I would just let a fierce rip, and at max range a backfist works. I see Du doing that a lot.
I guess it is better to just do something like Cr LP, Cr LP, Cr MP xx Flash Kick?
Max range j.hk can normally only be combo’d off of with a backfist. Really, it’s the most consistent choice when you’re far out. A lot of time you may want to s.hp or c.hk to keep your charge, but if you aren’t positive that they will hit, don’t even risk it. Use a backfist, get your damage, and back off.
At the very least they should’ve also made super auto - correct as well. The cost of your whole ex bar seems like a more than adequate price to pay to get out of a bad wake-up situation, and even that depends on if you manage to build a full gauge in the first place.
They don’t call it bread and butter for nothing lol
Actually if you think of using Super as get out of cross-up card, it already serves that function well enough in my opinion. It’s risky and you need to know the timing well… and you only get two hits (plus Ultra if you have it!) but it does get you out.
played Guile pretty much all weekend, almost made it back to 5000 BP but then dropped down to 3300 lol. Just gotta keep playing. Having a really hard time getting damage in, the timing is hard to get used to from Honda.
My anti-airing is gettting a bit better, again much harder than with honda, people keep catching me off guard up close and im not getting them in time with the cr fierce. It’s realllly hard to get people off you in the corner compared to honda.
Got my first flashkick fadc u2 in a match so that was awesome. getting the air throws into my game as well.
I stopped playing as guile because you can’t throw as many sonic booms as you can with tiger shots.
I actually played your Guile …
Sunday maybe?
Mine? I have played a lot of vegas lately, whats your GT?
Anyone know of any offense/rushdown Guiles? I wanna pick him up, but I would like to play him as a more pressure oriented Guile. Feel free to name drop some folks.
Hey Guile’s, I’m just getting into AE, I was wondering what some of his BNB’s are and what’s the max damage I can get off of a Focus Crumple.
I feel like I’ve got solid fundamentals but I need to get my damage up.
You played my Rose, not my Vega. I was at Terios’ house and you played both of us a couple times.
Messing around in the training room and can finally pull off mp xx sonic boom x 3. Hard as heck though. Noticed that the only booms I could use were hp booms to increase the timing for charges.
Also found that the max corner damage Guile can do with two meters is 513 with 860 stun.
Check out NuckleDu. He’s considered the #2 Guile in the USA and he plays a high-pressure game. He frequently pushes his opponents into the corner. It’s great to watch.
Jump in BNBs are j.FK, mP xx Flashkick(or EX FK)
j.FP, GHK, Flashkick (GHK is Guile high kick. Command is down-forward fierce kick)
ground BNB is cr.lp, cr.lp, cr.mp xx Flashkick or SB. I prefer SB because if I miss the lp -> mp link, I’m not a sitting duck because of a blocked flashkick.
Another good ground BNB with only normals is cr.lp, cr.lp, s.lp, s.fp
check out the Guile Combo Thread! ^
I actually didnt know about that combo with GHK, not sure how I missed that. need to get that in my game.
my anti-airing is getting a lot better, sometimes there is a dead spot where you want to St FP but its too short and F+FP gets beat… i guess thats where st MK comes in. i find that a hard AA to use.
ahhh i remember that day. We both won 1 game each. that match can be hard vs. Rose
GGs
I just got it from the trials, hehe. I don’t use it a lot…I should look up the stun/dmg, maybe it does good stun.
And st.mk is a tough anti air to use. It’s so unnatural for me to not push a direction while doing a normal. Because left or right + mk is the rolling sobat (mini floating jump kick).
yep i have the exact same problem. I read slinkun saying he uses st MK vs. shotos a lot. st MP trades a lot too, not a huge fan of it either but im sure they all have their spots i just gotta find em!
I actually have use backwards rolling sobat as an anti-air before, and back + HK to stuff divekicks. both are really specific though and will usually get beat. i used backward sobat vs a divekciking rufus chasing me down and it stuffed it and got me into a good range again.
gotta say my favorite feeling playing Guile is getting a stand fierce on someone, especially 2 in a row, duff city. I also love when they jump a fireball full screen and I get a fwd+FP on them. getting an airthrow feels pretty sick too.
can someone speak to flash kick strength usage? off pure frame data I am sticking to LK Flashkcik unless its in a combo in which I use HK flash kick. I see no use for EX or MP. if its AA they tend to all do a wimpy 80 damage anyway (used to getting 200 damage off honda headbutts + CH lol). only time i can see the other ones being useful is as a range specific anti-air (tbh flash kciks are doo-doo anti airs in this game)
I really am loving playing this character right now, only downsides are his damage and I am finding it hard to escape once people get in on me. I think I need to utilize his good dash options a bit more ( i see top players doing this a lot). Definitely some matches i prefer Honda in though still, probably 1/2.
I am getting much better at pushing players into the corner now, i used to back myself in every match but this is where i always always struggle the most so i would rather take some damage in neutral to avoid being pushed back on a bad poke read. I am very good at jumping in with Honda but its definitely harder with Guile to actually score the damage (his jump is a bit slower and doesnt have the same range) but I am finding I am able to force blocks a lot and start up close mixup. I am a huge fan of the sonic boom, dash- high / low / throw mixup (love cr MK too bad it does not combo).
I dont see a lot of players trying to forward sobat over cr mk’s, I find this to be super useful. But maybe I just use it too much. Sometimes it helps me escape the corner. gotta find that balance. I also don’t see people using bazooka knee to close space right in their face, only behind booms from full screen. I think its really sneaky and a good way to score a block string or throw. I really like FADC dash forward into the hit confirm BNB in that spacing too (through a sweep or cr MK/ far poke read).
When I get people in the corner I have had very good success keeping them there and scoring a ton of pokes. I am a very read-based player so I excel here (my defense is admittedly very shitty, probably because I tend to make reads and not reactions on D) I think the main thing i need to improve is my block string mixup game, I simply do not use UDK enough, I either go for LP LP MP / HP / Boom strings, or tick throws. I really need to incorporate the UDK to scare them out of teching, espcially with the buff its getting.
Guile’s change i want
1.Remove the charge commands and give him the qcf or qcb motions
so… you want him to be the undisputed strongest character in the game who is virtually untouchable by anyone? cool.