I’m beginning to feel like USF4 Guile needs to be played like A3 Charlie in an aggressive sense. I was playing a semi decent E.Ryu player at the H.O.C. event in Times Square NYC. Was literally staying outside of the range of his cr.mk so he could whiff it. Every time he whiffed it, I would step in with a far st.hk and counterhit him before he recovered. Basically stopped him from using that button entirely.
EDIT: In order to keep the spacing just right, I was using Guile’s far st.hp as a spacing tool to see how far I was from E.Ryu. If it hit at the tip, then it confirmed for me that I was just out of the reach of his cr.mk range.
I would say yes & no, purely because it depends on character match up and how well you can play mind games with opponents. what i try doing is if I score a knockdown, I would try to mix a UDK or throw on their wake up if they have no metre since they would not risk doing an SRK, not unless they are very good reacting skills. This generally works when playing offline since online players will not hesitate to throw risky reversals.
I have been using S. HK sporadically since many opponents I have played have tried to do pre-emptive Focus attacks on it or jump in if they know or expect you to throw one out. F MK is something I use a little bit more since it not only moves you forward but also goes over low attacks.
Red focus is not something I have done lot of, although you would use red focus after say a S HP (close) only if you have ultra 1. when using ultra 2 you are better off waiting for an opportunity to land a FK >FADC.
Do any of you find the Akuma match up easier now than previous versions? I find it is a little easier because of the change of his hit box. Although in a general sense, the match up is still the same.
The twins continue to be a hard match up since they hav a lot of tools to easily break down Guile’s zoning. Also Guile cannot jump in too often because of their anti air moves.
I think you’re probably right actually… as the level of play goes up, U2 becomes increasingly desirable as the opportunities for U1 decrease even further. I’m gonna try to pick U2 as much as possible now if only just to practice FADC U2 every chance I get. I still have issues doing it from left to right
Upside Down Kick > Cl.St.Hp xx Sonic Boom > FADC > DF + HK > HK Flashkick needs to be the go to combo against Decapre. Works on her all over the place. Plus, never realized how much life it takes off of her. On Counterhit, it’ll drop half of her life right out.
EDIT: @Alex_C remember those combos that you put together back in the Super days? Well, they’re actually useful now. lol.
Found a fun little loop in training mode to practice fadc > high kick.
Cross-up j.lk > cl.st.lp > cl.st.hp > LP sonic boom > FADC > df.hk > EX FK
If you mess up the links just jump forward and attempt on the other side. You need to cancel the HP into sonic boom a little late as you barely get enough charge.
Well nothing fancy or super tight, just that you don’t get much charge time after the crossup so if you cancel at the earliest moment nothing will happen but if you wait a bit the boom will come out
Never thought I was gonna like this version of Guile this much, but I do, I really think the inv frames should not have been cut that much just for one less startup frame, but it is capcom, so, deal with it. UDK is a lot better and catches a lof of crouch techs, it does not whiff that much anymore. I was going to ask you, how is the guy matchup for you now? I am doing terrible against guy, and cr MK is not stuffing jumping elbow anymore. gotta hit training and practice that matchup.
The Guy’s that I play know enough to not execute elbows directly over me or use it as a cross up. I always use Close St.HK to knock them out of the air. If they do the elbow in front of me, I’ll either try to react with the DF HK or Focus Attack it. I also make quick work of the run stop pressure if they try to get it going on me by plinking Close St.Hp the very second I see Guy run in front of me. I play against 3 different Guy’s (all of them have distinct playstyles). Offline, Guy’s slide is so unsafe. I can do a quick cr.jab > St.Hp link.
^I thought I read somewhere on this thread that you can also target combo Guy’s elbow like you do DeeJay’s knee shot? I think I tried it though and got hit… lol.
Also need some help on dealing with Rolento’s pogo shenanigans… got hammered by a Rolento recently, took the first round, but once the pogo came out, my lack of matchup knowledge got me blasted. I read the tips on air throw and cl.st.hk, but if anyone has video of when to throw those out, I’d appreciate it!
Right now, Ibuki, Rose, and Guy are the bane of my existence in ultra.
Maybe it’s one of those things where you have to low profile the elbow? Much like Sakura’s jump hp? You know? Keep standing to make them aim high and then quickly duck to force the hp/elbow to whiff.
You used to be able to low profile Guy’s elbow. They changed the hitbox on it in USF4. You can still low profile his qcf+p, p elbow though. It’s the d+mp normal jump elbow you can’t low profile anymore. It’s probably best to use close s.hk against it now.
The Guy’s that I play know enough to not execute elbows directly over me or use it as a cross up. I always use Close St.HK to knock them out of the air. If they do the elbow in front of me, I’ll either try to react with the DF HK or Focus Attack it. I also make quick work of the run stop pressure if they try to get it going on me by plinking Close St.Hp the very second I see Guy run in front of me. I play against 3 different Guy’s (all of them have distinct playstyles). Offline, Guy’s slide is so unsafe. I can do a quick cr.jab > St.Hp link.
[/quote]
Nice replay, well played, I am gonna hit the lab to have a better understanding of that particular matchup.
I just wanted to share a hype ultra moment real quick.
So, I was playing against an Elena player at one of our local Utah ranbats and, while I don’t remember the exact setup, I know that I was at about a little further than 3/4 and an lp boom was just leaving my arms when he activated Healing. I knee hopped forward twice and then U2’d the second the boom hit and it combo’d!
I always knew this was a thing that worked, but I never actually landed it in a real match before. It felt amazing. Haha.
EDIT: Just realized that some of the FADC Combos that I use actually hit enough to generate one full meter stock back so it’s almost like I’m only using one meter. I guess that means if you hit the combo, you’re guaranteed to have an EX Meter to boost up the damage even more. I’m going to update my max damage output with that.
i’m not struggling yet whatsoever but i feel like the more i learn this game that my opinion of the guile gets worse. i feel like he lacks something but i can’t really put a finger on what it is. the ‘balancing’ of this game seems rushed to me, which is weird considering they’ve had quite a long time to get it right.
UDK whiffing on Rolento is some serious bullsh*t… haha. I noticed though that Knuckledu adjusted his range when applying UDK pressure on Tampa Bison’s Rolento after whiffing it a bunch, and it started hitting him when Du was far out enough so that the contact point was somewhere between Guile’s knee and foot. Anyone know if UDK somehow has a bigger hitbox towards the end of Guile’s leg?
It seems like it’s pretty effective being “turtley” against Rolento since he doesn’t seem to have a lot of options outside of pogo and that jumping EX overhead thing to open Guile up.
I think it’s more that I advance on him gingerly because I’m always looking out for his roll; does he have any good follow ups to worry about off that thing?