SSF4 Guile General Discussion Thread

Guile for top tier!

I know guile is getting good buffs, but I think people are drastically over-estimating how good they will make the character. I’ve seen people claim oni, e-ryu, ken, guile, juri, sagat and a few others will be the “new” top tiers… I seriously, seriously doubt that this will be the case. I think the buffs for these characters just ensures that they have a fighting chance against the top characters now at tournaments. From what I’ve seen I think there will be so many characters in ultra with the potential to be up at the top, which is great because variety is a huge positive for street fighter. Let’s not forget the new characters as well! I fully expect elena and decapre to be extremely good characters, like top 10 good.

But yeah, back on topic… I think ultradavid is overreacting about guile. Wait for the game to release before we start assuming who will be the best characters in the game.

Didn’t the counterhit nerf just pop up for the first time again in this build? Isn’t that a pretty huge nerf for him to balance out the buffs?

Counter hit on Sonic Boom is bad, but still the buffs are great, I am curious about something, if they modified Guile’s wakeup animation, maybe, just maybe, flashkick could autocorrect on some situations, it would be great if gilley can give us his input on this.

I believe it was only a reduced hit box on wakeup.

Any idea why it wasn’t in the previous location test builds until the arcade release? Were the buffs looking too powerful and this was the best nerf they could think of?

Sure, it is a reduced hurtbox, I knew what I mean, but didn’t expressed as I should, so same question, would the reduced hurtbox help in getting “some” flashkicks to auto correct?

I think more flashkicks will auto-correct in ultra than they did before. 100% sure of that. However, I highly doubt they will autocorrect as good as a DP though. Even with a better wakeup hurtbox, which again, WILL help; flashkick still has a super weird horizontal movement attached to it. It will definitely still be sneaking under stuff, elliciting “bwuh?!” 's from people everywhere.

Is it just counter hit damage when hit doing a boom or counter hit damage and counter hit stun?

I’m guessing the latter.

Well, I guess it’s sort of fair. Going to be fun to actually to complete decent damage bnb’s comfortably (looking at the frame data there is actually some interesting stuff you can do). Also nice to have usable U1.

With everything they gave Guile I’d say taking CH damage again is a reasonable trade off. I think that in AE2011, the CH window was until the point you released boom but now it sounds like it’s a fixed time frame so EX boom has a shorter CH window relative to AE2011. Guile will a bit harder to keep locked down now so I guess they want to give better reward for correctly guessing a boom.

When USF4 was beta testing at Super Arcade I asked Combofiend if they would please make the FK autocorrect. His response was “but then he’d be just like DJ but with better pokes”. My response was “…”

At Evo last year I asked him what they were doing with Guile. One of the things he said was that there is a really big hurtbox behind Guile’s head on his wakeup/idle animation and that they were going to reduce it some. I felt this reduction in the hurtbox during my time with the beta test. You can still cross Guile up really easy, it’s just not as easy as it was before.

As far as I can tell, Capcom specifically made Guile not autocorrect when he wakes up and it’s independent from his hurtboxes. If you’ve seen the SF4 hitbox videos, the autocorrect ability is probably tied to the position of those little Joints that sit below the character. We use these same Joints in the games I make. I doubt the FK is going to autocorrect any better than it does in AE. I would really love to know Capcom’s reasoning why they decided to make Guile’s FK not autocorrect when he wakes up in SF4 when it autocorrected in previous games. I don’t buy that DJ line I was fed.

Isn’t it obvious? Capcom is full of communists who hate freedom.

guile will still get shit on by seth, viper, and ibuki (for me anyway) the rest of the matches at least feel winnable to me.

Thanks for your input, greatly appreciated.

With the -5 on DP FADC, I don’t think Seth will be that of a menace as he was on AE2012, and if the buff on Revers Spin Kick is able to punish consistently Viper and Ibuki’s crouch tech instead of a total whiff, that will also help a lot, I’m really happy with the changes we got for USF4, can’t wait for the game to be released.

I was thinking about the ways guile will be able to EX RFA crumple his opponent in USF4. I don’t think it’s going to be as powerful with guile as with other characters. Here’s how he will probably be able to combo into it…

c.lp > close s.lp > far s.hp > lvl1 RFA
close s.hp > lvl1 RFA (c.lp > close s.hp works in USF4)
c.lp > SB > lvl1 RFA (midscreen)
after any SB > lvl1 RFA (corner)

I really was hoping c.mp > SB > lvl1 RFA would work on anyone midscreen but I don’t think it is going to. lvl1 RFA hits at the same speed as a normal FA so it’s easy to test in v.2012 if guile will be able to combo into RFA in USF4. I started testing which characters c.mp > SB > lvl1 FA works on midscreen in v.2012. While testing, I also found a few more characters c.mp > SB > lvl2 FA works on midscreen. I knew it worked on some characters like sagat. I just never did a complete testing on everyone till now. It’s important to note who this combo works on while they’re standing more than crouching. These are the characters you should be able to lvl1 EX RFA in USF4 to crumple midscreen…

c.mp > lp SB > lvl1 or 2 FA

makoto lvl1 standing, lvl2 crouching
dudley lvl1 standing, lvl2 standing
gouken lvl1 crouching(hard)
akuma lvl1 crouching, lvl2 crouching
oni lvl1 crouching, lvl2 crouching
chunli lvl2 crouching
dhalsim lvl1 standing, lvl2 standing
abel lvl1/lvl2 standing, lvl1/lvl2 crouching
mbison lvl1 crouching, lvl2 crouching
sagat lvl1 crouching, lvl2 crouching
deejay lvl1 standing, lvl2 standing
guy lvl1 standing
blanka lvl1 crouching
zangief lvl1 crouching
rufus lvl1 crouching, lvl2 crouching
thawk lvl1/lvl2 standing, lvl1/lvl2 crouching

is cr MP > RFA > u1 possible?

would be 70 + 72 + 270 = 412 dmg if i did that right?

70 for cr mk, 72 for RFA lvl 1 (70 x 1.5 x 0.8) and then u1 is nerfed to 450 (x 0.6)

lol seems pretty pointless for 3 bars + ultra meter whne you can just cr LP > u1 (albeit way harder execution)

I don’t know if it’s a trait that would be fixed with FK autocorrect, but having flash kick go in completely the wrong direction when your opponent is basically already standing on the ground behind you has been pissing me off since day 1. If not autocorrect, why not make it perform like Juri’s EX pinwheel and just hit behind his head while still traveling the wrong way? I just don’t buy such an exploitable glaring weakness that’s been around forever for other characters to capitalize on being a fair trade for “good pokes” that don’t lead to massive damage dealing combos like Ryu cr. mk does. Even Dee Jay’s auto-correcting upkicks don’t completely deter or defeat jump ins…

I don’t quite understand why there are so many people bitching about Guile’s ultra buff. We get a 5 frame reversal once a round? Yay! Pretty sure even Chun, with her floaty ass jump, can safe jump that. If we want to use it for a punish, we’d need to be blocking crouching, so don’t do anything that could get punished by cr.mp xx flash kick. I’m asking you guys because, while I play, it feels like there’s some phantom fear this has sparked. Guile is kind of the ultimate Play Solid or Die character in SF4. Our wake up is so bad that people just to random bad decisions to get in since we’re kind of helpless if you get there. Flash Kick is already a kind of shitty Anti Air, why the hell can’t we have this one thing?

What they fail to realize yet is that U1 can still wiff. It can wiff similar to how you can make wakeup reversal DP’s go the wrong way. When U1 misses this way, it will only hit 1x with the first FK and you will get punished. It can also only hit 3x causing minimal damage to the guy who crossed you up. Guile has just used up his Ultra, now you can go back to doing crossups. It also only has 6f of invincibility now so it might trade more. When I tested U1, it still had 15f invincibility and never traded, but I bet we will see it trade sometimes.

U1 is badass though because you can perform things like this. You’ll never have to guess which way to block against a meaty Blanka ball again if you Ultra stocked.

Guess I’m playing Guile a lot more seriously, now. Used to mess around with him now and then but I’ve actually been enjoying using him.

I need to optimize some combos. Currently midscreen I do udk, cr.lp, cr.ml xx fk instead of just udk cr.mp xx fk. In the corner I do j.hk, cr.mp xx boom, cr.lp, cr.mp xx fk. Both are the same issue, not doing delayed charge cancel or whatever. I saw a video here on it but I can’t watch video on this device so I’m making a note to watch those later.

I also do cr.hp too late more often than I’d like and get fk stuffed clean in situations where I expected a clean aa.

Coming along, though.

in the corner i think the best combo is jump in HK, st HP xx boom xx st FP and its a lot easier to execute

as far as your midscreen crumple the damage is pretty much the same you only lose maybe 10-20 points for adding that LP