SSF4 Guile General Discussion Thread

All things considered, we were left somewhat unscathed. Actually overall we were buffed.

Not really trying to be positive, but considering that our main tools were left alone (besides the shitty boom nerd) we got lucky.

That’s asking a lot, lol. My guess is it will hit all standing characters in most situations now.

No mention of u2 juggle…

To me, the cr.lp buff is the most important. Cr.lp > St.Hp Force stands into hard knockdown combos.

I brought up U1 being crap and someone said I could jab OS U1 anytime I block a DP FADC as it will win on both back and forward dash which makes me wonder if that would be reliable vs all backdashes. Are there any notable things that Guile can now punish with u1 where he previously couldn’t at 7f startup?

Quite worried about that. I wonder if there are other things left out as well. By that logic, Yun may have invincibility back on his HK upkicks as there is no mention on the change list.

I like the GHK buff though… at least it will help it not-whiff stupidly in situations like Jump-in HK > GHK on a dizzy Akuma. It might help out with hitting some sonic boom > high kick combos too.

As I brought up earlier, no Guile couldn’t just OS his U1 on DP > FADC backwards because they wouldn’t be in range for the U1 to connect.

Here’s a list of things that are -6 that he might be able to punish…

dudley
ducking upper

evil ryu
hadouken

feilong
mp rekka

gouken
rush punch mp/hp

guy
hozanto hp/EX

ken
tatsu lk

makoto
hayate hp

oni
f+hk

rose
df+mk
soul spiral mk/EX

rufus
c.hk

ryu
far s.hk
hadouken
tatsu lk

sagat
c.hk

yang
tourou zan hp

yun
tetsuzan kou EX

There’s gotta be something it’s more useful for now, right? Like one of those situations.? Or is this just another nerf to balance out the “buffs” of red focus cancel/system changes. Honestly, trying to understand Capcom’s thought process for the U1 changes. I’m not as familiar as a lot of you guys, but they must have some logic, right? All those nerfs and no autocorrect for one more frame?

They left out some stuff about balrogs ultra to, i think it’s jsut an oversight.

I hope so…
On another note, Yun’s EX rush punch returning to +1 on block is sad times.

I don’t know if anyone has any ties with actual capcom reps, but that lack of juggle state is bugging me a lot. Would really like to know either way since I was so stoked for it.

Ah nice buff on the GHK, was hoping they would change that. And U1… I’ll just use U2.

http://usf4.nesica.net/sozai/2014Ver101_battle_balance.pdf

This will probably be translated shortly by USD. This has a couple changes for the arcade version. For Guile you can see…

950 health nerf
GHK buff
-5 FADC nerf
and something with U2, the first is the damage buff, but there’s a second line. Probably has to do with the juggling ability.

EDIT: someone just told me the last line just talks about the removal of autocorrect U1

They wouldn’t have extended it down far enough to hit crouchers, right?

That’d be a nice buff.

Not to beat a dead horse, but…

thwack thwack thwack

So, why is U1 getting nerfed? My mind is really blown here. Like, did someone really think that making it one frame faster would justify a 60 damage nerf to it? Or did someone not tell that guy that it doesn’t auto-correct anymore?

Damage loss is probably due to RFA giving him a chance to actually land it in a match - Nem has already shown a glimps of Guile’s RFA damage potential , the old damage would be too much. Given that FK fadc won’t be used much if at all anymore, we should theoretically have the meter for this. So I’m not too fussed about this.

Invincibility loss is idk man, it already got beat out by a ton of things and now it’s just… worse :frowning: it’s not even in proportion to the activation buff -> he loses 4 frames in exchange for it starting up 1 frame faster?

How big a deal is that +1 activation buff in practical terms anyway?

Basically means it’s not meant to be used as an Anti air even though it looks entirely like an Anti Air. My plans will be to use it in a Counterhit/Frame Trap style.

since U1 is 6f now, the impossibly hard c.lp > c.lp > c.mp > FK > FADC > U1 will be 1f easier. :rofl:

in more practical terms, super > U1 is also slightly easier to connect U1.

c.lp > c.lp > delay > CH c.mp > Ultra 1.

almost but not quite. c.mp is +2 on hit which means it’s +5 on CH. You will need to fish for counter hit c.lp’s to be able to U1 afterwards.

CH c.mp is only +5. Won’t combo.

As for it comboing easier off of super… well… christmas really HAS come early, huh?

At least they buffed U2 damage and juggle. I won’t be losing any sleep over this.