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

E.Ryu’s dive kick is similar to Seth’s: There is a very specific spot that Cr. hp will beat it in it’s effective range, but before or after that exact spot, you’ll lose. I’ve often found it’s simply better to block it and just deal with his pressure strings. (Although, in Seth’s case I’d rather give ground than deal with his mix-up…)

Also, if E.Ryu ever cancels a combo into axe kick, do note it’s not a true combo and you can cr.mp xx FK/Super before the axe kick ever touches you :slight_smile:

If his Divekick is alot like Seth’s then you should be able to neutral jump medium kick it out of the air.

now that i didnt know…i always blocked…is that with all of the Axe kicks or a certain one? and i was in the training room and it seems standing mp stuffs his divekick pretty good it just has to be a a good distance…

It depends on which axe kick and which normal it was cancelled from. Like, I’m pretty sure close s.hp xx lk axe kick is a true string, but s.hp xx mk axe kick is definitely not a true string. Close s.mp xx mk axe kick is a true string I’m pretty sure.

I wouldn’t try sticking a normal out in any case though. Too risky. But if you see E.R. cancel any up close normal there’s no reason not to attempt a flashkick if you have charge. If he does close s.hp and doesn’t cancel, it’s punishable. If he cancels into fireball the flashkick won’t come out. If he does axe kick he’ll get bopped.

Hey guys, I’m having A LOT of trouble against E. Honda. I usually have the match under control until he lands a cross-up Butt Stomp on me, so I really need to know how to punish a blocked Butt Stomp. I know I can hit it out of the air however sometimes a man can’t react in time haha.

Close st.hk.

What are Guile’s best options if I get the back throw on the opponent into the corner?

I seem to just play defensive and throw a LP SB and follow it. I’m sure there’s better. What are they? Thanks.

Hey @ DHERO,

Throwing a LP SB and following it is a good start. In all cases, Guile is a beast in the corner so keeping your opponent their is key.

Here are some basic options I usually do, bear in mind their not the “end all” solution for corner situations. I’m sure much better Guile players here on SRK may chime in and add a more detailed input.

  • BT (Back Throw), back sobat kick + Jump-in round house for 4/5F reversal safe jump
  • BT, walk forward then slightly walk back to bait a reversal
  • BT, lvl 2 focus then dash back to bait reversal (maybe too obvious for most, but some still fall for it)
  • BT, walk forward, slightly walk back then forward again for a throw
  • BT, cr. short + throw ( use a mixture of block strings for tick throws)
  • BT, walk forward then slightly walk back and poke with st. fierce (counter-hit)
  • BT, walk forward, then close st. fierce + low roundhouse (counter-hit)
  • BT, walk back about three squares away hold down back and STARE THEM DOWN. (This is an optimal range to use your AA’s , FK or pokes if they choose to jump in or do anything outlandish!)

I hope this helps.

If its one thing i suffer the most…its matchups…we got a new sim player in michigan (the other one just disappear and never came back) but this one is on a whole new level…i struggle with this matchup bad it winnable but i dont know how to truely win it the right way i honesty play brain dead when playing a sim player because i feel i cant keep up with the fireball game…i cant “safe jump” him otherwise i’ll get knee’d in the face…

Ive watched videos on top of videos on how to learn this matchup and its really frustrating…

Also the geif matchup i really hate as well but i am slightly getting the hang of it now…just not fully confident yet…

Rufus? i freaking HATE that matchup due to the damn dive kick spams/frame traps…

Cammy? i am having trouble reading the dive kicks as well…and its very frustrating

Care to help me out guys? @Slinkun man you gotta come back to michigan… you kept me on my toes with guile while here…

What’s good man?!

I randomly saw your match on stream several weekends back against that Rufus player you mentioned. I’ll do what I can as far as each of the match-up troubles you mentioned, but I’m sure Slinkun and the other veterans can add a more deeper input.

So lets start with Rufus…

With Rufus, your grounded AA’s and air-to-air’s and booms reign supreme in this match-up, I won’t focus on footsie’s since there’s not much to worry about with Rufus. Primarily the buttons to use, or at least I like to use, are as follows: cr. fierce, st. fierce , st. forward and backfist. For air-to-airs, j.fierce and j.rd and air throws are your best option. NOW, all of these buttons mentioned ALL depend on the ranges. So with Rufus, your optimal ranges are between 2 1/2 or 3 squares away from him. The farthest you want to stay is about three squares away so you can snipe a backfist at a deceiving range for an unsafe divekick or meet him air-to-air with normals, any further back will run the risk of cornering yourself. Rufus’s dive kick pressure is tough to deal with, ESPECIALLY in the corner, so try to stay away from that situation. BUT, if deal with divekick pressure/ throw mix-up use the classic cr.fierce or cr.mp option select which beats his divekick throw mixup. DON’T abuse it though, because they can bait it on whiff with a punish.

Another cool tactic to mention, suprisingly Diago did against J.Wong @ 3:36 is empty jump-in then jump-back roundhouse. This baits Rufus to divekick and you’ll tag them while jumping back. Great Strategy!

**Note: Respect Rufus more when they have meter, and LEARN to bait him on there wakeup with a simple jump back roundhouse to punish. I like to do a cross-up lk. on there wakeup, then jump-back roundhouse to bait there EX-Messiah. I’ve gotten ALOT of mileage on this tactic LOL.

Overall, stay in the right ranges w/ the right AA’s and you’ll be fine. Sometimes, holding down back and waiting for a unsafe divekicks will do wonders too.

Now with Sim match-up, I feel your pain man…

This is a pure SPACING match-up. You have to stay out of Sim’s cr. fierce range and throw safe booms to build meter. Ideally, you’d want to throw hp booms to match his projectile for the first quarter of the match and feel your opponent-out and see what buttons they like use (When I mean “feel”, I mean look for patterns in their normals so you can find openings). Once the match progresses, you’ll need to be the aggressor since Sim can’t do much up close. You have to be CAREFUL when approaching Sim though.

Tactics to get in on Sim:

  • Jump-in lp. to beat is back forward (I’m not sure which button, but he uses a knee-like animation)
  • Level 1/2 Focus his long-range normals dash-in
  • Throw lp. boom and follow it then STOP and BAIT his slide and punish with low roundhouse (THIS WORKS TRUST ME!)
  • UDK is good for pressure, and can tag his back dash on wakeup
  • Forward sobat kick over long-range normals has it’s uses…but not the best option
  • Bazooka knee is also very useful to follow behind your booms as a spacing tool

**Note: watch out for his famous jump back “sniper” especially if your cornered. What I usually do is block high/low so it looks like I’m dancing. It makes Sim guess on whether to use it or not, hahaha.

Overall, stay out of his cr.fierce range and pick your battles on when to advance. You have ALOT of time to think it out so take your time. Check this recent vid out with Arturo vs Die with further details.

And LASTLY, this b***ch they call Cammy…

So with Cammy, I think it’s only 7-3 Cammy if your knocked down. Alot of people forget that match ups are only bad in CERTAIN situations and don’t account for ALL situations but I digress. So I’ll list out some AA’s , Footsies and tactics to use with a VERY GOOD reference vid of strong machine’s guile…

As mentioned with Rufus, stay about 3 squares away use your AA’s and air-to-airs, BUT you’ll have to also take account of good ol’ ground game footsie battle as well.

So here are your AA’s to use; st. fierce , cr. fierce , st. forward, j. forward rd and air throws are your best go to options for AA’s. Again, it’s best to stay within the 2 1/2 or 3 square optimal ranges for AA use’s.

With Footsie’s, I feel Cammy has better buttons so instead of challenging her, keep her OUT by using cr. forward, st. rd and backfist for spacing. This also goes back into your using AA’s, because you’ll wan’t to keep her out and away from divekick pressure. If, of course, she gets in and abuses her divekicks you can use the cr. feirce OS to put her in check. (You’ll see in the strong machine vid, it’s so sick)

Now here’s were it gets bad…it’s when you’r knocked down. The worst option is to reversal Flash kick, especially if she back throws you because it’s either a safe jump setup or some other new ridiculous tactic she can do on Guile. At any rate, its best to just STAND BLOCK. When you block on wakeup, just remember to STAND BLOCK FORWARD and NOT cr. block cross-up because her dive kick looks as though she’s crossing-up but it’s usually not. Plus, crouch blocking will hit on wakeup as well.

**Note: You’ll need to reserve your meter so you can reset the spacing by flash kick fadc’ing out of Cammy’s pressure.

Overall, stay within your optimal ranges and punish accordingly with your AA’s and space with your footsie’s. As hard as this may sound try NOT to get knocked down. Avoid it at all cost!

Study the HELL out of this link, I’m STILL referring to this vid for this specific matchup.

I really hope this helps man.

thanks for this…when you say stand block forward just block as a normal block? i got kinda confused there…

Sorry for my wording, YES I meant normal stand block on your wakeup.

Lost to happy medicine and a fucking ELF player at youmacon…why do i have issues with matchups thats supposed to be in my favor? but matchups that are not in my favor i do very well?

There are so many times when I would use a forward medium kick to get an opponent to try to punish (which 9 out of 10 times) they’ll use a crouching medium kick or low profile move. I’d use Upside Down Kick to hit them and the darn thing would just whiff over. Smh.

Also, I lost to Rose player at NLBC. And completely lost to some Sakura on stream because I wasn’t used to that set up at all. Next Level’s setups are weird.

Happy Medicine is the number 2 Guile killer as far as Bisons go, with Hiro being a bit better in that matchup. Did youplay your boxer vs. Elf? I know we had that FB post about your character switching, but against Elf I would suggest it. Hell, I counterpicked iPeru at saltfest with my Vega and won. My Guile couldn’t scratch him.

yea i went to rog against ELF but the random shit is just ridiculous…he is pretty much safe on ALMOST anything he does…and yea…that match against happy medicine sucks…even ultra david said “how come you you were not chucking booms at em” i simply replied…because bison can jump over that shit and stuff my anti air clean. i dont even think standing mk could be quick enough…I think i will pick Vega against ELF like seriously because ROG can only do so much…i wanna be able to fly around the damn stage too :stuck_out_tongue:

Fuerte’s splash can be punished with sweep on block usually. Using early j.hk can stuff his startup if he abuses his get in with run into flip throw or splash. I think Vega doesn’t do too well against him too. Shoto characters are better against Fuerte imo. E.g Ryu’s EX tatsu on his wakeup beats out tech and EX run. Sagat’s kara knees can also keep the pressure on him in this matchup.

Bison is all about constantly throwing booms. I didn’t see the match, but any bison problems can normally be solved by throwing more booms and AA’ing or punishing focus dashes. A lot of times, getting your AA’s to work is just a matter of throwing booms in the right place or walking forward a half-step. The occasional nothing is good to throw out every once and awhile too.

Walking Booms screw Bison’s up. You can actually walk one step forward and still throw a boom.

Throw a boom walk up throw another one?