moves and condor dive.

AA game is all dependent on opponent’s jump arc and the matchup e.g not going for air to air against Gen if possible cos his 2 hit kick air move can beat out jumps and combo into ultra.

Ahh I see, I’ll definetly try to implement the walk back bait in my mid-range game - DOPE!

As for utilizing nj. hp I see what you mean as it’s valuable AA for the T.Hawk MU. But I was referring to just doing a nj. empty jump at about 3 squares away from the opponent which will cause them to do a knee-jerk jump-in reaction. I usually see this used heavily in the corner. Sorry If I wasn’t clear earlier.

And with Gen…that jump arc is weird. So utilizing grounded AA’s seem ideal as you mentioned.

Anyone have a list of things they want me to test with Guile during the loketest at Super Arcade? I have my own list, but I just want to make sure I don’t miss anything.

can’t wait for red focus and delayed wakeup :slight_smile:

Hitbox / hurtbox changes on f.mk and b.mk

Can’t wait for your report, Gilley! Have fun

Damn you Google translate! What does it mean!!!

:rofl:

Guile
judgment reduction is done got up,
-屈弱P +5
collision detection to see larger is Yarra屈中K
-Ribasupi under expansion
large little range throw and air
+1, Samaso invincible
turned around if the · UC1 generation 5 450 bad 15f invincible opponent back
-Sonihari 350 useless murderous Liu 950, physical fitness generation 7 → 6 of屈大-K, strong judgment under the K before, during, derived from far up in the P · TC attack occurred in the 26 → 25 and large claws. Mad Oshiki demon (people management) - (only one stage) Sebikyan Shoryu is possible, regardless of guard and hit 2013-11-22 11:15:02

from what I can gather…

c.lp is +5 on hit
larger hitbox on c.mk
increased throw range and airthrow range
+1 invincibility on FK
UC1 will turn around now…5f startup…450 damage…15f invincibility
… dunno this part, something about UC2 doing 350 damage?

I’m getting this info from here…

So…cr.lp > Close St.hp xx Sonic Boom > Sweep/Backhand should be a new bnb?

nah, c.lp > c.lp > c.lp > U1 will be the new BnB :rofl:

anyways, something else i’m seeing in that moonspeak is 7 -> 6 c.hk( dunno what this is talking about). Also, I think they might be changing something with his Target Combo(TC) so that you can’t DP him in between the hits on block.

Doesn’t crouching hk have a 6f start up in AE? Perhaps they’re changing it to 7f start up?

Nothing on regular Flashkick auto correct yet?

Yeah, I dunno really. I doubt they would do that. Guile’s c.hk is seriously the worse c.hk in the game and should almost never be used.

Also, UDK hitbox got improved to hit crouching opponents better.

EDIT: I find it very strange they say U1 autocorrects and no mention of anything else. From my research, the reason why Guile’s stuff doesn’t autocorrect is a global issue. If you fix one, you’ll probably fix everything. That is unless they go in and purposely change just that one move, which seems unusual to me.

EDIT2: ignore the c.hk stuff, this is all the E.ryu section, his c.hk got buffed. There might be some target combo that got changed with him too.

Yah… that auto-correct thing does seem really weird. Saying that just one move will auto-correct doesn’t really make any sense. Anyways, for those who haven’t seen the update yet, here’s the changes reported so far!!!

UC1 auto-corrects, start-up 5F (via BNBBN)

(via rari4649)

Hurtbox on wake-up reduced
Crouching LP +5 on hit
Crouching MK hitbox and hurtbox expanded
Reverse Spin Kick hitbox expanded downard
Air throw range slightly increased
Flash Kick has 1F more invincibility
UC1 start-up now 5F, invincible 15F, 450 damage, auto-corrects
UC2 (Sonic Hurricane) damage increased to 350

So far, I am love, love, LOVING this! So, here’s why I’m excited anyways.

  • Dash up c.lk > c.lk > c.lp > U1 is a mother fu*king combo!
  • The UDK hitbox is something that;s bugged me forever. Sad to see it didn’t mention the reverse and forward sobats though.
  • c.mk buff? Erm… sure, ok, sweet. I guess I’ll take that.
  • The “flashkick having 1f more invincibility” seems… good. Does that mean all flashkicks? Will I be able to use hk flash as a legitimate AA now? Will I be able to use LK and EX flashkicks to trade with people anticipating a wakeup flashkick with a DP? Questions!
  • Air throw. Yes. Mother of god. Yes.
  • Wakeup hurtbox. I came.
  • It looks like they are seriously putting effort into making both of Guile’s ultras viable. I’ve always been a proponent of U2 due to the lack of mobility that U1 encumbers Guile with, but 5f with 15f invincibility is pretty crazy. That means no more trading with cammy, seth, or akuma dive kicks. It will be able to just go through Akuma’s air fireballs, Ibuki’s kunais, and probably Rolento’s daggers… instead of having to worry about trading on reaction with U2. However, U2 now got that juicy 50 extra damage. Christmas has really come early. Double ultra might be pretty godlike for Guile.

Yeah, I’m going to see if I can write down some theory stuff based off of the things I’ve read. First thing I can think of with U1 having 15f of invincibility is that you will be able to beat any of the enders of Rufus EX messiah now. You won’t have to worry about trading with his LK ender.

How will a 15f invincible Ultra 1 respond to shoto dp reversals? Will it beat them out?

Regular DPs, it should beat out every one of them. EX DPs it might trade here and there depending on who did theirs first.

Here’s a small list of combos Guile should be able to do with a 5f c.lp

c.lp > c.lp > c.lp > far s.lp > U1
c.lp > c.lp > c.lp > U1 (354 damage U1/256 damage WUltra…full ultra meter)
c.lp > c.lp > c.lp > far s.hp
c.lp > c.hp (rofl)
c.lp > close s.hp > FK/SB > etc.
c.lp > c.lp > c.lp > far s.mp > FK/SB
UDK > c.lp > U1
c.lp > c.mp is now an easy 2-framer

OK, here’s a quick list of things I think Guile will probably be able to punish with U1 on block now. This is stuff that is either too fast to punish currently, or might recover in such a way that the first hit of U1 might wiff. It’s all theory of course, but it should work. Some of the stuff will be awesome, like punishing Gouken’s EX rush punch, or any Cody criminal upper…

Abel
wheel kick, on hit will be punishable with U1(EX wont though)

Adon
c.hk(-5) probably range dependent
EX jaguar tooth(-5) probably range dependent

Akuma
c.hk(-9) probably range dependent

Balrog
far s.hp(-7) probably will be too far away to punish
c.hk(-6) probably range dependent
dash ground straight LP(-8)
dash ground smash(EX wont though)

Blanka
c.hk(-7) probably range dependent
df+hp(-11) probably easier now
lvl1 FA > Dash forward(-5)

Cammy
far s.hk(-6) probably range dependent
c.hk(-8) probably range dependent

Chunli
s.hp > hp kikkoken(-5)

Cody
c.hk(-9)
criminal upper ALL VERSIONS!
ruffian kick all versions
zonk knuckle all versions

Cviper
c.mk(-5) I heard this has been improved so they might use it more

Dan
c.hk(-6) probably range dependent

Deejay
c.mk(-5) maybe
c.hk(-6) probably range dependent
double rolling sobat, LK version got buffed on block though(-3)
machinegun upper all versions

Dhalsim
df+lk(-9) probably range dependent
df+mk(-8) probably range dependent
db+HK(-5)
super combo all versions, maybe

Dudley
c.mk(-7) I heard it got buffed on its startup
c.hk(-8) probably range dependent
ducking straight(-5)
ducking upper(-6)

Ehonda
far s.hk(-7) i heard it’s -6 now, so it might not work
EX headbutt(-8) i heard it got nerfed so he might be close enough
super combo all versions, maybe

Elfuerte
I don’t see anything new that could be punished on block

Evil Ryu
c.hk(-11) i heard it’s buffed so they might use it even more, proabably range dependent
hadouken(-6) maybe
axe kick LK(-7) they probably wont use this version

Feilong
c.hp(-5) probably range dependent
c.hk(-9) probably range dependent
rekka 1st MP(-6) probably range dependent
rekka 1st HP(-8) probably range dependent

Gen
mantis c.hk(-7) probably range dependent

Gouken
c.mk(-5) maybe, could be useful in a crouch tech situation
rush punch MP/HP(-6) probably range dependent
rush punch EX(-5) SHOULD WORK!!!

Guile
I don’t see anything new that could be punished on block

Guy
c.hk(-5 to -10) probably range dependent
hozanto EX(-6)

Hakan
f+mp(-5) probably range dependent
f+hk(-5) probably range dependent

Ibuki
c.hk(-9) probably range dependent
Ultra1(-5) the far version, maybe

Juri
c.hk(-9) probably range dependent

Ken
c.h(-6) probably range dependent

Makoto
f+hp(-8)
f+hk(-8)
c.hp(-9)
hayate should work(EX wont work though)

MBison
I don’t see anything new he could punish on block

Oni
f+mp(-5) maybe
f+hp(-9) might be range dependent
f+hk(-6) probably range dependent
c.hk(-8) probably range dependent, i heard they might be buffing this move
gouhadouken all versions(-8/-5) probably range dependent…c.mk > FB?
sekisei jiraiken lk(-7)
sekisei jiraiken mk(-6)

Rose
c.hk(-10)
df+mk(-6) probably wont work cause of spacing
f+hk(-5) probably range dependent
soul spark lp(-12/-8) on both block or hit
soul spiral lk(-8) probably range dependent
soul spiral mk(-6) probably range dependent
soul spiral ex(-6) maybe

Rufus
c.hk(-6) probably range dependent
target combo 1(-5) it’ll probably work!!!

Ryu
far s.mk(-5)
hadouken(-6) probably range dependent(EX wont work)

Sagat
c.hk(-6) probably range dependent
tiger shot K(-7) this has a weird hitbox recovery, might not work

Sakura
close s.hp(-6)
c.hk(-7) probably range dependent
hadouken(-7) probably range dependent(EX wont work)
super combo(-7)

Seth
c.mk(-5) probably range dependent
c.hk(-9) probably range dependent
sonic boom(-5) probably range dependent(EX wont work)

Thawk
c.hp(-5)
c.hk(-7)
condor spire all versions, probably range dependent hit or block

Vega
close/far s.hk(-7)
far s.hp(-8)

Yang
far s.hk(-8)
c.hk(-7) probably range dependent
close lk > mk chain not jump canceled
s.mp > s.hp chain(-7)
s.mp > s.hp > b+hp(-8)
tourou zan lp 2nd hit(-5)
tourou zan hp(-6)

Yun
mp > hp chain(-6)
mp > hp > b+hp(-8)
tetsuzan kou ex(-6)

Zangief
c.mk(-5)
c.hk(-5)

According to this here(http://www.reddit.com/r/SF4/comments/1r6rnv/usf4_location_test_buffnerfnew_character_info/), Hakan´s F+MP will receive this here:Advantage on block -5 > -4, on hit -2 > 0. In other words his F+MP(Now -4 on block) won´t be punishable. Still it is suicidal to use these normals very close.

Was hoping U2 to get up to 400 dmg, making it viable to go for dual ultras.

You can just U1 now if you block Fei’s 2nd hit rekka.

If U1 really is +5, I suppose you can do counterhit UDK on Chun which hits meaty straight into U1?

I hope they take proximity block out too cos it will take most of the fun out of the game. If U1 really is +5, I suppose you can do counterhit UDK on Chun which hits meaty straight into U1?

Still no word on Flashkick auto correct it looks like. Maybe it won’t happen…