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

Does anyone have any advice on what to do to Gen when has a super? There’s a guy in my local scene who uses him and he saves his super for comebacks. I think he’s doing st.mk XX hands or perhaps even cr.mk into hands into super (am doing some research) and then Ultra1 (all I know is the mk goes by so fast). I was thinking (kinda crazy) I should focus level 2, I mean I tried it and he got me, BUT if I train myself right I can hit him with it before the hands which will armour break me - yes crazy I know. The thing is I have the advantage in a sort because I know he will just TRY for that super 100% of the time but am unsure what I should be doing if he’s too close to me and his sticking out them mk’s. Thanks!

Block.

correcting some of the stuff about vs. Seth (and some advice, since it’s a tough match up for Guile)

Dive kick, cr.LP is a true block string. His cr.LP/cr.LK are chainable, so they’re true block strings as well. Not only that, but he can delay them to make them into frame traps (cr.LP +3 on block/cr.LK +1 on block/cst.LK +3 on block/cst.MP +2 on block.) Seth can OS back dashes with Hyakuretsukyaku similar to Yun’s Lunge Punch OS. So don’t mash back dash here. This is a bad match up for sure and Seth pretty much dictates everything not fought at mid-range. His MP/HP DP have 7f of invincibility - so when it’s timed properly, you CANNOT back dash or flash kick out. EX DP will shut down reversal Super and Ultra, although you might tag him with the end of it sometimes. Seth is -3 after blocking 2 hits of DP and FADCing. This is a free throw, or if you’re feeling gutsy, any combo involving cst.LP. It’s pretty easy to be caught off guard by 1 hit FADC and EX DP FADC, which is only -1. With practice, you can counter hit Seth out of his follow ups using cst.LP, but it’s hard (unless he decides to EX SPD or DP again…)

Keep Sonic Booms and a wall of normals (leaning on jabs or knee) to keep Seth from landing dash SPD. That doesn’t mean chuck Sonic Booms mindlessly everywhere though because Seth trades in favor or cleanly avoids Sonic Boom with fst.HP on reaction just a bit farther out of dash SPD range.

Good Seth players won’t mindlessly suck you in over and over again unless you refuse to jump. That being said…you’re gonna have to jump sometimes. It’s a mind game to keep the Seth player honest with his Tanden Engines. Do be aware that long range Tanden Engines are punishable on block.

Any suggestions?

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I can react on time vs jump ins for most of the time,but it seems like a well-timed EX dive kick beats everything what Guile can throw at her,even EX flash kick gets beaten clean.I don’t play Cammy,but I guess it isn’t that easy at all to time the EX dive kick that good that it beats EX FK clean.Probably I should walk/dash back more instead of just cr. and trying to FK the dive kick,but then I would corner myself even quicker.
Sometimes even the normal dive kicks trade vs FK.
Also on wake up it’s not always easy to see in what direction the dive kick lands and I usually FA dash back and sometimes dash forward,but once I dash forward and the dive kick lands in front of me I get hit with the combo.
Played Erdem quite a lot recently.His Cammy is strong and probably almost on the skill lvl of Alioune Sensei.

There are also a few other replays I have watched so far trying to figure out what could’ve been done better vs Cammy and where I can probably improve.The match up overall doesn’t seem that easy at all.

[media=youtube]BiIatsJh0XI[/media]

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EX Dive kick is that good
can’t give too much advice on the MU (I just like posting that pic!), but you have to time flash kicks very well to avoid getting stuffed by dive kicks. Of course, her dive kicks only have like 4-5f of recovery (derrr) so the timing is kinda stupid. It’s basically a crap shot, but I think cst.MK/fst.MK/df.HK are Guile’s only other options outside of Ultra 1/Super. cr.HP might work but it’ll probably lose to EX dive kick.

Oh, but if you have godly reactions and Cammy does near instant air EX dive kick, flash kick should always win.

Seth’s divekick is a safe blockstring if done meaty only? Most Seths don’t really do divekicks meaty enough and usually hit high and I can reversal their c.lp after I block it. Or it’s just simply those I’ve played did not have the correct timing with the c.lp link?

The thing is once I am cr. and ready for the FK it seems like from a certain distance / high it doesn’t matter how I time the FK,it will get beaten.
From 2:30 Cammy jumped in from so far twice in a row and I did FK immediately yet it got beaten.
Maybe I am wrong and I should’ve FK right away once Cammy lifted up from the ground,but then I would risk a whiff in case if that is a neutral jump.

Cammy match-up:

At full screen, Guile has the advantage via sonic boom. Cammy only has 3 options and they can all be dealt with on reaction: spiral arrow (punishable on block); spinning knuckle (normal attacks will interrupt it) or hooligan combination (air throwable).

However, she can gain ground quickly with her fast walk/dash speed and her dive kicks. Guile really needs to prevent her from getting within 1/4 screen away: at that range, all of her tools are viable and it is much harder to defend against. Chances are she’ll get through and then she has the advantage, so make sure you have at least 1/4 screen space.

Be smart with your booms and make full use of your AA’s. St.mk is your best friend in this match - it stuffs pretty much every one of her jump in attacks as well as normal dive kicks.

For EX dive kicks, your options are either FK or Focus Attack (level 1 or 2 can be charged on reaction) - everything else will lose unless it hits above cammy’s waist. For FK to work, the hit box on his boot has to come in contact with cammy’s boots. At 2:30 in your vid, you were slightly out of FK range; cammy’s boots hit Guile’s face, so that’s why it beat the FK.

As long as they hit somewhere underneath your head, it’s anywhere from 0 to +4 on block in 2012. I think a perfectly spaced, meaty dive kick is +5.
Seth’s fastest normals are 4f, so you may have not played with someone who knows how to time it. It used to be medium hit/block stun, but it was nerfed to light in AE. This is why you’ll see Poongko hitting people on the tip of their head with dive kicks intentionally every now and then to go straight into SPD on hit or block.

It’s not smart to press buttons if you block a dive kick when Seth has meter though. EX SPD is strike invincible, DP FADC is something of a threat (will still have some invincibility unless they dive kicked the tip of your head at the peak of the jump lol), and EX DP will always win (22f inv!)

How do you deal with Akuma/E. Ryu’s red fireballs at long range? I find myself having to either neutral jump or just block, and either way I lose the pressure battle. Obviously if they’re at the wrong range you can u2 or jump-in on reaction, but what if the OP is smart enough to stay out of that range?

Tips on Honda and Seth anyone ?

Honda is simple, throw booms and AA - CR HP is Godlike vs honda.

Seth is tougher - Good defense and your boom is faster than his, always max punish mistakes and FK that wall jump.

For Honda’s that like using neutral jump hp over your lp booms. Use backhand. If you’re expecting him to jump forward, you can always use backhand on the startup of his jump as well.

Sooo…about that gen matchup :-/

I need to learn the Guy matchup. I was tore apart by Kreymore’s Guy at Next Level. And I can’t seem to find any info to give me any tips.

I know enough that whenever I see Gen using U2, I keep my eyes peeled for his Air dive kick Ultra. The very second I see that startup in the air, I start hitting st.mk AA. Knocks Gen clean out of the sky. At worse, it’ll trade but Gen will take considerably more damage than you will.

wait wat. you can wait for him to U2 then simply mash st.mk and it will AA it? seriously?

On a side note, it’s actually not too difficult to punish a blocked divekick U2 with Sonic Hurricane… if he makes a guess and you block the U2 with enough back charge, just do U2 as he passes through you and it will auto-correct.

Take a look at the video itself and where the hitbox/hurtbox is. Gen’s hitbox starts at his ankle. The hurtbox however starts from his toes which means that if you know you can stick a normal in there before his toe reaches you, you can smack him out of the sky.

[media=youtube]2FHBMMx2vqw[/media]

Don’t worry too much about the FB war with these guys. Better to take chip damage than full; and better to avoid damage completely by neutral jumping. Generally speaking, if they are using red FBs, you can jump in on them because of the recovery, so if you see it, feel free to jump over and get within backfist range. if they move back, it’s fine - just get close enough to be able to punish it on reaction. Your aim is to get some a life lead, and a backfist or two really hurts.

If you are playing teleport happy akuma’s/E. Ryus, use bazooka knee followed by SB to catch up with them (use ex if you can see an opening). Sooner or later they’ll jump in on you (demon flip or otherwise) which you should be anticipating: air throw/AA/bock as necessary and proceed to beat them down.

I always find it quite difficult to AA Gen reliably in a match. I can’t seem to get a good read on his jump ins so I tend to just block it or if cr.fp if I’m in range. If he starts wall diving, neutral jump air throw usually does the trick. Careful if he comes off the ceiling, straight down and whiffs his air dive kick; most gen’s will follow this up with up-kicks immediately after - expect it, move out the way and punish it.

Apart from his ambiguous x-ups though, there’s not really that much to worry about; his damage output is annoying but it’s not particularly high (example is anything into hands) and if you can shut down his wall game w/ air throw, that’s half the battle won. Just don’t get caught by his randomness and it’s pretty much yours. It kinda goes without saying, but as long as your booms are correctly spaced and you aren’t on autopilot, this match shouldn’t be too hard.

For Guy I basically spend the whole match in crouching position: if he arc kicks (overhead) off Dash, FK on reaction. If he jumps off Dash, cr. fierce beats/trades with all his follow ups; if he slides, cr. md xx Fk. The only problem is if he jumps off dash and does a x-up: I don’t have a reliable answer for that just yet. Still, baiting his hurricane kick and general block punishment seems to do the trick. Definitely need some more practice on that match-up for sure though.

Anyone got any tips on Adon? I’ve recently started back-dashing whenever I expect a jack kick, then punish with standing fierce. It’s got some mileage but Adon moves so damn fast - I can’t keep up.

For Adon, I just keep in mind that mk jaguar kicks don’t become active until after he completes his flip animation. I try mostly to Neutral jump them to get the jaguar kick hitbox to pass under Guile as he’s coming down and use neutral jump hp > GHK > HK Flashkick or just plain neutral jump HK/HP to reset him back before he finishes his flip animation.

Something to note, I’m not sure how I did this but something weird happened at one point against an Adon player:

Adon player was standing a little outside sweep range and threw an ex jaguar kick. I anticipated the ex jaguar kick and responded with a neutral jump HK but also ended up hitting lp + lk at the same time. What happened was that I got a back breaker (airthrow) right before Adon’s ex flip animation started. The reason I say this was weird was because I didn’t think he was in airthrow range at all. HK~lp + lk