the air grab is not a fluke…i did it to him yesterday lol and yes this matchup is straight ass cheeks. i think the one thing that bothers me the most is the cross-ups…its mad annoying
Need help with a few matchups:
Bison:
All my Bison friends say this matchup is a free win for the Guile player, however, I’m finding myself to never beat Bisons.
He crouching pokes beat all of mine, His scissor kick goes through my booms and footies. Also I can never air throw him out of him jumping specials (purple hand ect). I basically cannot do anything to Bison because he out prioritizes everything I do and its not safe to throw booms against him.
Blanka:
I have no clue how to punish Blanka balls. By the time I get to the ball he has recovered and I’m possibly vulnerable in my dash animation.
He can dash under my booms which makes me reluctant to zone him with projectiles.
I usually forget how to block his ultra. He can cross up very easily with normals and specials and I have yet, with Guile, found a way to deal with cross ups.
His crouching pokes stuff a lot of of my footsies as well.
I don’t seem to be able to play my pressure game midscreen against Blanka whatsoever. At midscreen he’s much more pressuring me, which sucks for Guile.
Guile:
I know Guile’s weaknesses, but ironically Guile is a bad character as exploiting Guile’s own weaknesses so it becomes a boom war, which I don’t really like to go head to head at.
Akuma:
…
Watch the NEC archives with Dieminion (Gui) Vs HappyMedicine (Bison) and NuckleDu (Gui) Vs HappyMedicine (Bison). It got to the point where HappyMedicine switched to Cammy against NuckleDu. And he didn’t even know how to use Cammy at a solid level. That’s when you know how bad the matchup is.
In this one he loses
Dieminion (Gui) Vs HappyMedicine (Bison)
[media=youtube]PgIvK44U5RQ[/media]
I ended up getting knocked out of NEC by a decent Ibuki player. I felt like I was better, but I just didn’t have enough experience in the matchup. I’m going to go to the lab and figure some stuff out as far as punishes for things like s.mk and the different variations of spin kicks, but I was curious if any of you guys knew something that I didn’t here.
- sweep her slide on reaction
- try to AA with jumping attacks or U2
- 3/4 screen seems the best range to keep her by throwing heavy booms, but it’s still hard to keep her there
- she ducks a ridiculous amount of pokes. Stuff like f.mk, b.hk, and even s.hp whiff a lot, while c.mk and s.hk seem too slow to be effective. Any jump attempt gets beat by b.mp for free. On top of all that, focus feels useless due to everything being cancellable and/or fast. What are you supposed to poke her with?
- What do you guys punish EX dragon kick with? I made a good read, blocked one, and did a reversal LK flashkick figuring it would knock any kunai attempt out of the air, but flashkick got beat clean. What should you use here? I’m pretty sure U2 would be the best choice, but what else? Dash? Focus?
Honestly, I think this might very well be Guile’s worst matchup. It feels like one of the only characters where the other player can be pretty scrubby and still pull out a win. Is there some kind of ibuki philosophy I’m missing here?
s.mk > spin kicks is not a cancel. It’s a buffer. You can punish s.mk on block with a flashkick every single time.
Also, I use U1 against Ibuki just so i can bait those ex dragonkicks and punish them hard. Very hard.
Even at max range though? Also a cancel… is a buffer. You buffer cancels.
What I mean is that it’s not a true cancel. At all. Even at Max Range.
Are you saying that all these Ibuki players are linking s.mk into spin kicks? That doesn’t seem right.
We have an Ibuki player in our group whom was helping us out with the match up and showing us some of the flaws in Ibuki’s strings. One of the things the Ibuki player mentioned was Ibuki’s s.mk > spin kicks and players not punishing it thus allowing Ibuki to get away with unnecessary chip damage that could be easily avoided.
EDIT: I just tried it in the training room.
s.mk > lk spin kicks is -4 on block. I couldn’t flashkick in the middle but I was able to flashkick at the end.
s.mk > mk spin kicks is 0 on block but I was able to flashkick mk spin kicks on startup every time.
s.mk > HK spin kicks is -5 on block and I was able to flashkick spin kicks on startup every time.
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Ibuki
It’s a cancel.
You have to treat s.mk > spin kicks the same way as Rose’s c.mp > drill. You either FK before the normal is canceled, or FK after the special is blocked. If the Ibuki is mixing it up properly, it can be difficult. If you know they always cancel to the same spin kick, then you can get them every time.
There’s really no need to dash in this match-up as you can actually stay quite comfortably at mid-screen. What you need to do is start playing confidently and expect the blanka balls. This will change your whole outlook on the match and you will find it easier to face your opponents.
You can actually beat out all Blanka Balls with c.lk/lps (go into training mode to get your timing and confidence up). If you don’t think you’ll be able to punish it in time, block it. Better to eat chip damage then full, and better to avoid (by punishing with c.lks) than eat chip.
Do not auto pilot your booms and make sure you learn the correct spacing for firing them; if you are too close, Blankas will slide on reaction and score a counter hit. Too far and he’ll jump over and gain ground.
For Ultra blocking, again go into training mode and set it up with record/play functions.
Against Ibuki’s jump-ins, I use nj.hp or jb.hp. Gets you at least a trade in Guile’s favor. C.hk can sweep Ibuki’s slide on whiff, but if he doesn’t whiff it, then walk forward when you guess a slide is coming. That way, you screw up his spacing and you can punish her even if the slide hits.
They can mix up their cancels with teleport as well and it’s irritating as hell. S.hp can punish her if she ends her spin kicks with sweep, meaning it can hit her after the first 2 kicks just before the sweep.
I really need some general help with the Makoto matchup. Any advice how to play this one?
Stay grounded. There is almost no reason to jump in this match as pretty much every one of Guile’s standing normals will beat her jump ins, including her Instant Air Axe Kick (Ghk tags it quite well as does St.mp I believe - check them out in training mode first just to be sure.)
Generally speaking, you want to pressure her with sonic booms as these will stop full screen Hayates. Force her to start using IAK, and then anti air them accordingly and the match is yours.
Also try and stay 3-4 training room squares apart. At this range all of Guile’s tools are completely viable, whereas his opponent’s are limited
And never try to cross Makoto up. She can punish brutally.
Cheers guys, I’m practicing this stuff for my next meet with our local Makoto.
Guy >=[]
Is there a write up yet about this MU?
Can’t really win the projectile war, so I have to risk jump ins to get close.
Usually ending up getting punished by an AA.
[media=youtube]UUCfiC0NPO0[/media]
Watching it now. My experience in this matchup is super minimal, and I think in general there is a lack of Gouken players who really know how to play the matchup. I do have some theories though from what minimal experience I DO have (played a really good gouken a few rounds at NEC, unfortunately, I was drinking a bit before hand) and watching videos like the one you posted and dieminion’s loss to infiltration’s Gouken. I also love theory fighting, but if anyone has some concrete info on this matchup, butt right in.
So, how does Gouken beat Guile? His approach options in this matchup are completely awful. His divekick is one of the easiest ones to AA and his rush punch can’t punish booms generally. His jumping options are weak as well. If you’ve seen dieminions FT7, then you know that the zoning battle is where gouken wins. It feels pretty impossible to match a fireball and tag him with a backfist. A good Gouken can also AA Guile easily with c.hp, up fireball, or EX tatsu. So, the question becomes, how to stop this zoning monster.
Right off the bat, the startup on his fireballs is one of slowest in the game, while his recovery is the fast part. This means that on a guess, it’s easy to tag him with a backfist in anticipation to a fireball, OR, after jumping a fireball, EX flashkicking through a c.mp xx fireball on reaction to seeing the cancelled c.mp. However, I don’t think that this is a very solid strategy. A smart gouken could crouch under your backfist and tag it with a c.hp xx EX rush, or simply tick into throw after a jump. Quite frankly, we should be looking for a more solid solution.
I think the answer is to play more lame than in any other matchup you have ever played, ever. Now, bear with me here. Since gouken has no 2 hit EX fireball, you can blow through his zoning with an EX boom for one hit. I think that your goal should be to build as much revenge meter as possible while avoiding any damage whatsoever from fireball chip, get the life lead, and sit on it while building meter for ultra 2. Think about it. Gouken’s approach options are terrible in this match, so if you can get a life lead and maintain the patience to not jump at him or play “his” game, I can see this tactic working. At max range, mostly throw mp or hp booms so he can’t fully charge a 2-hit fireball either. Once you eventually get a U2 stocked, you can move into mid range while trying to U2 a fireball.
I also think that if you manage to score a knockdown with a meaty boom setup, you should go in for a quick mixup but nothing too crazy. Even if you do something like meaty boom > j.hk > s.hp xx boom > jump back out, you just got a little meter and did a little chip. Do nothing risky, since trying to get life lead back is stupid hard.
Again, a lot of this is theory. It’s also much easier said than done to “just don’t get hit by fireballs.” However, remember that Gouken’s fireballs all go the same speed, so it shouldn’t be THAT hard to simply avoid damage. Any thoughts?