SSF4 Guile General Discussion Thread

So I am having this final USF4 changes translated. All the changes to U1 are still there. It autocorrects, 5f startup, 6f invincibility, 450 damage, 2nd hit will connect better.

But here’s the latest change…

The counterhit on SB’s is back. If guile is hit on frame 1-20 of his SB, his opponent scores counter hit damage/stun

FUCK CAPCOM!

EDIT: oh yeah, here’s the document if anyone can read japanese…
http://usf4.nesica.net/sozai/20140410_battle_balance.zip

Well, looks like I’ll continue to stick with U1 as I’ve done so previously. Maybe now the applications that I use for U1 will be more handy. :smiley:

alright so its 5 fr jab and 5 fr u1, so that means for sure you can link it right?

Honda’s Ultra 1 got 1fr faster startup im just wondering if that means we can link to ultra 1 now or not.

there is something else about u2 that does not reference frame data or damage, you know what that is referring to gilley?

Yea really. The thing I’m trying to figure out is if it’s the same as AE 2011. In 2011 it was from ‘the point of discharge until the end of recovery’ which I assume means from frame 10 up until frame 30. Does this new also mean from the point of discharge onward? Because the frames don’t add up. My guess is that it’s from frame 1 of startup until frame 20 which means there’s only 8 frames of added counter-hit time but not the full 18 that we got stuck with in 2011. Am I crazy?

On a side note, I’m happy about the full hits on airborne U2. I assume this means you can actually do flash kick xx Super > U2 for full hits where as right now U2 will only hit for 1 hit.

EDIT: I think I am crazy. I guess counter-hit lasts just as long as it did in AE2011 for light sonic boom but this time it’s the same amount of CH time for every strength of boom rather than more for heavy / EX.

Well, I’m satisfied with Guile changes, I have to admit that I never imagined the counter hit on sonic boom would be back again, but the buffs are great.

They brought back the counterhit? Wooooooow. I like how rog got all these buffs but they couldn’t be bothered to fix all the things that weren’t working right with guile. Well, at least cr.lp, cr.mp is a 2 frame link now.:rofl:

You guys are all wrong. Ultradavid is on twitter basically crowning Guile as the best character in Ultra. Lol

I wouldn’t be surprised if Juri/Ken/somebody else were the new top tier. Its kind of funny, I got the one thing I really wanted but didn’t get a lot of the things Guile really needed.

IF they are bringing back the counterhit nerf at least give something back like guile being able to build metre fast a something. for Ultra 1, I have always been reluctant to use it, but I’ll be playing around with it later

Sakura could do EX Shoryuken against UDK if you try it too often, so doing it sparingly helps. In USF$, I reckon that Ken with the buffs he got will be pretty strong

Don’t forget about Viper getting only buffs…

~snip~

Sakura could do EX Shoryuken against UDK if you try it too often, so doing it sparingly helps. In USF$, I reckon that Ken with the buffs he got will be pretty strong
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True, but you can kind of tell when they’re going to do the ex dp. Mostly when they’re near the corner or what not.

EDIT: One of the scariest things is when Guile is standing right next to you on your wake up.

  • Backdash? Get caught with a far st.hk
  • Wake Up DP? Get caught with GHK > FK or Neutral jump to avoid it completely. Punish on the way down.
  • Wake up Throw? Upside Down Kick
  • Hold down back? Meaty Overhead

I’m pretty happy with the guile buffs. I think some of them were not needed though, and capcom should have focused on his real issues. At least we got something that autocorrects. I honestly think the only SB that should potentially receive any kind of counterhit nerf is the LP SB. It’s laughable that EX SB got the same nerf.

I’ve been hearing that with the -5f on DP > FADC that guile will just be able to U1 his opponent when he see’s any DP > focus cancel(forwards or backwards). This case will certainly be true for the DP > FADC forwards but it won’t be the case with DP > FADC backwards.

Currently in AE there’s only one character you can punish DP > FADC backwards with U1 out of the characters who are going to receive the nerf in USF4, this is Ken. I went through each of the characters to double check who guile can punish with U1 after DP > FADC backwards. Here’s the results I found…

ryu(blocks)
ken(hits)
sagat(wiffs)
akuma(blocks)
Eryu(wiffs big)
oni(n/a)
seth(wiffs big)
adon(blocks)
cammy(wiffs big)
feilong(wiffs)

Knowing this, we know which character guile will potentially be able to U1 any DP > FADC forward/backwards. This will be ryu, ken, akuma, adon, and possibly oni. If U1 wiffs in AE, it’s going to wiff in USF4. The opponent is too far away for U1 to even connect. Potentially, it will work on the characters who currently can block after DP > FADC backwards.

I know it isn’t much but the 2f faster startup might potentially catch some backdashes before they go out of range?

Hmmm. know what I noticed? The sonic boom nerf only says that booms take counter-hit damage but doesn’t actually say counter-hit. I’m not sure if that’s a typo or what. If it’s really just counter-hit damage rather than counter-hit property, then this really isn’t such a big deal. Eating a little more damage on one guess jump or reaction move isn’t too bad. If it’s counter-hit property though, that means stuff like zangief EX greenhand will knock you down.

Well, either way, I’m excited still. I still believe ultra combo double will be the go-to choice in most matchups. I’m super excited to have access to a whole slew of options that just shut down a lot of situations.

I’ve triggered U1 off of blocking a dp fadc before where the U1 starts before the character even starts their fadc. I don’t even know how I did it though.

Did it connect though???

Yes, fully. There was nothing the Sagat could do. Felt like the Ultra ignored the blockstun.

Wish my match against Smug was recorded. Went 2-1 down to the final round. Used jump cancelled lk to avoid Dudley’s corner unblockable. Twice.