U1 doesnt work well against rufus…this i know lol.
Hey guys thanks for answering my questions from before. I was going to ask about (1)‘footsies’ and also about (2) “Fuzzy Guarding” Does Guile ever get to do any of this stuff? Where are some good guides? I watched a Juri tut of Fuzzy Guard and read a bit of Maj’s footsies bible but I have yet to understand fully what was being said I think I was playing footsies with the best player in the state a Seth/Sagat player.
(3) What is Guile’s jump up, backdash and FA frame data - I mean he block advantage on his FA (where’s a link if anything?) I look on the SRK guide and that particular stuff is not there. I’m trying to figure out when can I just NJ hp, GHK FK to punish etc. Thanks again!
Footsies is an abstract concept. But for Guile as a zoners, his footsies are more centered around keeping you at a distance. Much of his footsies come from max ranges to try to stop an opponent from advancing on the ground and hopefully force them to jump. This way you can score damage off anti airs.
Guile does not have any fuzzy guard setups. Mainly Juri and Adon have fuzzy guard setups, but even with them its used sparringly.
I don’t know the actual frame data for Guiles FA, but I’m pretty certain he doesn’t have frame advantage on his. guile dash has a lot recovery and his focus attack isn’t that good.
Won a recent first to 5 against the local crazy good evil ryu player for the first time. Took some trial and error, but found some great tips here and there.
I think f.mk is GREAT here. E.ryu gets a lot of mileage out of his c.mk xx fireball > focus dash hit confirms for BIG damage because even though his c.mk is slower than Ryu’s, the thing has seemingly infinite hit and block stun allowing for guaranteed fireball hits at seemingly any range. Eating something like c.mk xx fireball > FADC > s.mp xx mk axe kick > c.mp > lk tatsu > HP shoryu is a whole lot of damage that is not good to eat. One of the poorer things about guile’s f.mk is that it seems to whiff on a lot of crouching attacks (such as Ryu’s c.mk) but it hits E.ryu clean as hell, and puts you at a decent frame advantage to continue pushing back with a c.mp or something. After eating enough of the previously mentioned combo (normally after I took a guess backfist and got hit by c.mk for my trouble) I switched to using about 70% f.mk and 30% backfist and it really worked a charm.
Also, due to E.ryu’s slower c.mk startup and slower fireball startup, using focus attacks to tag him inbetween hits is a powerful tool when used sparingly. If you have your UDK crumple combos down, landing a focus is just as, if not MORE devastating than getting hit with a c.mk fireball FADC combo in the first place. I need to double check, but I’m pretty sure UDK > S.MP xx boom > backfist works and is a relatively easy link. Add to E/ryu’s poor health and stun, it makes fishing for the occaisional crumple pretty worthwhile.
Otherwise, his divekick sucks for guile, but isn’t as bad as other characters’ Going for a c.hp will normally have an even three-way-split outcome of getting beat, trading, or winning. If it’s done early enough though, even if your c.hp gets beat, you may have enough time to recover to at least give yourself a chance at defending against those beefy frame traps.
I’m sure next time I play the dude, he will come back and surprise me with enough to make all of this info worthless, but, still good.
Hello everybody I’m a pretty new Guile player and new to the FGC in general, but I have no way to up load any videos or anything so if any fellow Guile players on xbox would like to play a few games with me and I guess critique me that would be awesome, cause I have no idea where I’m going wrong. I’m finding out that Guile is really difficult to pick up but I have always liked him ever sense my bigger brother would body me with him in sf2 when i was a kid. My GT is HoriMacaroni and I’m looking forward to learning if anyone will give me the time, thanks in advance!
The Evil Ryu matchup is 7:3 in E.Ryu’s favor cos he can really mess Guile up when he gets in without much effort. But the main reason is cos he can juggle off a SRK into hk axekick in 2012 which results in an unblockable for Guile anywhere in the screen and if Guile chooses not to tech, it will also lead to an unblockable or fake crossup situation(forgot which is it) if Guile gets hit by his f throw. His FA speed and range is comparable to Fei too which is really disadvantageous for Guile as most of Guile’s pokes have slow recovery. Guile also can’t FK in between his c.mk > fb as it’s a true blockstring.
E.Ryu’s c.mk has slower startup thus allowing the player to cancel it into srk or tatsu if he spots an FA on his c.mk. He also has s.hp and s.mk as a pretty good punish against some of Guile’s long range normals. His FBs are in fact, faster than Ryu’s in terms of startup and his hp fb speed seems just a little than Ryu’s. Guile will get hit cleanly with his s.hk if he tries to jump in at his max s.hk range.
Guile has the advantage in footsie range but also runs a very big risk at this distance as it’s very easy for E.Ryu to instant divekick in which Guile can’t react with c.hp. Also, if you’re able to block after getting hit with a divekick, it is very likely that the E.Ryu doesn’t know how to aim his divekick well.
The only chance of beating this matchup is if the opponent tries to play the long/mid range game with Guile or he doesn’t know about the unblockable setups. Or the Guile player knows how to block his unblockables well.
I’d say Eryu is stronger than most believe.
I wouldn’t say it’s 7-3 at all. Guile zones Eryu out better than normal Ryu, and any stray hits you land have that much more punch. While they may lead to more damage and be more consisten, I still think that Ryu’s pokes are still better. Like I mentioned, I REALLY like f.mk in this match. It seems to beat just about everything he does. As long as focus attacks are used sparingly, it’s unlikely that any evil ryu player will have the reactions to cancel c.mk into tatsu or shoryu either… key word being sparingly used focus attacks.
As for the dive kick, if eyru jumps at that “Guile range” range where c.hp will beat any jump in clean, dive kick becomes his only option. When it is done here, and it beats c.hp, you WILL have time to recover in this situation. It’s not a matter of how good the player is, it’s just a matter of where the c.hp gets hit.
Also, the unblockables against Guile only work in the corner, and while his wakeup game might be tricky, it’s nowhere near Akuma’s.
In fact, instead of drawing comparisons to Ryu, it makes more sense to draw comparisons to Akuma, who has better ways to get in, better ways to knock you down, better footsies (vs. guile), better options off of dive kick, and most importantly, a wakeup game that makes you just want to put down the controller after he lands a sweep. Eryu has high damage, but his pressure is relatively ground based and not super tricky dive kicky cross uppy. I feel like characters who have this sort of in your face, high block stun, walk forward with frame trap kind of pressure are not as hard to deal with as ones who need crossups. Cody, Claw, Boxer, and Dictator come to mind here as well. That sort of pressure puts them at high risk of eating a flashkick since you have the down charge for most of it. While it isn’t an end-all, anyone who plays those types of characters have to contend with reversals… especially flashkick with it’s nice horizontal range.
Eryu is 5-5 in my eyes. It’s just a matter of learning the matchup.
This is gonna sound hella scrubby but does anyone here have anytips for Cammy and Yun? For some reason ive been struggling with these two latley and i never did in AE. Starting to piss me off. I play top Cammy players and Yun and they say guile wins the Matchup. I really dont see it
Well, what exactly are you having trouble with? Blocking mixups, them getting in? Videos would also be helpful.
yo what do you do against gimmick heavy vegas. with wall dive spams. And if they are good at mixing up the wall dive timing.
The ibuki match. Discuss.
Just played a really good one last night. Every jump or poke lead into disgusting mixups. Going strait footsies is rough here due to eating a sweep target combo into super jump mixups or a s.mk xx kicks. So far, the only consistent tools I got are sweeping her slide on reaction and using air throws and jumping attacks and u2 for consistent AAs. Otherwise I’m just getting blown up.
Be careful. Ibuki jab confirms ruin lives. And that really how she gets all her damage. I think the object of thus match is to nit get jabbed, not matter what you need to do. She has other footsies, but nothing special. Anyway when I went straight footsies is when the mstchup got easier. If I were you I would get usr to her out of jab range and learn to.dominate.this rangr. The only other.problem in this matchup is her jump, but that’s not to big of an issue.
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She also has a st.mp and a cr.mp. both are also good moves and lead into damage. Really make it your goal to avoid all of these.
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s.mk xx kicks is not a true blockstring and can be flashkicked.
Tournament issues: Right now, I have 6 nightmare match ups, in order of really bad, to bad.
C. Viper.
Quite simply. I cannot anti-air her burn kicks. It beats every single AA Guile has and I still cannot figure out if it’s a x-up or regular. I’m not allowed to throw booms as she will seismo. If I crouch block the seismo, she burn kicks. I cannot anti-air her burn kicks.
Ibuki:
I can AA her (although not completely), I can punish her slides and I’m starting to get used to her kunai x-up. It’s the follow up and the fact that she can dash right through me (and guile being fat-ass doesn’t turn around quick enough!) that bothers me. I can keep her out for the most part, but if she does get in, I’m up a creek and she has my paddle! I guess there’s some things I can learn to deal with. but there’s just always that one BS knockdown that ruins everything.
El-Fuerte:
If I play really patient and turtle 99.9% of the match, I know I can beat him. But, as with Ibuki, one knockdown and that’s it. I find it difficult to read the really active ones (you know, running/jumping all over the damn place). If I can read, I can react. if I can’t then I can’t
Oni:
Eff this guy. Eff his character design, Eff his hit box and Eff his instant air dash. I can just about deal with his ground dash-shenanigans, I cannot deal with his stupid air dash because there’s no discernable way to figure out if he’s going to do it. Seriously, you think he’s jumping in like a retard (and I’m at perfect distance to AA) then bam air dash and now my spacing game has gone kaput Again, it’s a case of not being able to read him very well - but it’s not really something I can get better at. He’s allowed to make a stupid jump and then correct it. That’s basically cheating.
Seth:
80% of this match I’m comfortable with. But, as with ibuki and elf, it’s the wake-up game. In particular his bs spd/dp mix-up. Please tell me the block string set-up (prior to the mix up) is punishable and I’m just not hitting the buttons hard enough? That’s really the only reason he’s on this list.
Fei-long:
A fei-long actually eliminated me in a previous tournament about a year ago (robbing me of fight money, damnit!) so I was determing to learn the match-up. To this day I still don’t understand why it’s in Guile’s favour…
I can AA his shit say 90% of the time, but his focus attack…mother effer! And he has rekkas. And he can combo off a random chicken wing!
I can deal with the rest of the cast either through experience, reaction or downloading (they might win a match, but definitely not the set), but the above 6 are my worst (especially ibuki and viper). Majority of it is down to me being unabale to read them (so there’s not much I can do apart from guess…). Some of it I can learn in training mode but the rest of it is down to BS (Cough. Viper. Cough)
Any advice (whether match-up or otherwise) you guys could give would be greatly appreciated. Thanks as always!
For viper, watch that dieminion vs. Wolfkrone match. He tries to land a lot of stray heavy attacks and not throw many booms. This actually works well against her. Even though krone knocked me out of my pool at ufgt8 we did some casuals afterwards and after employing this strategy, I managed to take a couple matches. Burn kicks can be focused and if she does them after a blocked seismological, that is a guaranteed EX flash kick for big damage.
Ibuki, seth, and fuerte are just stupid. I think good footsies and consistent jumping AAs are kind of the answer here, but guile has no answer to their wake up shenanigans.
ONI? Maybe I haven’t played any good ones but if they air dash over a lp boom and I go for a c.hp, any air dash they do is trouble for them. If they air dash back, they usually land on the boom. If they air dash up or forward, you can just c.hp again. I would need to see a video of what you’re having trouble with.
Fei is neat. I think the only fei long players who think this is in guiles favor are scrubs. They feis who know this match up will blow up guile. Dieminion said theres two ways to go about this match. The first being to try to zone him regularly, which is hard and kind of ineffective. Supposedly what you want to do is make him afraid to rekka. Like vega, all blocked rekkas can be punished with c.mp with reversal timing. Ive never seen this or had a chance to try it against a good fei though.
Viper
This matchup is really dependent on how the Viper player approaches it. It usually is a question of whether she prefers more ambiguous burning kicks or more seismos or the footsie Viper, which plays the c.mk > TK game. Burning kicks can be airthrown if Guile jumps a little after Viper super jumps and they do burning kick ‘in reaction’ to Guile’s jump. If you get her with airthrow, do safejump OS UDK to catch seismos. Recommended only if that Viper is seismo happy cos if you screw up the OS timing and she does AA TK, you lose a lot of hp. The best normal to punish whiffed grounded TK is Guile’s sweep or if c.mk if you’re not confident. In my experience with regards to blocking burning kicks on KD, it’s usually a crossup if she does it early and vice versa. But then there is the very late burning kick which they like to do in the corner which is pretty ambiguous. Some Vipers do burning kick a little and you can whiff punish if you crouch. For those who like to seismo booms, jf will solve the problem. You can walk forward and backfist her recovery at around full-3/4 screen and EX boom deals with it at full screen when you do it right. FA forward on seismos also works pretty well. You can jf if you think another one is coming, or sometimes you can also get her with backfist. It’s not in Guile’s favour to try and apply grounded in-the-face pressure on Viper.
Ibuki
This matchup is just pretty stupid to me cos of her slide grab. One thing to note though is that Guile usually will get hit by her j.lk when he tries to do a jump AA, but using jb.hp will trade in Guile’s favor and nj.hp will beat it if you get the right timing. I use cs.lp when I see her teleport cos it’s Guile’s only 3 frame move and sometimes you can get her. Other than that, it’s mostly baiting her slide and her slide grab so she can punish. Booming/walking backwards too much > slide grab > vortex > Guile dead. Kunai can be blocked low as well although it’s a bit harder to block correctly by crouch blocking during her vortex.
Elf
Throw him when you get untechable knockdown, then get ready to backfist or GHK to punish his srk grab. You can do an early jf hk and hit him if you read he’s gonna run and do something that makes him airborne. Sweep can punish blocked splashes unless they’re meaty or spaced correctly. I think it’s a good idea to go on the attack if you get a KD on Elf cos it’s pretty hard to get dmg by just zoning him out. And turtling will just give him more chances to start his 50/50s if you give up the chance to attack when you get a KD.
Oni
Even if he doesn’t drop on the boom like Slinkun said, then he’s just giving up his space cos Guile can bazooka knee and boom again. You can also jf hk and if he dashes back, dash forward and punish or gain ground. The cheap ones that depend on 50/50 crossup move are those that make me fume. Although that move can be hit/thrown while Oni is travelling towards you. It’s basically an armor-breaking crossup dash punch with fb invincibility and you have to be familiar with the matchup to recognise whether it crosses up or not. I find mashing lp works pretty well to stop this if you think it’s coming. Higher attacks are better for this. Jumping can also avoid it.
Seth
Pray you run into those that try to suck you in cos it’s one of the easiest ways to get dmg in on Seth. It’s not a safe string if he cancel his normals into tandem. You can even jf during the string. His c.lp/lk after his divekick isn’t a safestring as well so it’s a good idea to mash backdash after blocking his divekick. Full screen wall jump can be AAed by s.mk. His forward dash EX grab just kills Guile cos there is no way Guile can react to it with his slow normals.
Fei
I don’t think there’s anything much to say here cos the matchup is basically played the same way by everyone at high level. Baiting chicken wings at further ranges and the rekka game at mid range. Fk to punish a blocked 2nd hit rekka is safer cos good Feis would sometimes delay the 3rd hit to counterhit you if you try to punish starting from a normal attack since they would’ve taken dmg already even if they did not do it. Safest normal to punish chicken wing is s.mk. You should look out for FAs if he’s FA happy and use EX boom asap when you see the startup. Jf if you see a FA when you’re trapped in the corner and try to throw him cos I think there’s no easier way to get out except this unless he spaces his rekkas wrong.
Good luck and hope you get far in the tourney.
Just wanted to add that i think the Gouken matchup is complete BS.
For those of you who don’t know what i mean, look up Dieminion vs Infiltration most recent upload. Dieminion had reportedly lost money matches and tourney combined, 0-9. complete bullsh**
I dunno. Right now, the only Gouken playing the matchup is Infiltration, and the only Guile playing against him has been Dieminion. That isn’t enough data to determine the matchup. Have YOU ever played against a Gouken that just completely dominates you? I’ve played against 3 or 4, but nothing that ever posed too much of a sweat.
I think there are other ways to play this matchup though, aside from what Dieminion is doing.
Obviously, you can’t backfist him on a matched projectile the same way you can to the other shotos because his hurtbox retracts too far. However, I think this matchup can, in theory, be won by playing more lame than you have ever played in your life. Think about it, if you just build meter at max screen for both super and ultra, what can he do about it? Sure, you can’t punish him for zoning you, but you can sure as hell punish him for trying to get in on you. If you can get the life lead via a couple EX booms, I don’t think there’s much gouken can do to get in on Guile and punish him. Plus, if you get ultra, you can still punish close fireballs, much easier than with backfist.
Of course, all just a theory when watching infiltration play. But let’s face it, his demon flip is too slow, his palm is too slow, his jump-ins aren’t very good, his up close pressure is good but not as good as it should be… Dieminion always seemed to make a bad decision early and lose the life lead… but if you get the life lead early, I think you can lame this match out nicely.
In theory.