SSF4 Guile General Discussion Thread

On the ghk subject - if it hits downwards, I wonder if this can beat out stuff like Sagat’s or Gouken’s who are fishing for their crouching fierce. I’m no frame data guy though so you’re probably going to tell me it starts up too slow.

I think that in all likely hood this change is intended to make combos on standing opponents easier/consistent and also to consistently work after a focus crumple but no more than that. I’d be surprised if it had any ability to hit crouchers, let alone people using crouching normals that low profile.

yea after just looking at that balance change video i’d be very surprised if it hits crouchers. shame though because that would’ve been nice.

Lots of hidden changes coming through as shown by character moves with increased juggle properties which is shown on the front page of the site that shall not be named. Still hope for u2 juggle.

Dhalsim’s EX Flame is in the change list.

• Standing MP start-up reduced by 1 frame (10F → 9F); advantage on hit reduced by 1 frame (0F → -1F); advantage after block reduced by 1frame (-3F → -4F)
• Standing HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (0F → +1F)
• 4+HP start-up reduced by 2F (7F → 5F)
• 4+MK pushback on hit and block reduced
• 4+HK damage by 10 (90 → 100)
• L Yoga Blast hurtbox reduced
• M Yoga Blast start-up reduced by 1 frame (15F → 14F)
• EX Yoga Blast damage increased by 10 (9050 → 9060); hitbox slightly expanded forward
• EX Yoga Flame damage decreased by 20 (5070 → 5050); hitbox slightly expanded horizontally; recovers 3 frames faster (16F → 13F)
• Yoga Shangri-La (UC2) throw range slightly increased; command changed from 236236+PPP in air to 236236+KKK in air

Nowhere there does it say it does that juggle state now.

It was on the SRK change list. I can only assume they got it from somewhere, probably the japanese change list (can’t tell if the last change on that one talks about the improved hitbox or the improved juggle state).

Yeah that’s what my whole point was. The japanese change list says Guile has juggle on his ultra 2 but the official capcom one doesn’t say it. Basically what I’m saying is, it looks like the Japanese change list could be the more elaborate one and we might get to keep ultra 2 in it’s glorious status.

Now I see the connection. But yeah, the Japanese seems more complete than the english one, which is why I hope U1 is still 5F.

j.hk > s.hp > super > u2 with juggle buff will do 698 damage

now this one looks like Guile’s daily combo… lol yeah right!

I’d be more into a U2 juggle buff if fk fadc U2 was as braindead to land as Balrog’s headbutt to ultra, but as it stands execution wise even pros drop that combo some times, so it’s kind of a whatever buff. Maybe it’s just me, but I always felt like difficulty of execution should be part of the discussion whenever buffs/nerfs are handed out to ultras… for as tricky as fk fadc U2 is to pull off and the meter expense, the damage reward just never seemed to even out. On the other hand, with U1, the likeliness of hitting anyone with it in a match is generally low and very situational, so the fact that it did monstrous damage made perfect sense.

Well FK Fadc U2 aside, it also affects Super > u2, anti-crossup Super > U2, and FK xx Super > U2

I think it also helps with early AA FK U2 and FK Trade U2…

does the current arcade version have the auto correct ultra 1? or did they remove it during beta testing?

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Current arcade has it, but it’s getting removed.

i am still struggling with anti-air. to be in a position where you have to react so fast with a button in the first place and in so many places i am still getting trades (st mk/mp) trades while not horrible position wise are horrible damage wise for guile.

i have been spending a lot of bar on sonic boom FADC keeping people locked in the corner. seems worth it to me. i can normally build 1 bar even on blocked pressure by the time they escape. most of the time im noticing i will get in and get the 2 bars back by the time they break out though. if you can force ppl to play at st FP range its hard for people to beat. on top of that its really hard when guile is in the corner himself.

finding it hard to get big damage, finding the UDK combos pretty tough to link. i think i need to start going flash kick instead of boom for my BNB just to get that extra damage and to stay on top of them. finding it worthwhile to spend bar on ex moves in combos for extra damage although i see some disagree on that.

i know im a scrub still but thats how im liking playing right now still lots to learn. finding him more effective setting up traps and staying on top of them rather than trying to go for big damage punishes

anyone have any idea who wins guile vs elena? i dropped sfxt before she came out.

youtu.be/Uy-IeOZUVaU?t=4m6s
holy jesus…can somebody tell me if this is possible? o_O at 4:06 (watch the entire video too!)

lol well… seeing is believing isn’t it? I’ve never actually thought about doing this but it’s actually pretty legit. All you have to do is 2lk xx 7lk. If they get hit by or block the 2lk then it will chain into 7lk without causing you to jump and nothing else will happen. If they backdash or otherwise cause the 2lk to miss, flash kick comes out so you just have to react and hit FADC U2.

It’s difficult but possible. I have an easier time performing it on a Hitbox than a joystick. If you’re on a joystick, make sure you do f, f, df, d, db+lk. Don’t do f, f, db+lk. You probably won’t be able to charge for the FK fast enough. If you’re on a Hitbox, just press buttons. It’s not too difficult. On either input device, you have to make sure you buffer in the dash, then immediately start your charge before the focus attack even connects.

unless the net code on pc is a different level to console. i can’t help but feeling that the games are staged for dramatic effect to look like competitive/ranked matches. still a great vid nonetheless.