agree. off the top of my head I think you’d lose the charge though. A forward sobat takes longer to complete than a forward dash… right? lol
Just because I’m too lazy to write it myself. Figured I’d just copy/paste it here instead from the Fei forums.
agree. off the top of my head I think you’d lose the charge though. A forward sobat takes longer to complete than a forward dash… right? lol
Yes. Forward/Back Sobat is slower than forward dash.
A “true” max range Rekka is actually -3 on block (due to hitting on the second active frame instead of the first), so it does become unpunishable. In that case though, it may be wise to go for low, unpunishable pokes until he stands up, and then Rekka him. You could also go for two Rekkas on occasion, forcing him to prematurely drop his charge if he suspects that you’ve given him a punishable Rekka x1.
He obviously didn’t consider our 3f super…
He obviously didn’t consider our 3f super…
So wait, your answer to the Fei matchup is wait for super and unload?
it pays off, it is a good thing to pull of on round 2
So wait, your answer to the Fei matchup is wait for super and unload?
Haha, no. I don’t think I’ve ever done that. BUT, he assumed we had no answer whatsoever, which is not the case.
In the event that a Fei keeps pressuring you with rekkas and you have super stocked and if you’re within winning distance, why not?
@ Chowwun:
Well… hmph. If this is true it sure would trivialize the hell out that matchup. Elbow isn’t really too threatening as it is. Neato.
I’m pretty sure reversal super wouldn’t be reliable against a max range blocked rekka. First off, I doubt lk super would reach. The mk super which technically starts in 4 frames would need to do the weird glitchy thing where it becomes a frame faster on reversal to catch it… and even that might be too far. Just doesn’t seem reliable… but I guess it’s to the lab!
Ya, I will be reviewing the last 4 pages and updating the original post when I get a lazy sunday.
Hmmm… I went back into the lab to validate my findings…
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Command Elbow
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A well timed command elbow (i.e. the kind where you don’t have time for normals) on Guile’s wake up can’t be stuffed by cr. mk. You need to do reversal super/fk to stuff it - but I don’t recommend this because Guy would jump over you or you might go under Guy.
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An ill timed command elbow (one where you DO have time for normals) on Guile’s wake up can be stuff by cr.mk.
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Command elbow will trade or get beaten by cl.s.hp/cl.s.hk depending on your timing. HOWEVER, imo this isn’t good because if Guy decides to elbow early and cause you to stick out s.hp or step kick, elbow WILL stuff you.
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cr.mk will also get stuffed by command elbow if you pretty it too early. We want to be late with this anyway, so it’s all good!
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if Guy is on top of you, use mk/hk fk trade into U2. If you do too early, elbow wins.
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Izuna Elbow
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In general, c.hp trades or beats it. BUT, if Guy drops the elbow early so that the c.hp doesn’t hit Guy’s legs (i.e. your fist can only make contact with elbow), elbow will beat it clean.
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cl.s. hk gets stuffed if Guy is already on his way down, but beats it clean if Guy just started his elbow. But like c.hp it can be baited so that the step hk comes out which will get stuffed.
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I didn’t try out Izuna elbows on wake up, but I’m pretty sure the properties are the same as the command one.
Feel free to confirm these findings yourself… my testing methodology might not be the best haha… but I’m pretty sure that if you see an incoming elbow of any kind and you’re NOT on your back, c.mk will stuff it clean assuming you don’t do it early. More over, cr.mk is good because even if Guy does the elbow early, you might be able to tag him as he drops.
IMO, Guile has too many situational normals that depend on range… and since Guy can drop his elbow at different distances thus being able to bait out things that won’t work, it’s better to go with something that is consistent…
So lately I’ve been playing this Sakura player at the arcade who consistently beats the crap out of me. It feels like her jump-ins are hard to AA properly and as a result I end up blocking the jump-in most of the time. Unless it was ambiguous and then I just end up eating a massive combo into Ultra. He’s really good at doing tatsu frame traps and rare misses a combo into EX-tatsu > ultra. He’s kind of making me scared to move so now I’m playing extra garbage because of the added fear factor.
Honestly I’m kind of at a loss as to what to do once you block a jump-in. It seems that if you press anything or even try to crouch tech, you will likely eat a fat combo for big damage, but there’s hardly any holes in his tatsu-poke strings so it feels like I have no other option other than to just sit there and watch for the throw… which ends up getting me almost every time. She does such huge damage from landing one tiny poke with either no meter or just 1 EX tatsu it scares the bejeezus out of me but at the same time I can’t keep her away easily when her jump-in’s seem to kick my ass. Not to mention her focus-attack that moves her so far forward… I keep getting hit by level 1 focus through my pokes.
My friend recorded a couple games from yesterday but they’re full of mistakes and I wasn’t really doing my best. This guy really scares the crap out of me. Any thoughts / tips on the Sakura match? I thought it was supposed to be an easy-peasy traditional zone-out
Part 1 (incorrectly labeled as Zangief) [media=youtube]z1x-Tx0AYwE[/media]
Part 2 [media=youtube]CBe4UwB_imU[/media]
Edit:
Vs. Sakura [media=youtube]34LgYpWxM1A"[/media]
Did a little better today… standing medium kick is pretty godlike… I just kept eating the focus attacks and did one too many stupid air-throw attempts. Still her light tatsu pressure is damn annoying… is that actually punishable?
Sakura stuff
Ok, here’s my 2 cents on your matches.
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Don’t scrub out. It sounds harsh, but god knows that EVERY SINGLE GUILE player… despite seeing it whiff billions of times, will try to flashkick a meaty crossup when the chips are down. There were a few flashkicks there that even you had to know weren’t going to connect against her crossup, but you did it anyways. Again… god knows we all do this. Especially when we get frustrated.
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Suss out your AA’s. Like you mentioned, you were getting better at it. However, there were some missed opportunities to AA. Also, don’t be afraid to wakeup c.hp if your opponent jumped too late. If you woke up with c.hp at the 2:01 mark on the third video you probably would have got a trade.
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Make her earn her damage. There were a lot of not-so-ambiguous crossups that didn’t get blocked. If you get knocked down in the corner and she goes for a crossup… or hell, if this happens anywhere, try FADC’ing out of there every once and awhile. It can help you stay slippery.
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Less EX booms. Some of them paid off, but overall having your meter for flashkick FADC is entirely more important in this match. Which leads to the next bullet…
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More random flashkicks. One great place to use it is after you get hit by EX tatsu > air reset. That particular Sakura went into a trance when he got you blocking tatsus… just going all out. Even when you don’t have the meter to FADC, a random flashkick once in a blue moon will keep them honest, allowing you to…
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Crouch tech with c.mp xx boom. When you get your window to stick a poke inbetween one of her strings, her lk tatsu can sail over your crouch tech, but I believe c.mp will catch it.
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Play lamer. Play it like the bison matchup. Just sit back, throw booms, vary timing, throw more booms, don’t jump in, and poke, poke, poke. You really did need to throw more booms. Your max range pokes were very solid btw. A lot of solid reads with s.hk, s.hp, and backfist. Make her play YOUR game though. Don’t jump-in unless you have to.
I think the greatest thing about all this though is that you already know all of it and can execute it flawlessly. Watch your videos again. Once you get a nice life lead, you really get in the zone. You start throwing more booms, connecting more AA’s, reading your reversal flashkicks well, and just really “playing the matchup.” So, I guess probably the most important thing is keep your cool. You know how to play this matchup. That much is evident when you pull out wins. Keep your cool, play your game, and tell that bitch to stay the fuck out of your sky.
Useful stuff
Thank you sir! Really appreciate the advice. I do find that I crack easily when the outlook is grim and do things that I know obviously won’t hit -_-. Hands not communicating with brain apparently. I think I get scared of getting counter-hit by AAing too late when infact it would’ve likely traded, good point. I find I like to EX boom as a way to throw curve-balls and hopefully get a little momentum in my favor but given my own difficulties in dealing with tatsu pressure it definitely makes more sense to keep the meter for FADC. Crouch teching with c.mp is a really good idea and it’s something I never do so I’m definitely going to try and train myself there. He did keep going over my c.lk teching which was a problem. TO TEH ARCADEZ!
By the way, your ending paragraph is inspirational stuff. The last sentence should be punctuated by jets flying over head spewing red, white and blue smoke. While Guile’s theme plays in the background. /shades.
Slinkun knows his shit. And the reason why we FK even when we know it won’t hit is from 20 years muscle memory of doing it in games where it would have!
I love this guide, though one aspect confuses me. What is an “a-x” crumple state, and how does it differ from other ones?
I love this guide, though one aspect confuses me. What is an “a-x” crumple state, and how does it differ from other ones?
… read the very first post? I thought it was pretty self explanatory…
Hello Guile players. I have a question to the high level competitive Guile’s here. I’m pretty much here to collect data to help me in the Guile Ryu matchup. Now I main Ryu and I struggle soo much when I am faced against a really strong Guile.
well what I would like to ask the high level Guile’s here is Where do you want to be as far as spacing goes.
what set ups do you want to avoid being hit by,
what spacing would you consider yourself in control
and what spacing would you consider Ryu to be in control.
Setups that work well against Ryu, and wake up options.
I know this is a lot for me to ask but I think this information will not only benefit me, but it will also help lower level Guile’s understand this match up better.
Thanks in advanced I’ll keep posted on this thread
Hello Guile players. I have a question to the high level competitive Guile’s here. I’m pretty much here to collect data to help me in the Guile Ryu matchup. Now I main Ryu and I struggle soo much when I am faced against a really strong Guile.
well what I would like to ask the high level Guile’s here is Where do you want to be as far as spacing goes.
what set ups do you want to avoid being hit by,
what spacing would you consider yourself in control
and what spacing would you consider Ryu to be in control.
Setups that work well against Ryu, and wake up options.I know this is a lot for me to ask but I think this information will not only benefit me, but it will also help lower level Guile’s understand this match up better.
Thanks in advanced I’ll keep posted on this thread
come on atrain you know how to beat guiles
most guiles stay out of that low short range and the spinkick range as well…most guiles will zone the hell out of you.
How should Dan play this match up if he wants to come out with the W?? Specifics please!
Despite scouring the thread for some advice, I’m still very baffled when it comes to the Ibuki and Seth matchups.
I feel like they control the pace of the match with their offense, and I’m just supposed to keep blocking until a space reset while scoring occasional AA/boom/poke damage, am I wrong? I really just don’t know how these matchups are supposed to work, because they both have amazing mixup and offense that makes Flash Kick almost useless. Not to mention the fact that Guile has very low stun, of which both characters fully take advantage of.
There has to be more to the matchups than “abuse their low stamina lol”. Right?
Despite scouring the thread for some advice, I’m still very baffled when it comes to the Ibuki and Seth matchups.
I feel like they control the pace of the match with their offense, and I’m just supposed to keep blocking until a space reset while scoring occasional AA/boom/poke damage, am I wrong? I really just don’t know how these matchups are supposed to work, because they both have amazing mixup and offense that makes Flash Kick almost useless. Not to mention the fact that Guile has very low stun, of which both characters fully take advantage of.
There has to be more to the matchups than “abuse their low stamina lol”. Right?
This is a very good question as there aren’t heaps of info we have here on those matchups. It would be interesting if someone did a writeup. Personally I am at a bit of a loss too on the Ibuki matchup and I rarely fought many good seths. I’ll add i to the main post. /promise
I always thought of Ibuki and Seth match up as one of those action games cut scene where the bosses unleash retarded barrage of attacks, and you have few moments to press the button on screen or you lose. Sometimes even if you press the button, you still have long ways to go…
It sucks for Guile, a character who needs to control the match to do anything, to be controlled so easily. Especially after being knocked down against character who crosses up when visually they shouldnt. Sadly S’n’S, I guess you really should abuse their low health, especially how they are prone to air throw due to their jumping nature. You can even beat Seth by footsies if the Seth player was dumb enough to be on mid range vs Guile, but Seth as a character is one of those who says screw footsies and twist the nature of regular gameplay, like C.Viper.
As dumb as it sounds, the one who guesses right on THIER (both Ibuki and Seth’s) approach wins, of course if you are knocked down you guess right to keep living =_=