SSF4 Guile General Discussion Thread

was running games all day long yesterday and
to me Guile feels almost the same like AE or at least I havent noticed much of a difference yet
except some match ups are more difficult now such as Chun Li, Ken and Cody.
I got to check the character changes log again to see why
Feel free to hit me up if anyone wants to runs some games

I think c.hp got stealth nerfed. Either that or Sakura’s j.hk is better now, I used to win vs that normal now I trade/get beat all the time.

[quote=“Ahgama, post:1280, topic:101441”]

ultra 2 eats up sonic boom unlike any other ultra in the game really. just got out of a 10 game set against a good guile and i did very well with my 2 day old decapre. her j.hp seems to blow up some of guile’s anti air options and ex spiral does a really nasty cross up on a crouching guile.

i can’t decide who wins this match lol. i think that guile has the tools to zone her up until she has ultra 2, but then she also has the tools to destroy him. i think for now i’ll go with 6-4 decapre purely because her ultra 2 is so good against guile. but a lot of her stuff is unsafe and guile can do decent damage to her.

Vs Decapre you can air throw her through teleports the moment she starts to fade in. Timing doesn’t seem strict.

Elena’s healing is a nuisance. She can easily do this twice in the same round. Be ready with bazooka knee-u2 or dash forward u2/u1 when you see it.

You can also GHK Decapre the moment she teleports up forward towards you. Doesn’t matter if she teleports back, it’ll catch her right as soon as she gets to the top.

can you air throw her out of her fakes or only the ones that will actually hit? i’ve only played this match up as decapre lol.

AFAIK, her teleports (fake or not) are just dashes and nothing more. They have no special properties such as invincibility frames or any of the such. I could be wrong.

Scramble LK and EX
invincible starting on 13th frame while decapre warps toward foe, cancelable into followups starting on 13th frame, vulnerablility returns when decapre either nears opponent or crosses a full screen’s distance, 40f recovery after decapre reappears if no Break is performed, requires 41f of back charge

Scramble MK and HK
frames 1~10 on ground, 11~12 airborne, 13~35 invincible, 36~56 airborne, 57~70 landing recovery (if no Break or air normal performed), cancelable into followups frames 18~35, air normals and Spiral Arrow available after 35th frame, requires 41 frames of back charge, MK version crosses 120% screeen distance, HK version crosses 45% screen distance

Right now, I have to eat crow and say I’m liking Guile’s buffs a lot right now despite not getting an auto correct tool, but is anyone else having trouble AAing with the usual normals? Either the timing feels different, or other characters jump in speeds and normals are different, but something feels up.

yea i noticed this too. the akuma match definitely hasn’t got much better. shit he can cancel far standing hp into a fireball but guile’s ultra 1 was o.p…whatever.

but anyways, the good part is that guile’s hurt box is definitely a lot smaller now because i have tried combos on him that used to work that just don’t hit him anymore.

AFought my first competent Poison player and he makes me think the matchup isn’t as easy as I thought. I played pretty poorly too but I think if you let poison get the life lead you’re gonna have a bad time. Especially if she gets in then turtles afterward.
Vid youtu.be/jEw-HCd0qhE

Yeah, like I mentioned previously, her fireball recovery is insane (dare I say broken? lol). Can’t match her in a fb war with boom, and jumping in on her was incredibly hard. Also, she seemed to have a button on her jump in that was beating or trading my s.mk, s.mp, and I think even c.hp pretty consistently.
I’m sure over time it’ll seem less daunting, but for now I’m feeling this matchup out the hard way.

When doing USD, c.lp, c.mp xx fk the fk doesn’t connect on crouching Sakura on most distances.

Combos ending with Flashkicks never worked on Sakura. You’d have to omit the cr.lp for the flashkick to connect.

Is it only on Sakura?

As far as I know, yes. her stun animation causes her to reel back further than the other characters. There’s like custom combos you have to use on her.

Aka Upside Down Kick > cr.lp, cr.mp xx sonic boom > far st.hk.

the elena match-up is the worst…
The decapre match-up is pretty nice…her slide is soooo not safe
Rolento is pretty tricky depending on how he jumps in you can stuff em with a mk
Poison Match up is a bitch depending on the player… you can also punish her with a mk
Hugo match-up is more of a catch me if you can match…i wouldn’t dare try to fight him straight up…

I coulda sworn that the U1 is supposed to auto correct?

The Health Nerf was the one thing i didnt like. Linking C>LP to C>MP is much easier to hit confirm now with the changes.

Learning to do C>LP to C>MP > Flash kick to > Ultra 2 will be critical to do more often after landing a UDK. Mind you Flack kick > Sonic hurricane does pretty good damage now so I have decided to use this more often. in SSF4 AE 2012, this one didn’t do much damage which is one of the main reasons why i decided to keep the U2 stocked.

Elena, and rolento will be quite tricky once players start utilising their tools to good effect. Viper will still be a problem for Guile. Chun-Li is still a handful and I found that anti-airing her Jump HK is hard. Air grab is effective against her

After going into training mode, I am happy that the timing to do a C LK > C LP > C LP > flash kick so much easier and less strict compared to past versions of Guile.

This one can be used if people are not as confident with the C LP > C MP link.

Unfortunately this will very often push the opponent too far back for flash kick to sweet spot which also means you can’t FADC most of the time. More reliable on fat characters.