SSF4 Guile General Discussion Thread

Not enough time to charge, 33f total for UDK and it produces 12f of hitpause and 3f for the counter hit, and 6f if done super meaty. That’s only 54f of charge.

What about connecting U1 from an AA df.hk? If it hits high enough, will it be possible to dash U1?

I guess the optimal punish would be c.lp, s.hp > FK if c.lp is confirmed +5.

I’m thinking…

(scratch that)

It’s weird how some info keeps trickling in. I feel like we haven’t even seen or heard of all the Guile changes yet.

According to the questionnaire that was provided at the location test, Kim1234 was unable to do the 1f link from cr.lp > Ultra 1. Wonder if it’s something that he just plain had issues with or…?

Did it go into any detail on how many times he tried it. I can imagine it just being rather difficult to do regardless.

No, it didn’t. Let me see if I can find the write up again. I’ll post it up.

I got a couple hours to test USF4 Guile in training mode at Super Arcade. I’ll run through the list of changes and what I found out. Remember, all this stuff is subject to change!

smaller hitbox on his wakeup frames
I noticed this with a couple crossups I was trying on him. It’s very subtle, don’t worry you can still cross up Guile, it’s just not as mindless as before.

One thing I did test out was Evil Ryu’s corner unblockable on Guile(HK overhead knockdown > wiff dash > wiff dash > j.hk). It was no longer an unblockable on Guile. The strange thing is though, I had to block this like a normal jump-in(like it came from the front), even though it looks like he’s behind Guile. Strange, but whatever, as long as they’re removing these retarded unblockables.

c.mk has a larger hitbox and hurtbox
I like this change. Guile has a little bit more range on c.mk and his boot no longer goes through his opponent. This feels just like the SFxT version of c.mk. This is a good buff for c.mk IMHO since the SF4 version of c.mk is one of the worst c.mk’s Guile’s had in any game. I just wish it wasn’t -4 on block.

increased airthrow range
I definitely saw a difference. The range doesn’t seem as far as SF4/SSF4 where you could grab shoto’s out of their j.hk. I don’t think this change is going to affect his throw that much though. The reason why Guile’s airthrow is so good is because it starts up in 3f.

+1 invincibility on FK
Not much to say here. It definitely helps get rid of the stupid situation where FK get hit clean by jump kicks. I tested this against Sagat’s j.hk(which has hit me clean out of FK before) and it seemed to work better. I should probably go back and test this one a bit more, like against other DP’s. Maybe against Feilong’s DP to see which one will win…

UDK b or f+HK up close hitbox expanded downward
I definitely saw a difference with this. I tried it against Yun with his c.lk and Chun with her c.lk. Those were two moves that came to mind when I thought about b+hk wiffing over the opponent’s attacks. I also tried it against Chunli’s Hazanshu. You will still wiff against this move if you do b+hk too early. You have to time it properly, Chunli gets really low.

U2 350 damage
Yup, it noticed it doing a bit more. This is a much needed buff. Combofiend said they might play around with the juggle properties on U2 so that you can juggle with this better. super > U2 only doing 2 hits for U2 kinda sucks, so this could possibly be changed.

U1 Startup reduced to 5f, damage reduced to 450, 15f invincibility, will now autocorrect
I spent a lot of time testing this U1 and I think this could be Guile’s best ultra now. You’ll definitely have a hard time choosing which ultra you want to use. This move rocks! I was a little worried about the damage nerf, but after using it, I don’t mind.

U1 Autocorrect
The best part about this ultra is that Guile will autocorrect if he does this move on wakeup. The move just doesn’t start turned around the proper way. You activate it on wakeup, Guile looks like he’s pointed the wrong way, then Guile goes “oh wait, let me turn around” then it just turns Guile around after the Ultra freeze screen. It beats all crossups on Guile. You can’t cross him up when he has U1 stocked. It’s so friggin good. Let me tell you the crossups I tested it on…
Abel
tornado throw > forward dash > j.mk crossup
Cammy
combo to HK spiral arrow > j.lk crossup
Shotos
knockdown to crossup tatsu
Zangief
EX green hand > wiff jump forward > crossup splash
Mbison
throw > dash forward > j.mk crossup
Elfuerte
knockdown to tostada press crossup
Seth
SPD > dash forward > slight step > j.mk crossup

All these crossups results in Guile’s opponent eating U1. I was able to safejump the U1 with Gief’s crossup splash so you still have to watch out for that. I asked Combofiend why don’t they fix his wakeup for everything and he said it’s too good. I disagree but whatever, it’s good that he has something to help him against crossups now, cause he’s completely free to them right now(which really should not happen).

U1 15f invincibility
My test was to have Rufus do a EX messiah then do the delayed LK ender. In every other version of SF4, if Guile had U1, he could use it to beat the MK/HK enders, but if Rufus delayed the LK ender, it would beat out Guile’s U1. This was really stupid. It doesn’t happen anymore. Guile’s U1 beats out the LK ender on EX messiah now. Rufus can never use EX messiah if Guile has U1 stocked(similar to Mbison having U1 stocked).

U1 5f startup
I could definitely tell it’s faster on startup. I didn’t test any specific punishes but this will be great for those situations I’m sure. One thing I heard is they might be tweaking the startup and invincibility on U1. If invincibility goes up, startup will have to increase to balance, and vice versa.

c.lp +5 on hit
This is a good buff for Guile. It doesn’t make him crazy or anything, it just makes it easier to do c.lp > c.lp > c.mp > FK now. He also gets c.lp > c.lp > far s.mp and c.lp > close s.hp > SB combos. One thing I did try is to link c.lp to his U1 since U1 has 5f startup. I was unable to do this. I really don’t think it works. The opponent was able to block everytime. I don’t know what is going on.

Other USF4 tests
Guile f+mk

The hitbox on this seemed identical to AE2012. I was still wiffing over attacks in my testing. Oh well :frowning:

Guile autocorrect
I tested this with his super and his regular FK’s and they still don’t autocorrect. Only his U1 does.

Red Focus
I liked what I was doing with red focus. You activate and just start absorbing a bunch of hits, then you release like a normal focus. If you release too early you can be hit out of it. I was able to do close s.hp > lvl1 red focus cancel crumple > dash forward U1 with Guile. This is just another tool he has to land his U1. Let’s say you didn’t have time to charge for super > U1. You can just find an opening for close s.hp or far s.hp, lvl1 red focus cancel them, then dash forward and ultra them.

One thing I noticed while doing corner combos with Guile is that I would get accidental red focus cancels when I just wanted a regular focus cancel. For example…

c.mp > lp SB > focus cancel dash forward would sometime get me c.mp > lp SB > red focus cancel dash forward. This is because Guile only gets 1f to cancel his projectile unlike all the other characters who gets 2f. This means you have to be really fast to cancel the LP sonic boom to a normal focus. If the LP and the focus inputs are too close together, you’ll accidentally get a red focus cancel and waste 2 levels of super meter. Be on the look out for this. You might need to improve your execution so this doesn’t happen.

Delayed Wakeup
No one knew how to do this, but I figured it out. It works similar to a soft knockdown situation where you want to quickstand. During any hard knockdown situation, as soon as you bounce on the ground you tap any 2 buttons. It can be lp+lk, mp+mk, lp+mp, mk+hp, whatever. What will happen is your normal wakeup will be delayed approximately 5-10f. It’s not much at all, but that’s all it really needs. I tested this with Ryu’s c.hk > j.hk safejump. When I did a delayed wakeup on the c.hk, I noticed that his safejump j.hk would just barely wiff as I was standing.
The thing that kind of bothers me is when you have to input the delayed wakeup. I would rather you be able to input it once you start seeing your opponent wiff normals to setup their safejump/unblockable/vortex or whatever. But the way it’s implemented, you have to input the delayed wakeup before you see any of this happen. So it essentially becomes a mind game with your opponent now, instead of something you react to in a hard knockdown situation.

Gouken
I very briefly checked out Gouken’s EX tatsu hitting low against Ryu’s c.HK. EX tatsu won and I was happy for Gouken. I also tested c.mp > lp FB and it combos on hit now. Crossup j.mk > close s.mp > c.mp > FB > FADC > c.hk worked

Hugo
Combofiend was telling me all kinds of stuff with Hugo and he sounds like he’s going to be really good. Maybe even the best grappler. If he corners you, it’s going to be hard to get out. HK meat squasher will corner you no matter where he does it on screen.
hp clap > mp clap > EX clap > c.mk works

he has 4 overheads
far s.mk works from like ½ screen LOL
c.hk
f+hp
d,d+k(or was it mk)

He has really long range on all his attacks, especially his kicks. Hugo is just too big! He’s also going to be hard to jump over to get out of the corner.

Rolento
EX knives was cool. He throws out 3 of them, in a spread shot formation. If only 2 of them hit, he can land and still juggle you. In the corner close s.hp > EX knives > s.hp worked

s.lp hitbox doesn’t look like it covers the entire baton. I don’t think we want to see walk forward s.lp all day.

EX patriot circle to his qcfx2+ppp ultra worked

He could do d+mk pogo stick, then attack on the recoil ala SFxT

He’s got the “take no prisoners” for his U2. The zipline looks like it covers about ¾ the screen distance and is pretty quick. It looks like it will be handy against fireballers, maybe even against Guile’s sonic boom. You’ll probably be able to punish some blocked sweeps with this.

Elena
She felt kind of weird and Combofiend said they’re still working on her frame data so that’s understandable.

The reverse DP+K(lynx tail I think?) I could do the EX version, then do Brave Dance ultra.

HCB+PP EX move is ridiculously fast. Combofiend had some kind of ambiguous setup with it where it could crossup the opponent. You can also combo after it, but the recovery animation is strange, so it’s hard to time your c.lk to combo after it.

She has very good dashes, both forward and backwards

Poison
She could do EX rekka’s into her DP+k
She has an ultra that kicks you in the balls LOL

I didn’t play her too long, she just felt like her SFxT version.

I was able to do c.lk > close s.hp > EX FB > s.lk in the corner to my opponent. Her EX FB doesn’t knock down.

Overall I liked what I saw from USF4. I’m happy with the improvements Guile received, especially the U1 improvements. Some people might complain saying it’s too cheap, but Guile only gets 1 maybe 2 of these in a round. You can mindlessly cross him up until he gets U1, or better yet, just safejump crossup U1. I would have liked for them to fix the autocorrect with all his moves and maybe a few other things, but I know that you have to be VERY careful when balancing a character like Guile. I also would have liked to have seen something to help him deal with focus attacks a little better, like what they did with Dhalsim. Currently Guile has problems with focus attacks from some ranges. The only way he can safely deal with focus attacks is with EX SB, but that takes meter and Capcom has already said, they don’t want Guile building meter like he used to.

Anyways, I might go back again on Saturday or Sunday to try out more things.

Sweet, sick stuff. Weird that cr.mk buff was denied but now it’s confirmed.

Apparently there is 1 extra frame of hitstop to everything in USF4. I noticed that I was dropping my combos almost immediately when I started playing. I just thought it was due to the monitor lag, but I guess it wasn’t. I didn’t bring the issue up at the time.

So knowing this extra hitstop is in the game, this is an indirect buff to all charge characters. They will get 1 extra frame of charge on every single hit they do in their combos. I’m going to test some stuff tomorrow but I think walkup with no charge and do c.lk > c.lp > c.mp > FK is going to be really easy to do now. Not only because c.lp to c.mp is a 2f link now, but because all 3 normal attacks in that string should give Guile an extra 3f of charge time. The whole combo should be 4f easier to charge now.

Also, the recently popular UDK > c.mp > FK should be 2f easier. I was actually trying this at the loketest today but couldn’t do it. I think it was because the hitstop was just screwing up my timing in general. I think I will have to double check this combo.

I’m also going to double check Guile’s c.mk hitbox again. I remember testing it on Rufus, who probably isn’t the best character to test it on cause that fool wont stand still in his idle animation.

Isn’t that going to make Upside Down Kick > cr.mp xx Flashkick easier to pull off as well?

so far so good. a video for these changes would be nice ;D

yea gilleybaba mentioned it

OK, I’m back with some more info from my USF4 playtest. Today I tested this 1f hitstop thing and tested out a bunch of unblockables on Guile. I also wanted to confirm a few things with Guile.

For the 1f hitstop thing I can confirm that there isn’t any 1f hitstop added to the game. I posted an explanation of my findings here on reddit. You can go there to read what I had to say http://www.reddit.com/r/SF4/comments/1rrj5q/the_biggest_single_usf4_change_nobody_is_talking/cdqq4un

The next thing I wanted to double check was guile’s airthrow range. One good setup I remembered to test his range was to airthrow Ehonda out of a fierce headbutt or his U1. In SF4/SSF4 this was really easy to do. You could jump backwards and airthrow the headbutt right before you touched the ground. In AE/AE2012 you could still do this, but it’s very difficult to pull off. I tried this setup in USF4 and can confirm that it’s easy again.

Next I wanted to confirm that Guile’s c.mk got a hitbox/hurtbox increase. I only really tested the hitbox but I can confirm it got 1 traning room square increase(the little squares). I put Hakan in the right hand corner of the training stage and stood at the max range where c.mk usually hits him. In AE2012 this range is that dark black line on the larger square. Put Guile’s foot right up next to that line. In USF4, you can put Guile’s foot one small square behind this line and still hit Hakan with c.mk. If you go any further away, it will wiff.

The third thing I wanted to double check was Guile UDK. I tested it earlier but I wanted to check another move I rememberd it wiffed over. This is Yun’s c.mk. UDK goes over it and hits Yun during c.mk in USF4.

The last thing I wanted to test took a while. I checked probably 75% of the unblockable setups from my unblockable video. I tested at least 20 of them, I lost count. Every single unblockable I tested no longer works. There’s one small issue though. I think about 20-30% of them are now fake crossups. It’s better than what happened before though. There was 1 or 2 old unblockables that could be blocked EITHER direction. The guy at the console next to me had a Sakura unblockable setup that could be blocked both directions too. Some of the unblockables I tested would completely wiff on Guile.

funny how a lot of these things are just fixes but merely buffs.

Auto-correct fix was the change I was looking forward to the most. If not for dealing with cross ups, at least for just being able to Fk in the right direction when your opponent is basically already standing on the ground behind you. Hell, keep him facing the wrong way but just adjust it to hit behind him even ffs…

@Gilley

Thanks for the updates – you DA BESS!

Okay guys.
Well I just went into training mode with Guile.
Learned all my one frame links.
Went online and wow.
This is probably the most fun I’ve had with a character.
I literally dominated everyone I went up against.
Like wow, this character is fucking great haha.
Just wanted to drop by and say that.

But while I’m here and considering picking up Guile.
What are his safe jump setups?
Is back throw b.mk j.hk a legit safe jump?

Hi Gilley, I’ve heard a rumor going around about Guile’s target combo no longer being reversible on block. Just wondering if you can confirm or deny that. Great work so far, I’m amazed everything you type isn’t front page SRK news, because everyone’s in the dark on this and it’s pretty big universal changes.

Sorry, I didn’t think about testing it. It is kinda dumb that a 3f reversal can hit Guile’s overhead on block. Too late to test now since the loketest is over.

I got to play a lot of versus matches today. One thing I found that wasn’t obvious in training mode, is how good Guile’s c.mk is now. That little bit of range makes a huge difference for my Guile game. I like to use a lot of c.mk. You don’t realize how bad his c.mk is until they buff it.

USF4 Guile is probably my favorite Guile out of the whole series. The best buffs Guile got in order are…

  1. U1 autocorrect, it can still “wiff” and only get 1-2 hits if your timing isn’t good, but this thing just rocks in general. I was purposely getting myself knocked down so that people would try to cross up my guile.
  2. c.lp +5 on hit, you won’t miss any combos now
  3. c.mk hitbox/hurtbox increase

Yeah I wasn’t even thinking about that. The rumour is actually about the gap between the cr.mk and f.mp on block.