Honestly, he works almost perfectly in Ultra, so the only buff that I care about, as usual, is flash kick getting fixed to auto-correct and track properly (whether that does or doesn’t include Ultra 1 is irrelevant since it’d still be generally useless even then). Anything else is pretty much going to be an unnecessary buff or nerf at this point.
Honestly he’s not bad. Would love to see Ultra 1 get a small bump… either damage closer to 2012 or the longer invulnerability. It seems to me (unless I’m mistaken) that the counter-hit during Boom nerf is not as punishing as it was in AE2011 with a shorter CH window now. The rest of him I’m basically fine with. That c.mk buff is actually really good.
Pretty much nothing for Guile… even players like NuckleDu & Dieminion has been struggling compared to previous version. NuckleDu pretty much have to use Decapre as back-up.
Autocorrect is fixed, everything autocorrects now (EDIT: I’m still getting it to go the wrong way sometimes and actually get hit clean out of FK)
df+hk > FK doesn’t work on the ground. You have to use EX FK. It seems they’ve adjusted the juggle state and properties of his moves.
df+hk > backfist does work though, so does c.lp > c.lp > c.mp > hk FK > backfist
more damage on FK’s
MK/HK FK seems to have the range of LK FK now
FK’s destroys projectiles now, do them really early.
FK’s have very strange invincibilities now that I haven’t quite figured out. They’re probably similar to Charlie’s FK’s.
you can input airthrows immediately upon leaving the ground, you wont get j.lp/j.lk. Also airthrows feel like they have 3f startup.
neutral j.hp causes more hitstun allowing you to combo the UDK(b+hk) really easy after landing nj.hp
more damaging super(440)
more damaging sonic boom(60)
more damaging guile high kick(130)
less damaging close s.hp(100)
really fast forward dash now, feels like balrogs so probably 16f
fast c.hk, it’s like Remy’s
b+throw doesn’t throw opponent as far away, it’s also a soft knockdown that you can quick rise.
f/n+throw recovers much faster
lvl1 FA always knocks down
the qcb+k(cold blue kick) is a focus breaker and he’s -3 on block.
c.lp > c.lp > c.mp > HK FK > EX FK works
c.mp > c.mp is a combo now
super to U1/U2 doesn’t work anymore
he still has the extra counter hit frames on SB’s
midscreen guile can do FK > FADC > EX qcf+k move. Yay, he can finally do something after FK > FADC
midscreen or corner, guile can do j.hp > s.hp > EX SB > EX SB > EX SB > U2
there seems to be less pushback on SB or c.mp, midscreen you can do j.hk > c.mp > SB > c.mp > whatever
midscreen j.hk > c.mp > SB > c.mp > qcf+hk > FADC > c.mp > c.mp > qcf+hk is a combo
wiff b+lk > FK is done the same way you would do close s.hp > FK. It’s got to be input fast. Don’t input the FK after the knee bazooka. It even works on hit. This is dope!
EDIT: actually you can do wiff b+lk then do any special, even SB.
EDIT: omega guile has his CPS1 chain. You basically do c.lk > standing lk+any punch
It lets you do things like c.lk > c.lk > c.lk > c.lk > f+hp as a combo
I guess the silver lining is that he’s no worse… =)
As far as Omega… DAMN. If Guile is that crazy, I can only imagine what the rest of the cast is going to be doing. Looking forward to officially auto-correct flash kicking my first cross-up ever in SF4.
I’ll check later. I stayed up all night playing around with omega guile and I now need some sleep. The autocorrect seemed to be working better against some characters than others. I might make a video later to show all this cool stuff for omega guile.
I’m liking strike eagle on knockdown. Heavy strike eagle will do a corpse hop crossup, others won’t, and if they quick rise you get almost a meaty. Needs more testing, doubt it’s safe but leads to some nasty crossup lows.
normal df+HK doesn’t have juggle launcher property anymore. however CH df+HK still works the same as before
the backfist has ability to juggle on any hit (which is why it still hits after df+HK). you can now do FK > FADC > backfist. same goes for his f+mp overhead punch (which now does a quick knockdown). you can even add a backfist after the sonic break. awesome.
blitz combination. LK can be followed up in the corner. you can add backfist, EX FK, or Super.
flashkick. no more armor break. early FK against air opponents doesn’t seem consistent nor does it launch them high enough for a juggle. landing recovery seems to be reduced. HK FK seems to be 1 or 2 frames slower. the 1 hit HK FK is interesting, you can combo a lot off of it. you can even add U2 near the corner and U1 anywhere on screen (character specific).
ie.
UDK > cl.hp > HK BC > FADC > c.lp > c.mp > c.mp > HK FK > U1
(corner) j.hp > cl.hp > SB > c.mp > HK BC > FADC > c.lp > c.mp > c.mp > HK FK > U1 or U2
and Flash Explosion is back to doing 510 damage… U1 is finally useful now!!!