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

Does anyone have any setups or tricks that land a non-combo u2 often?

people usually do something after you antiair them with crouching fierce. U2 is a pretty good followup sometimes.

This worked for me a few times. Counterhit st.hp > st.hp > forward dash > Ultra 2.

Some players when they get hit with the st.hp x2 will backdash and hold FA. Even if they only tap it, they’re screwed. and plus you can see if they’re going to hold FA or not so it’s almost like dashing forward, waiting to see the FA and then release.

I seen a vid on GeoM’s youtube where cr.mp combo’d on sim wakeup without being a counter hit, is that only on sim? I didnt know cr.mpx2 could combo…

edit: nvm - the meaty explains it.

how does guile punish bisons devils reverse ?

so i was in training mode with deejay for an hour or so, then i used him in endless for around 30 matches. haven’t lost a single one so far. it’s kinda like using easy mode guile, who builds meter like we’re back in ssf4. dread kicks…wow. why on earth capcom don’t fix the flash kick i’ll never know.

having said that, i still feel guile beats deejay. thoughts?

depends how the bison player uses it, focus attack is the main way tho. Cr.MK when its close to the ground, crouching fierce works at certain distances, and so does flash kick.

But the main one to use is focus absorb forward dash cancel -> throw(Preferably back throw)

Neutral jump fierce beats alot of bisons air moves as well, and jump foward MP beats all headstomps.

what about on block?

or after a blocked headstomp?

Devils reverse is generally safe on block, the exception being the corner sometimes. Be careful if you try and focus, ex dr is two hits and will break focus.

After a blocked stomp you can almost always just jump and air throw him if your quick.

Almost anything Bison does in the air you can beat by simple virtue of jump and air throw. His air moves are all kinda crappy, he is much better off staying on the ground most of the time.

ah ok ty everyone !

The good thing about dee jay is his knockdown game. His cross up is really good and the knee shot works wonders. But he does not have a decent reversal. This is when you really appreciate the value of a Flash KICK. about deejay vs guile. I think guile wins too. Sonic boom recovery is too good for deejay to use his tools.

They will never fix his flash kick because he would have to many 7-3 matchups. He needs a weakness

And yes, Guile still beats DJ. As long as the lp sb and the frame data on normals stay the same, he will continue to dominate DeeJay. And no, DJ is not easy mode Guile. They are nothing a like. They are charge characters with a projectile and a special move that punishes jump ins. That’s it

Dee Jays Upkicks are a better anti-air then flashkick no doubt, but theyre a shitty reversal. Dee Jay also lacks the straight forward fast normals guile has.

to say they are nothing alike isn’t really true though. and i didn’t mean easy mode in a disrespectful way. i meant as in easy for someone like me (a guile main) to just pick up and play…and i also because i feel his stuff just works better than guile’s. he even has better normal anti airs than i thought (st.hp and st.hk are good, cr.hk is so so). obviously not as good as guile’s ones though. i just hadn’t played him since super and was really surprised that he’s quite a lot better in this game. i also really like the jumping knee input change from down back to any down.

i personally think his real downfall is that his damage output isn’t the best.

to be fair though, is flash kick even that good a reversal? or are we just used to it? yes it’s good when it can be fadc’d, but it’s no where near as good without meter in ae and ae 2012.

guile’s ex boom is way better than deejay’s though…and this can be a big deal in focus attack situations.

Wikum

Try EX/hk sobat as a focus breaker. It’s a lot faster and is painful. Mk sobat is also pretty safe to spam at the correct distance. EX/lk sobat can be used as a reversal to some extent against normals. And it also goes thru FBs at more than half screen, which is something Guile doesn’t have.

I think DJ’s dmg options are a lot higher than Guile. He’s got c.lp, c.lp > EX MGU, dash into U2/EX sobat which is pretty painful. DJ can also do Guile’s bnb, but ending with hk/EX sobat also outputting more dmg than FK.

DJ’s weaknesses are that he’s free to c.lks on wakeup, weaker AAs and footsie normals and no overhead compared to Guile. DJ’s game is mainly on knockdowns and jump-ins and most characters are in advantage if they can deny him his jump-ins.

Ill rather have a shity reversal than not have any

yea ex sobat is nice but it’s still not as good as guile’s ex boom either. it’s punishable on block if you do it too near too. ex boom is so nice because it’s so low risk.

oh and i know i may have sounded like i was comparing deejay’s damage output with guile’s, that’s not what i meant. take away his ultra 2 damage…anyone that can’t do that combo is going to be handicapped. i agree that his damage output is better than guile’s, but it’s still not enough to make him anything better than mid tier…same kinda level as guile right now. and you’re completely right about him being totally free to cr.lk’s on wakeup…a favourite tactic of mine against deejay.

I tried dj I didnt feel like it was guile, upkicks are great aa, but you have to count on them jumping and I feel you have to jump more with dj for offense too

MONSTERER showed me this one… FK with HK when jump in attack is close. It will trade and you will juggle them to land U2. I never knew it had to be HK, and ive seen Geom Modinside do this as well.

Thanks again MONSTERER. The guy is a technician expert.