SSF4 Guile General Discussion Thread

Has anyone been trying s.hp xx boom FADC df.hk > hk flashkick as a frame trap? I’ve been playing a whole lot of Hugo and haven’t really hit the lab yet. Been wondering if the new hitbox is good enough to work consistently on the cast.

Tried it out day 1. Can’t get it to connect right after a boom. The only way I can get it to connect is by using…

St.Hp xx Boom > FADC > Cr.lp > Cl.St.Hp xx boom > DF.HK > HK Flashkick but that’s corner only.

EDIT: Sorry I misread what you wrote. DF.HK still seems to whiff as a frame trap.

Anti-air with fireball doesn’t work on Hugo?

I fought a Hugo as Guile, I threw multiple Sonicboom, he was going to land on them but he always end up being on the ground and block them. He was on his way down when the SB was under him.

The same happened when I used Sonic Hurricane as an anti-air. The moment I saw his Hugo start his forward jump, I did Ultra 2, he was going to land in the middle of it… instead he perfectly land on the ground and block the whole Ultra 2.

EDIT: I just went to Training mode to test it myself and Ultra 2 just can’t hit him midair, same for all Sonicbooms.

I made Hugo jump into the Sonic Hurricane AFTER the Ultra 2 flash animation and he still managed to block it with no problem.

As long he doesn’t do any attack when he jump, he can safely block Sonicbooms and Sonic Hurricane. I didn’t test other fireballs

I don’t mean df.hk as a frame trap. I mean you frame trap with s.hp xx boom midscreen, and hit confirm into FADC > df.hk.

And that Hugo thing is funny! Haha. Yah, if Hugo empty jumps, he can’t seem to land on a standard horizontal fireball in most cases. Up fireballs like from Juri and Sagat will hit him, but he’s so big that I think his body lands before his hurtbox comes into contact with the fireball. Neat info about sonic hurricane though… I wonder if that’s that case with Dhalsim U1 too…

Neat!

  1. Has anyone tried baiting a fireball punishing ultra (ie Chun Li) using FADC SB from mid or full screen? Just wonder if anyone has used that strategy when it’s late round and you know the opponent is looking to punish a SB for the win.

  2. How are you all dealing with Poison? Her fireball murdered me in casuals this weekend at a tourney. I couldn’t seem to jump it even when I knew it was coming. Is this matchup a fireball war? It seems slow, so Guile seems like he could win a fireball war against her, but not sure.

I believe I’ve FADC’d away from Chun’s ultra and avoided eating the full ultra mid screen, like it hits you up and out like your airborne. Doesn’t really work in the corner though; you end up getting juggled by most of the ultra all the way to its end.

No advice on the Poison matchup though… her fb recovery is really that ridiculous.

Upside Down Kick > St.Hp xx Lp Boom > FADC > DF HK > HK Flashkick works on Decapre midscreen or just about anywhere on the stage.

No I haven’t, also I think saving metre is important for Guile anyway. I have found that UDK misses rolento if he crouch Techs. I still think he and Elena can pose a potential problem for Guile once people start getting better.

Rolentos gimmicks like pogo then a jump attack followed by the patriot circles is what a lot of people fall for. I usually try and go for a J HK the moment i see the pogo before any follow ups come. On your wake up, flash kicking it seems a good option if you are close enough although FK the pogo may not be possible if he does it above your head.

I’m using rolento a little bit more now and beginning to enjoy using him. Like Guile he has serious problems with his wake up game.

So who uses Ultra Combo Double? For me I have decided it is either one or the other as I feel that the damage of both ultras would be reduced

Turns out that the way to get Upside Down Kick to connect on crouch tech type is to be point blank. I was able to land the Upside Down Kick on Rolento but I needed to be extremely close to him. The same applies to Dhalsim. If I was even slightly out of point blank range then the UDK would whiff completely.

Who is more of a problem? Elena, Poison or Dekappa?

Elena

Man… why would you use ultra 1 EVER now? Before I could maybe see it because it was big damage, but now it got that 50 damage nerf, I don’t see the point… especially since the juggle on U2 is super respectable now. I mean, I would almost never do c.lp > c.lp > c.mp xx flashkick FADC U2 because the damage was just awful. Now you look at their health go down and it’s like “ok, that was worth it.”

As for the elena / poison / decapre thing… Elena is by far the worst matchup of the bunch easily.

Decapre, at least in the context of the Guile matchup, feels like a cammy who needs to take risks to get in and mixup in ways normal cammy gets for free. For example, anytime you see her scramble (teleport thing) from 3/4 screen or further, just do an instant jump and then j.hk on the way up. It will either hit her out of whatever she tried, or you will gain ground and push her closer to the corner. It’s a non-factor. Her up close mixup is pretty “meh” too compared to cammy. The teleport pound seems to be a guess, but it seems like a one time thing.

I have yet to fight a good poison, but I feel like the matchup should be approached like a weaker version of dhalsim. Make note of which fireball she throws, and throw a boom with the timing to get past the disappearing mp or hp fireball, or to match the lp fireball asap. If she gets a life lead, she seems easy to bulldog. Just walk up and block. Her fireballs and s.hp have such long startups that you should be able to sneak in backfists, s.hk’s, or that sexy new buffed c.mk with relative ease.

Elena is dumb. Her hitbox is dumb, her mixups are dumb, and her weird blockstun is dumb. Overall though, the slide and overheads make this matchup a problem. I think her slide isn’t quite as good as Blanka’s, so HP and EX booms seem to be good at tagging her on slide startup. Her movement is quick, so pre-emptive slide punishing focus attacks can be a risk that leads her to push you into the corner further. Other than the boom thing, I got nothing here yet though. Her overheads are weird to punish… like they’re negative but have a lot of blockstun. Training is necessary to punish her mallet specials.

I’m sorry but I’ve gotten so used to the Ultra 1 that I feel naked without it. Even with the 50 damage reduction.

I know this is something risky and is just a guess, but when you do something like wakeup U2 and guessed wrong, your opponent doesn’t even have to counter with EX DP or their own Ultra anymore. They can just input their NORMAL DP and it will beat Guile U1 now. It’s that bad!

I do actually like and use Ultra Combo Double, I know the damage is inferior, but still it does some damage, and in case I need it, a red focus combo into U1 is also a plus.

That’s pretty much exactly what I do with U1. I bait crouch techs with Ultra 1, Anti air with it not that you can’t do it with U2) and Red Focus into U1. I land far st.hp more than any other normal in Guile’s arsenal.

Yah, but it’s not like you can confirm into red focus > U1 for big damage unless you’re hitting something big and dumb like a balrog TAP. Otherwise… what… c.lp > s.hp xx red focus > U1? With scaling that U1 is only doing 230ish damage if its full? An upside down kick follow up will do 150ish damage. df.hk > hk flashkick will do 140. (If all my math is right)

I just don’t see the benefit of getting 70 more damage off of a super impractical combo that burns 3 meters + ultra for a big loss in utility and mobility in ultra 2. Hell, if you are using UCW, the UDK combo will probably do MORE damage off of red focus.

I mean, yah, landing U1 may feel reall nice and look really nice, but if you are playing to win, the correct choice is ultra 2 now, in every matchup… except maybe against bison.

I dunno… there are some matchups where I feel both Ultras are equally difficult to land so might as well use the stronger one for raw punishes because I won’t always have 2 bars to burn on FK FADC U2 (which is still difficult under pressure). Cody, Dudley, Boxer, Guile, Ken, Fei, and maybe Ibuki I still use U1 or U-W occasionally as there are fewer clear chances to punish with raw U2.

I would counter that for all those matchups, having access to fully powered random flashkick FADC U2 is still a big deal. Also, in the Guile mirror, using hurricane as a guess through the other guile’s boom really is a viable tactic. You can throw it at a range where if you activate, and he jumps at you, you’ll eat j.hk and he’ll eat one hit of the ultra. Otherwise, you punish a boom.

I was thinking for a sec that U1 would be ok for Dudley due to the big punish on EX MGB, but then, if you’re playing against a Dudley who is dropping essential combos then ultra choice is a non-issue. Having 2 bars and ultra 2 stocked, however, could be key for making him think twice when going for overhead wakeup pressure.

I will always, always, always take utility over damage. I’ve made this point before. U1 was high-risk, high reward now turned high risk, moderate reward with the damage. U2 was low risk, low reward now turned low risk, moderate reward with the damage buff. You’re gaining access to all that mobility, AA potential, etc.