SSF4 Guile Match-up Thread: Typhoon < Sonic Boom < Vortex

Adon: Pacifically use Flask Kicks all the time your sonic boom is bait but flash kick is your answer for whats next. I also always recommended use ultra 1 against him at all times don’t bother with ultra 2. If you want to beat adon you have play patient because he has priority in his jag’s.

U1 would seem a better choice but you’re not punishing lp booms with that ultra unless it was telegraphed. So as good as Adons U1 is against fireballs, against Guile it’s not that good. As Adon, I pick U1 if I play shitty Guiles, but I pick U2 if I play good Guiles. The reason is that is easier to crossup/mixup Guile then RJ FADC U2 than to hit good Guiles with U1.

Also against tooth I would try nj.hp and land on his tooth recovery, he should be at your feet, then continue to punish.

Just had a huge set against an adon and viper player so I’ll spill some knowledge.

against Adon: Man this matchup is wild. many adons like to empty jump into jag kick in the air, this is focus-able and helps a lot in this matchup if they start getting predictable with it. Focus that a few times and keep him honest from bullying with it. Another thing I noticed, watch out for his neutral j.forward (or roundhouse i’m not sure which one it was) if you see it early you can cr.fierce it but otherwise it beats it out clean because he has such a low jump and the normal sticks way out.

Late teching is definitely viable in this matchup but you need to be careful of him doing a normal into an instant air jaguar as that will tag the cr.short if you do it too much. Look for him doing this too or you’re gonna be blown up fast.

I was using U2 in this matchup and mostly getting them by reacting to jaguar kicks which is really difficult.

Viper: I hate this matchup so much. Viper can explode at any point and dish out all the damage you worked so hard to get. Although it looks scrubby, back jumping and neutral jumping is extremely effective. You can’t play like you would against Ryu, her seismo’s and ex seismos are way too good against guile on the ground for him to stay grounded.

Neutral jump when you feel a burn kick is coming and air grab or roundhouse, if she goes forward with it air grab will beat it out all the time but you need to watch if they start wising up and burn kick earlier to catch the grab, this is when you would use the roundhouse instead.

Another thing I’ve been using in this matchup a lot is cr.forward for its evasion properties. During a pressure string if the viper player starts doing cross up burn kicks, if you time it right the cr.forward will put you under the burn kick evading it clean allowing a follow up throw if close enough. If you time it perfectly you can get it to hit her on the other side and follow up into the target combo for a 2 hit.

Here’s why i hate the matchp the most, two of guiles great pokes are pretty much useless in this matchup. F.fierce and St.roundhouse step kick. Her low thunder knuckle goes under both of them, the only way I’ve found to punish is to beat it on startup with cr.forward or on recovery. Not to say they can’t be used but the forward fierce in this matchup is more for guessing shes gonna jump or seismo.

I find rushing viper down when she’s meterless is completely beneficial. Again, although it looks scrubby, doing a late sweep during strings is also pretty viable when she’s meterless to catch her trying a thunder knuckle or her laughable 5 frame cr.short startup if they are OS teching. Vipers lvl 1 focus leaves her at -3 so if they decide to focus the 2nd hit and dash forward there’s not much pressure she can do and leaves guile in a good position to pressure again and keep HIM guessing instead of you. Also, throwing her on wakeup is a good option when she has no meter too because it beats out HP thunder knuckle and keeps the pressure on her.

If you plan on chipping her out with a flashkick, use EX because it tags her on the end of the ex seismo. I got blown up way too many times trying to hit her with a regular FK and shit goes right through the invincibility frames.

One last thing I’d like to point out as well. Vipers like to mash short burn kick occasionally in block strings to escape a throw or just stop pressure. If you see this you need to stop deliberately the next time you pressure after a jab and bait it out with flashkick. Sometimes a well timed cr.strong can also hit her out of it before the burn kick touches you but I’ve had limited success with that because its a very tight window.

Ok so I have this Blanka friend who is a beast and I am sick on him sending me down to the bottom of the list in endless. I would like to know what are some hit confirms after all the BS blanka can pull off. For example, I find blankas cross up and jump attacks very difficult to anti air with normals. c.hp gets beat most of the time, does it make a difference if I try the s.hp? I bet it will trade or get beaten as well. Is there a better way to punish blanka’s ball after block besides a waste of ex sonic boom for a shitty damage that isnt always a garantee. We are talking about a 6000 PP blanka and 18000 BP, I havent seen a better blanka in psn. Maybe he is out of my league and I cant beat him more than 2 out 10.

he needs to get nerfed

You can always try going for untechable knockdowns on Blanka. I mean, what are his options on wakeup? Ex ball? Electricity? Ultra? Wakeup throw?

he wakes up with ex up ball if he has no ultra 1 in stock and he builds both meters super fast also, he goes over sonic booms with short rise ball and mixes it up with floor crounch, focus absorb, slide, jump. very hard to tell what he will do.

@ Blackalpha

General good viper info. Something I would like to add is that it’s crazy easy to footsie viper to death, but you can’t do it in a normal fashion. Most of us love s.hp. That’s no real secret. Like you mention, lp thunder knucks will go under that and s.hk. Try instead playing footsies with c.mk and c.mp. If you grab some frame advantage up close with anything, start walking forward and pressuring her with these buttons every once and awhile. Using c.mp outside of it’s max range will beat out a TON of her options, easily stuffing all thunder knuckles, almost all her pokes, and some burn kicks.

All good in a meterless world, but a random EX seismo will beat this stuff. When she gets meter, keep up with this, but block a bit more. Once you get comfortable blocking some of her random stuff and feeling her out, you can move in with some more risky footsies, jump in’s, close booms, f.mk, etc. I also want to say if your not jumping in like a scrub all the time, I think Guile has some good initiative to jump at her in this match. Even if the viper player is super 100% consistent with her AA’s, she doesn’t really gain a super advantageous knockdown off of them most of the time.

He’s definitely got a pattern. Observe it, analyze it and exploit it.

am i the only person who feels that the viper match is a hell of a lot easier than before? it might just be that i know the majority of her setups?

imo the play style you have to use vs viper is very matchup specific (you won’t find yourself playing this way against anyone else). you’re not going to play against many scrubby vipers because you have to have a pretty high level of execution just to use her at her most basic level. i won’t get into frame data ect because i don’t read it. but i’ll share a few of my mind games.

the main thing to do is to not sit still at all. sobat kick and bazooka knee all day. make them miss those seismo’s, then punish with ex boom if possible. backwards sobat, ultra 2 is very good for punishing super jumps and baited thunder knuckles. air throw works well too if you can read a super jump.

up down kick stuffs a lot of her options on wakeup. but if she knows it’s coming she can beat it with cr.mp. so if she’s without meter, you could start switching between that, target combo and throw on her wakeup. then when you bait a wakeup hp thunder knuckle due to them getting pissed off, you’ve got all day to take away a third of her life.i also find that you can do some real damage to viper if you manage to get some corner pressure going. just pick your spots and know when to stop.

I’ve faced a lot of high quality Blanka users who are around 3000-mid level 4000pp. Now, the guy does have 6000pp so he may have covered a lot of holes in Blanka’s game. However, here is what I discovered…

  1. Punish jumps - A lot of Blankas jump…whether it is empty or with a kick. It is about 1/3 of their game. I recommend the anti air of lk. FK because it is faster. If the cross up is above you, then you’re gonna have to block or dash backward to the other side quickly.

  2. pokes and teching - on the ex balls, I recommend the rolling sobat kick (f/b mk). If the cross up is on ground and not in the air, I would anticipate a grab or a trip. They never usually hit above.

  3. Mix UP - you’ll need to mix up after you are knocked down and into a cross up. One of the things I did when they cross up was apply U1 wakeup. It worked out very nicely for me.

  4. keep SB to a minimum - Blankas love to do the sliding attack when they are in range or when you are spamming SBs. Remain patient and punish them with a lk FK. IT IS A HIT CONFIRM. Never have I failed to execute this.

  5. Don’t be afraid to do air grabs - It has been proven that you can air grab when Blanka does his U1 or a EX ball up. The U1 may be risky but the EX shouldn’t be a problem.

Blankas have pissed me off so much that I dedicated a good portion of my time on finding their faults. It’s there…just remain patient.

I do not recommend U2 until the arcade fixes are applied where it is rumored that a blocked ball travels less distance away (including EX).

Now, I have a problem of my own. As you know, Guile has a problem with rush down characters like Ibuki and Guy. Cammy is a problem but it’s manageable. However, Ibuki, Guy and Adon are killing me to the ground when they are rushing me. Is there a way I can counter their bnbs when they get in so I can get some breathing room to zone or strike back? Adon’s jaguar kick is something I can’t seem to counter.

The problem I have with most of the new cast (Ibuki, Guy, Adon, Dudley) is that they were given all sorts of target combos, juggles, and safe moves galore to deal with the vanilla SF4 cast, but not much in the way of reverse engineering was done to, well, Guile, to keep him up to speed with all that ridiculousness. Yeah, we get it, no new move ever for Guile, but maybe new retooling for his moves? Juggle options? (yeah, GHK combos are nice, but he should have had that all along, so it wasn’t really new). Linking abilities? It’s like they dialed every character except Guile back to SF Alpha I chain combo levels, but Guile got a bunch of sketchy 1-frame links that require burning meter to do anything significant with.
Sorry for the rant, but when I see how hard Guile users have to work on such unforgiving links to maybe squeeze out a bit more damage with no safe advancing attack special to keep pressure on an opponent, and then see how Ibuki has about a billion “built-in” target combos plus a vortex setup, and Dudley can juggle like it’s a MvC game, it starts seeming a little skewed. Not asking for an advantage, but at least a damn level playing field would’ve been nice… lol

yes, I hate not punishing this move accordingly like other characters can. i hope this is true

I found out something interesting today. A few days ago, I faced a A ranked Chun-Li who had a mid 4000pp and over 15000bp. He beat me the first time but it was still competitive. The second time, I beat him using a U1 against his hazan shuu (overhead split kick) with the game being very close.

Now, I obviously thought that it was a fluke and I got lucky. However, today, I faced him again and I found out something very interesting that could help Guile players.

You see, Guile players get punished if they crouch to do their combos because the hazan shuu will come from above. Cr. HP is not an option because it is not fast enough. lk. FK takes precise timing, quick reflexes and you would have to anticipate that it is coming.

Today, I found an easier way to anti-air it. I used cr.lp or cr.lk. It led me to a more convincing victory against the Chun-Li user…this time with U2.

So if you people have trouble with Chun-Li, try using cr.lp or cr.lk to anti-air hazan shuu. It works.

Yeah. I think it loses to anything low. This is old but forgotten sauce.

re adon:

anyone that mains guile but plays other charge characters: if you’re struggling with the adon match and you know what you’re doing with bison, give him a try for sure. he seems to have good answers to all of adon’s shit. just thought i’d mention it lol. i’m guessing honda and blanka are pretty bad for him too. but i don’t play any of the mash chargies. i only use guile, rog, bison and vega.

I am pretty sure Honda has the best answers for Adons BS

Anyone have any tips on Seth?

I think for Seth just wait it out until AE and hopefully the rumor about his j.hp is true. :wink:

Most people say zone Seth out, never let him in, you’re supposed to win the fireball war. Make him loose patience and try the off-the-wall kick which you should punish. Knowing how to block all his mixups is of major importance here. Air throws is good tool cause Seth likes to jump a lot. Many Guiles including myself get caught with his stomps cause we like to charge DB; keep that in mind and don’t let him do it. Watch out for his dive kick pressure. You can air grab if you read it or just backdash and punish. Don’t jump in cause he has a DP that can go into stomps which doesn’t knock down and he can just continue his mixups until you die. Focus his nj.hp and dash in to get closer. Play safe and slow, you don’t need to hit him much to gain the life advantage and he has to take risks if he wants to damage you.