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

Um this might of been said before but cr. mp does wonders against Abel’s and Ibuki’s pressure game.

When Abel rolls, just throw out a cr. mp. It WILL stuff anything he does afterwards. He will have to block it unless he would want to be hit with a cr. mp xxx flash kick. During a block string, use cr. mk or cr. mp. The worst that can happen is a trade in Guile’s favor. So in this match-up, I just throw some sonic booms and use cr. mp or cr. mk to make sure he doesn’t try anything sneaky. the occassional walk-up throw is pretty good too.

I think this match-up is an even 5-5 maybe 4.5-5.5 Abel, considering the Guile knows what to do.

When Ibuki tries to do that dash in special, cr. mp owns her so hard. It totally stops her in her tracks. Of course you are probably going to have to worry about doing her EX dragon punch since that will beat cr. mp, but thats only if she crosses up.

Full screen is what I worry about. If you throw a boom from full screen, she can EX neckbreaker you on reaction. So it is good to limit your booms in this match-up.

It’s 5-5 until Abel knocks Guile down; then it’s 6-4 Abel.

I prefer to use s.lp vs. rolls as it’s an easy conversion to s.lp > s.hp on hit or block.

was reading tokido’s blog when i came across this (talking about akuma in a.e):

My impression
MDP maybe better as anti air.
UC2 became useful. Nonetheless I use UC1 against almost all character.
Runaway style is no effective because of no escape Tatsu.
Some match up became bad. For example against Zangief, Guile, Sakura. but it’s ok.

wtf?

My guess is that part of that is the lack of escape-tatsu, but overall, I was all o_O also.

I played a few akumas lately… seems like the same difficult matchup it’s always been. I LOVE not having to worry about shoto rofl copter out of the corner now… what I love even more is when they forget they are playing AE and go for it anyways… and float stupidly towards the ground.

Enough time to get up, go over to them, console them, get back to your panel, and punish hard. It’s awesome.

i enjoyed the akuma and ryu matchups recently…Syngin, make a trip to BH or bluehouse at some stage and we’ll get some games in with the others. I still enjoy the sagat matchup without the luxury of bulding metre so quickly. I found that against the good sagats who know what they are doing, being the patient and more disgusting player can net you the win once you get the life lead.

most matchups feel the same IMO, although the YUn and Yang matchup is something i need to get familiar with. Some people have told me that they are stronger than Rufus… We’ll see soon enough

I play Bluehouse almost every lunch time and occasionally on the weekend. I’ll prolly hit GC too; once they get it (I live a block from Crown).

Gouken vs. Guile is so free unfortunate for me because I want to pick gouken up for a bit.

If gouken wants to flip, let him. You can cr. fp anything he does afterwards at a certain height. If he wants to throw fireballs, let him. Just shoot them back and focus them. A good gouken would try to make you get into a fireball war then flip to catch you sleeping, but that shit is not gonna work because guile’s recovery is fucking bananas and you can anti-air him. There is almost nothing that Gouken can do from far away. He will have to be up close to actually threaten Guile. Guile’s pokes keep gouken out with style. All of them except… well nothing. All his pokes own Gouken. If you lose this, you either taunted the whole match, you didn’t block, or you are a god awful guile.

Been playing just oodles of AE, so figure it’s time for a bit of an update.

Rufus- Here’s a matchup discussion that we’ve been beating into the ground since day one. I got a ton of sets in with the local arcade champ… Kirisuma I think his name was… and I think the number one important thing is to really mix up your AA’s. Moreso than other matches really. I think the s.mk is really the golden boy in this match. I also think c.hp is near useless against a Rufus who knows what he’s doing. Other AA’s I was fooling around with…

  • Df.hk: no brainer. Big damage but it’s hard to hit it perfect… but easier to do on rufus than most. If you whiff it or it gets stuffed, then GGs.
  • s.mp: needs more testing. Whenever I used it, it seemed to beat everything clean. I would always forget about it though.
  • Backfist: Obvious uses. Max range divekick punish.
  • c.hk: Ya! Crazy right! There’s a fun little range where if Rufus neutral jumps and divekicks over a boom, you can sweep him clean! This is really cute! Fun to land too!
  • b.mk: needs more testing. Seems to beat divekicks clean at the right range.
  • j.hk: Ok, I’m putting this as an official statement… In AE, air throw has less range than in Super. It just seems very apparent in this matchup specifically. There were times where I swear to god… he does a divekick, I block and immediately hold up back, he jumps forward, I air throw, NOTHING! Fret not though, because j.hk seems to do the job just as well. One neat trick is to jump back and immediately do a j.hk when rufus has you in divekick pressure. If he predicted it and tried to instant j.hk you for a U1 juggle, yours will win. It also beats re-dive kick attempts. If he did nothing, he can easily tag you with a c.hp, but who really cares?

Also, I’m going to put my money on U1 for the match. U2 doesn’t do enough damage and it’s hard to get rufus to jump without a boom already on screen. While it does counter all EX messiah followups… I think SOMEWHERE, U1 got a phantom invincibility buff. I remember in vanilla, U1 would trade with the delayed LK followup (the backflip) if they delayed it until the last second. It seemed like nothing the rufus did could trade with it. In fact, the delayed lk flip seemed to keep him ground so he got caught by the whole shabang. So, your worst case scenario is he does the overhead followup and it connects for 3 hits… but you still get the last kick and I’m pretty sure that does more than U2… plus you don’t get hit, which is nice.

Also… he was top dog in the arcade… hur hur hur.

MAKOTO: Holy shit. Makoto is a beast in AE. I bet she’s going to give a lot of characters trouble, but i don’t think Guile is one of them. Her up close game is only slightly scary. Since she doesn’t really rely on crossups, most of her frame traps and shenanegins can just be Flashkick FADC’d. She’s pretty easy to outpoke at mid range and if she starts using her axe kick to get over booms, just focus > punish up close or backfist at a distance. I pick U1 because… I guess it’s ok to scrub out on wakeup with. shrug

ADON: Fuck this guy. That is all.

Well, I did learn a bit playing this guy “BOY” in Yokohama. His blanka used to give me fits in Vanilla but his Adon is on an entirely different level. I was able to beat him once out of about 10 matches maybe, but I think I’m getting better at it. What Warahk said is right, less booms is good here. It seems like his DP is “perfect” by DP standards. Perfect auto-correct, super quick startup, great invincibility, FADC ultra, FADC > meterless extra damage. Ouch. This makes his up close game very scary… but then he’s got jag kicks, a super quick jump, and amibiguous crossup, option selects… it never ends.

I think the key to this match is going to be pure reaction time. Jag kicks seems fast enough to where you can’t hit them with anything but a flashkick on reaction clean… all my normals got stuffed when I did them on reaction… but my reaction time sucks. Random backfists or s.hp can stop them, but it just doesn’t feel like solid gameplay. It’s too easy to sweep a backfist or counter-hit a s.hp. BUT… if you land a couple backfists, I think this can do a pretty good job at keeping them grounded, allowing you to poke a little bit more with c.mk and f.mk. Just hope he doesn’t jag kick… or you will lose.

I need to go to the lab and find something consistent to beat re-crossups. I’m used to jump-back “whatever-ing” but it just isn’t a good idea to do that against Adon. It’s not blanka… he can really make you hurt for trying that. C.hp also seems shitty… so… maybe cs.hk? Cs.mk? S.lp??? I need something solid here.

Also would just like to rant for a second on my hatred for Vanilla. I’m so conditioned to punish things with c.mp xx flashkick or just a naked s.hp that I completely forget about df.hk when I’m in the clutch. Blocked light shoryu? S.hp. It pisses me off… my punishes are garbage… all heavy whiffs should be crumpled > combo, and quicker things should be df.hk’d. Bah! Everytime I punish with s.hp a kitten dies.

Oh… the backfist can be combo’d post UDK mid-screen on Yun/Yang easily… FYI.

As you can tell from my name i am new to guile. But what is the best range to fight ryu from? mid screen or 3/4 distance or full screen? I know spacing is very important for guile. Also the akuma match…it can get really painful once a knockdown occurs…i can predict crossups well and tech ok. But the constant pressure gets me. Is there anyway to make him “get off me.” So i can gain some distance. I usually try to backdash but OS cHK gets me lol. Sorry if my english is not so good lol.

at the range where you can have a decent fireball fight and ur backfirst and u2 are your options.

Random tip for fighting Yun:

Crouching Medium Punch seems to be really solid against his Dive Kicks from my limited experience so far. It either beats it clean from ridiculous height differences or just trades and you’re still out of blockstring pressure. Resist the temptation to press Crouching Fierce because it’ll get stuffed constantly. It seems that Yun has a fat hurt box when he’s in the air and occasionally throwing Standing Fierce will hit him in really strange ways but yea, Crouching Medium Punch is your friend. I played a very good Yun player last night and I stuffed 3 dive kicks in a row clean with c.mp. I could hear the crowd around the Yun player all go ‘Whoooah’ like it was some crazy new technology they’ve never seen.

I ran a few sets with a local Sakura player and was getting extremely annoyed by how good her jump ins are. Not so much to the point to where I was losing because of it, but jesus christ! I could only get about 20% of my AA’s to hit clean if it wasn’t a well spaced flashkick. Is there a normal I’m missing here?

Also ran about 20 matches or so with the locally top ranked Adon. No one famous or anything… he is good, but not what I would call great. We ended up going about 50/50. Surprisingly, the matches were a whole lot of fun.

I believe that U1 is by far the go-to ultra here. U2 may be able to punish any jaguar tooth on reaction to him jumping to the wall, but I don’t think Jag tooth is to important for Adon in this matchup. Anyways, I was having a good amount of luck when he was in mk jaguar kick range, then holding down-back, and occaisionally buffering down-forward > down-back when I think he’s getting predictible with jag kicks. If he does a jaguar kick you just let the up-forward + KKK rip, but otherwise you STILL have your down charge to react to a jag kick. You lose your boom charge… but it’s not really the best idea to be booming in this range anyways. There is nothing that feels as good as tagging a jaguar kick with U1 on genuine reaction. Gives me the willies.

Oh ya, backfist is GOLD in this match.

Is his DP throwable? I swear to god I threw him out of what looked like DP startup. Anyone know if that’s true?

And I talk a mean game, but holy crap is it hard to react to jag kicks consistently. Like genuinely, truly, REACT… not guess, or assume based on a previous pattern. I’ll be holding db just WAITING for one of those damn jag kicks and end up just blocking it. It’s especially hard if they are good at making noise… doing random light attacks or dashes. Am I the only one having trouble with this? I need someones shoulder to cry on here.

Dear Guile Thread,

    Guile is the gayest character of all time! Everytime i play him, I preform a cr.Strong and i dick pops out of his mouth. I hope Charlie is rolling over in his grave. Guile needs to die, then come back to life and die again. I hope everything bad happens to Guile, and nobody else. I hate his shoes. 

Yours Sincerly,
A Bison Player…

Whew! Had a VERY exciting day today! I went over to Yokohama to the arcade over there and all the tops were there. Tokido, Mago, Mahoshojo Zangitan, Kim1234… and another handful of very good players. I managed to take rounds on everyone, but only pulled a single win on kim. However, while I could minor dents in Mago’s Sagat (still overall destroyed though)… I couldn’t put a scratch in his Fei Long. Then I realized that I have ZERO matchup experience here and might need some help.

First off, he has a jumping attack… I’m guessing j.mp? It’s a punch that comes out at a 45 degree angle downward. Seems to beat my far s.hp clean everytime, and trade with c.hp (even perfectly placed!) and s.mk. How do you beat that damn thing? I’m tired of trading!

Second, uber corner rape. He has this… DIRTY setup off of a corner knockdown with what I think is his j.lk (knees). It must be blocked as a crossup, but he still lands in front of you. If you focus dash, he will land in the corner and you will dash TOWARDS him. On the other hand, he can also j.mk (or whatever… I don’t know his normals) and do a standard corner crossup. I have no doubt flashkick will lose, ultra will auto-correct in the wrong direction, and super might catch him… but has anyone experienced this?

Also, still curious about the questions in my last post, although I’m pretty sure Adon’s non-ex rising jaguar is throwable now.

I’m not a Fei player, but I find it rare for Fei Long players to do a jump-in mp. While this jump in stuff a lot of AAs in the game, it appears it doesn’t travel well, or is exremely reliant on distance, so it appears to whiff a lot. I have rarely seen Fei players use thhis jumpin outside of after a knock down (one of his safe jump setups perhaps?). Nen could probably go into more details since he also plays Fei. However I think his j.mp has really bad air to ground recovery, so if it whiff he appears to be pretty vulnerable to lows (think Dee Jay’s knee when it whiffs). In cases where I’m not sure how to beat a jump-in, I just stick with flashkick. I know it sucks, but I just time it a certain way. In either case, Fei players I’m use to playing usually don’t jumpin a lot, probably because they don’t feel they need to. A well scouted ex chicken wing usually gets them in for free.

Against Fei I can say he’s very scarey on the ground. Rekka’s are annoyingly good during footsies, and have good priority. Fei’s who space out their Rekka’s follow up with further harrassment but doing cr.HP. Fei’s primary gameplan, from what I can tell against Guile is to basically work his way in by focusing, rekka pressure, and a few ex chicken wings. Good thing is that it’s a risk on his end. Fei use to be one of my more dreaded matchups, but now I don’t mind it as much. Fei doesn’t have a reliable way in against Guile unless we’re talking about ex chicken wing, and any decent Guile will know to look out for it. IMO, Fei walk speed isn’t scare, so when he walks up at you, he’s usually going to get backhanded, unless he just happens to be psychi and just have pixel accurare spacing. He’s simlar to Cammy, but a little easier to keep out. Since with Guile you can pretty much use sonic booms to stop his rekkas. So he loses a really strong tool in this matchup, because his rekka pressure isn’t that reliable. As long as you can space well, he shouldn’t be getting int hat often. But then again, I don’t play against Mago’s Fei either.

Ya, that guy isn’t even human… I don’t think you can even call what he does footsies… it’s really something else. Punishing whiffed c.mk, s.hk, s.hp, and backfist with rekka rekka rekka. Some crazy kind of reactions.

Oh, I did want to add that sonic hurricane is indeed useful in the sagat match. It’s pretty hard to get in the right range if he’s really going at it, but FADC’ing through a fireball at 3/4 screen into a dash hurricane is pretty effective… albeit a guess and you take some damage. On the bright side, if you guessed wrong and he didn’t throw a fireball, he can’t jump the hurricane if you did it from max range.

Also need to throw in since I didn’t play a lot of super before AE came out… but I just LOVE f.mk’ing over low tiger shots. It really opens up his fireball pressure a bit and let you get in poking range. Plus it makes him want to throw more high tigers, which can obviously be swept or flashkicked if your close enough. Something I just thought of… can you f.mk > sonic hurricane? Or does f.mk take too long causing you to drop the charge? Could be useful. Again… it would be on a guess (that he would whiff a normal that would be in response to the low tiger you would have blocked.)

f.mk>sonic hurricane??? dont think it is possible, maybe off a trade

I think he means

b (charge), f + mk, b, f + PPP.