SSF4 Guile General Discussion Thread

why bother doing all the changes if we are going to end up worse. Just give me Guile from Super.

Coincidentally I was in the arcade yesterday and I played some SF2 Hyper Fighting cuz nobody was playing SF4. I have very little experience with SF2 in general so I was getting bodied by a Chun Li player who’s definitely from the SF2 era. At one point he started doing the crossup flip kick thing (3hk in sf4) repeatedly and I it was super hard to block / counter. Eventually I was like fk it I’m gonna try hk flash kick and sure enough it hit her anti-crossup and was a clean escape.

Honestly I can see why they want cross-ups to be his weakness, especially in a game with focus, backdashes, option selects, etc. However I don’t see why we can’t have an answer when we have some form of meter to stop mindless crossups.

Correct me if I’m wrong Gilley, but isn’t the thing about Guile, Chun and Blanka’s reversal that they “auto correct” since you just hit up with reversal timing. I know you can still make them whiff, but you don’t have to try and point at the right direction to get the proper side for the reversal, right?

W/e though. if they’re gonna take away his defense, they might as well amp his offense up. I understand that I don’t know fighting games at the same level as these guys, but these excuses seem ridiculous. Then again Combofiend said that Hugo could fight a lot of people well and all Hugo is doing is eating dick.

Historically this is correct. It was an advantage to using a charge character. The wakeup reversal AA would autocorrect to the side your opponent was on. You’ll hear James Chen say that sometimes in his commentary. This also works for charge characters in SF4…except for Guile. Because this happens in the SF4 series, people are now thinking “guile need to have a weakness to crossups”. I’m worried that all future SF titles are going to have this problem with his FK. Or if they do make FK work like it used to, people are just going to bring up that BS argument that he needs to be weak to crossups.

I’m just going to show that Guile was never weak to crossups like he is in SF4.

Are you using keyboard or arcadestick

Ok i Will teach you and everbody how to do easy ultra 1

I explain my style
While wait back down you must do forward half circle so DB wait after FDBU this is my style. If you want sonicboom + ultra sonicbom input the same. You check my videos

DeeJay upkicks auto correct, but that doesn’t stop people from safe jumping in on him. Tired of having to work so hard with Guile if I make a single mistake and get knocked down, and having so few options without charge to punish the mistakes of opponents. Especially tired of watching flash kick fly in completely the wrong direction for the past 4+ years too. We’ve had the same 2 special moves for decades; in the meantime, every other character has been given every tool and game mechanic possible to get around them, in addition to having weaknesses actually programmed in on purpose (wonky turn animation). Just tired of it man… =\

I watched the videos, it does not show RAW fk fadc u1, and the sonic boom fadc u1 is not news, did that on a video several years ago check my YouTube channel, you will see what I mean, not trying to be rude or anything, just, making a point. Since you quoted my post, yo can see all I asked was proof of it done on Xbox with a stick or controller.

~snip~

reducing Guile’s health doesnt make sense and it has left me a little bit dumbfounded and gobsmacked. Bad enough that he has a low stun metre too

increasing his health by 50 is understandable given I perceive him as a tough military guy who can take a few hits. Capcom are seriously delusional if they think these changes are good for balancing everything out.

I yearn for the time when Guile was top tier when SSF4 first came out and being able to ride the gravy train. Never going to happen again

I think if they’re gonna give Guile 950 health and all the nerfs (counterhit on sonic boom, U1 damage reduced, U1 no autocorrect) then I think they should revert the nerfs he got in AE – restore the frame advantage on blocked booms, buff his airthrow range to being the best in the game again, and perhaps find some middle ground for U2 startup. If they want him to be a glass cannon, at least make it a somewhat viable glass cannon.

His current state and what he kept and lost on console seems a bit vague to me atm so I wonder if I understand this correctly:

Buffs:

  • UDK hitbox lowered
  • 2mk hitbox extended
  • Airgrab range increase
  • FK invincibility +1
  • 2lp +5 on hit
  • U2 hits full on airborne opponents
  • U2 dmg increase
  • Better hurtbox when waking up

Nerfs:

  • Health reduced to 950
  • U1 dmg lowered
  • U1 no longer auto-tracks (?)
  • U1 no longer 5f startup (?)
  • U1 has less invincibility
  • 2mk hurtbox extended
  • Counter-hit during sonic boom recovery similar to AE2011

Dieminion said CH is on startup but hasn’t this always been the case for any projectile? Is this actually a buff ala removing the recovery CH window or did he just slip up?

Seems the story on U1 and counter-hit SB is a little inconsistent depending where I read about it. It doesn’t seem like Guile is suddenly garbage on console if you factor in RFA and DWU but U1 does seem to once again lose any semblance of utility (and by extension, W-Ultra). If they’re removing auto-track then they have to at least return it to 2012 status and add 5f startup. How can they make U1 worse than it already is…

News is coming from everywhere and it’s all contradicting itself. Ugh. Whatever. I got my fixed wakeup hurtbox and delayed wakeup. I’m groovy.

Isn’t U2 buffed with 30 extra damage and does full damage on FK FADC now? If so U1 seems completely useless. If what people are saying is true.

Fix FK so that it hits reliably in situations like the one in this video at :37 and leave him at his AE specs = problem solved. :slight_smile:
youtube.com/watch?v=L6YM-71sFXI

Haha wow, and people said the autocorrect U1 looked stupid. This is why +1 invincibility “buff” to FK means nothing. No one uses FK for AA because of situations like this. This is what’s going to happen in USF4… lk FK will probably trade just a little less. mk/hk FK will still trade. Anyone still remember how much lk FK traded in SF4 when it had 4f of invincibility? Well now mk/hk FK is going to have 4f invincibility too so they will still trade.

Personally I wanted 1 change to guile in USF4, a proper autocorrect FK. Everything else is whatever.

See I thought the flash kick plus 1 invincibility was going to be enough to beat things instead of just trading less…in which case, capcom can take it back and buff his damage/meter instead.

Yea, if it’s not EX, don’t flash kick.

Daigo with USFIV Guile against Bonchan’s Ryu.

See, I totally understand your rage at flashkick not auto-correcting due to Guile’s history in other games. In my opinion though, and I’m sure everyone will disagree with me here, in the SF4 engine, an auto-correct flashkick genuinely WOULD make Guile a bit too strong.

My main problem with the auto-correct issue is just how bad it is. It gives new players an extra years worth of learning just to train it out of their systems if they were used to playing Ryu or Dee Jay or whatever. I play 801 Strider a lot here in Utah, and he was playing Guile the other night whiffing wakeup flashkicks left and right. Everytime Guile would do that stupid flashkick is the right direction, but it goes UNDER the opponent I would just sit there like:

“Yeah dude, that’s just kind of what I have to deal with.”

Anyway, I just think it needs to be just a little better, but not too much. Either way, it’s probably moot and not happening.

shrug