SSF4 Guile General Discussion Thread

sorry for the double post…but now that they’ve gimped ultra 1 again, is it better than it was for anything compared to ae 2012? anything? i can’t believe that it’s possibly even worse than before…what the fuck were they thinking?

They could have been thinking that it deserves a dmg nerf based on the fact that EX red focus allows us to essentially go from a neutral state into connecting Ultra 1 and that the startup makes timing it a little easier. While I can kinda understand the nerf from that point of view, i think it’s retarded that W-Ultra’s gimped damage is now emphasized and the fact that U1’s weakness was always utility and not damage. This does make delayed-press sonic boom > anti-air U1 1-frame easier to land lol

PC net code is pretty gdlk now on steamworks, mods aren’t working, but it’s definitely a cut above gameplay wise now.

I have a hard time imagining that it will be good for any matchup. I used to use it for Bison, but now that flashkick > U2 will do more damage, I don’t see the point. I don’t think having a 6 frame down-back ultra punish will be a game-changer for any matchup.

I also don’t think that giving it a 60 damage nerf just because now you can combo into it for 3 bars with red focus is going to make it balanced in any way, shape, or form. The whole, “Guile can combo into U1 because red focus.” Is not a buff. Just something to pad combo videos.

According to Die, U1 is completely useless now and serves no purpose.

here’s the guile v rolento thing that gilley was talking about for those that want to see it

So much for fixing his Upside-down kick… -_-

So I went to test his Ultra 2 buff. Since I am not good at FK -> FADC -> Ultra 2, I just did LK Super into Ultra 2. Ultra 2 does 4 hits when comboed into. I went back to AE 2012 via Edition Select and redid that, Ultra 2 only did 3 hits.

LK Super -> Ultra 2
USFIV: Ultra 2 does 4 hits. Total damage: 520

SSFIV:AE 2012: Ultra 2 does 3 hits. Total damage: 480

SSFIV: Ultra 2 does 3 hits. Total damage: 528

Yeah, FK > FADC > U2 now does 7-hits when it used to do 6. Looks like they did increase the juggle potential on some of the hits on U2.

j.hk > s.hp > FK > FADC > U2 does 534 damage now
Will NOT be using U1 :rofl:

EDIT: Damn, with the adjusted juggle properties I have to re-learn my safejump from FK > FADC> U2. A secret safejump I always used was to wiff dash forward > wiff b+mk > jump. It only worked on like 1/2 the cast though cause everyone gets juggled differently inside U2.

I think I’ve figured out the main reason for the df+HK buff. It’s so you can do FA crumple > df+HK on everyone. This combo seems to work on everyone now. Before it wouldn’t work on some characters or you had to use really weird timing

Now you just mash df+HK after a FA crumple for it to combo, except for these characters. You have to delay the df+HK a few frames…

Rose, Elena, Rolento, Poison

Back Throw into Corner > Backdash > Empty Jump in > Upside Down Kick.

Surprising how many people wake up with throw the very second you land.

I was worried about elena’s slide being as good as blanka’s slide to get around both guile’s projectiles and attacks. It seems elena’s slide isn’t as good as blanka’s. Guile can throw out an early f+mk if he anticipates a slide. She will go under the f+mk, guile can land and then punish the slide when she recovers. You can’t use this technique against blanka.

You can also use UDK last second to make the slide wiff, but UDK doesn’t hit her at all when she’s crouching.

DF.HK seems to hit the whole cast twice in the corner now like it did Dhalsim. You can also hit some of the cast twice midscreen with it and follow up ex flashkick. Ultra 2 juggle buff is nice after bnb, only 379 damage, but i think it’s worth the two bar now.

How’s the -50 health nerf? Noticeable or negligible?

Also some folk have been saying Guile’s slower? Can anyone confirm this?

He feels the same to me, the whole engine now is “slower” due to the way hits are calculated, so it’s not Guile specific, but you get use to it after like 5 minutes.

Also considering you take less damage at low health due to “guts” mechanic, the 50 isn’t making a big difference, at least to me. It’s more principal than anything that I’m upset about that nerf, especially now that poison is 1000.

so you cant combo from cr LP to u1 in the final form correct?
looking forward to easier link to MP anyway and better UDK.

I would practice UDK, close fierce links, just so you can cancel red focus into your ultra. I’ve used that already, and it’s pretty sweet. Especially when all they wanted to do was tech a throw, and now they’re eating almost 500 damage.

i must say i quite like guile in this game. still feel he’s been nerfed a bit too much though. never dropping a link in exchange for minus 50hp is worth it in my opinion. that counter hit on booms is where the problem is.

other notes - poison is very nice to zone with too. decapre is an extremely odd character…and i think bison might actually be good this time around.

I haven’t seen or been counterhit out of a boom yet on frames 10-20. Booms in AE are counterhittable on frames 1-9 so I feel like the nerf isn’t that big a deal. Also when I was testing jump-ins, no one could counterhit jump-in on Guile without already being in the air when you throw the boom. I feel that this nerf only applies to moves like Balrog dash punch trades, and other hard reads that avoid or are projectile invincible. Thehealth nerf is a bigger deal IMO