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

Guile owns Honda for free…

…as long as your zoning and AA are on point. When he’s on top of you a good Honda can do a lot of damage quickly.

If you don’t let him get in, it’s death by a thousand cuts for a Honda player.

Preemptive Backhands own Honda’s that try to neutral jump Hp over booms. Always keep that in mind.

Honda is one of those matchups that get easier the better you get at the game. It seems kind of hard at first because you might not know how to hit all your buttons to their max potential and honda does a crap load of damage. Ironically, I find the Gief matchup to do the complete opposit.

Guile vs Honda is one of those match ups where as long as you’re still standing regardless of how little life you have left, you can still win the match. Some words that Mr SNK shared with me

“If you lose any match before 07 seconds on the clock you did something wrong. Every match is long and boring. Never feel anxious to play or force something.”

Words to remember or keep in mind for every time you play against a Honda.

Your Guile is insane!

I wish my Guile was insane. Alot of times I lose control and go auto pilot. Other times I’ll just want one specific thing and will throw the entire match just to pull that one set up or combo off.

Stuff!!!

Been getting in more matches lately with 801 Strider and picking up a few general matchup things as well as few specific things.

  • Sonic boom > c.lp > c.lp > etc. I’ve found this to be fantastic against any character that likes, or needs to focus through booms to get in. Good examples would be dudley, bison, and abel. Any focus dash through gets blown up and transitioned into a flashkick combo. This works great for dudley’s ducking and even his EX ducking. Also, range dependent, you will still have time to confirm an AA if they jumped. Still it’s good to mix this up with followups like c.mk or s.hk, but those c.lp’s are a great option against overly aggressive players, and very safe at the same time.

  • Evil Ryu. This matchup is seriously terrible. I can’t wait for Ultra to remove unblockables. Midscreen, if he has full meter and you eat a c.mk, you might as well put the stick down. He’ll get you to the corner, and end a combo in DP > FADC > HK axe kick > whiff sweep > unblockable j.hk. If he does it properly, there’s no true escape outside of a perfect 1f block. I’ve found the best option is to wake up focus and then fiddle with your followup dash timing.

  • His jumping mixup is too friggin good. His j.hk seems to combine the priority of Ryu’s j.hp with the range of his j.hk. With that and divekick, he is super hard to AA. I don’t like air throw here, as divekick sometimes goes under it and he can punish, but that may change in ultra. If you time it extra late, c.hp will trade with both at either ranges and it will keep him out. The trick is to hit c.hp as late as possible while still not getting stuffed by his j.hk. Ideally, you should do a normal c.hp or s.mk for his normal jumps, and delay it if he does a divekick, but actually reacting to it, IMO, is not very easy. There IS a timing for it though where it will trade with both, it just takes practice.

  • His focus and dash are really good too. See the whole sonic boom > c.lp thing I mentioned up top.

If this is working for you I am assuming they’re not OS’ing anything after the unblockable j.hk. If they’re not OS’ing, the best option I’ve found to get out of this unblockable is to just dash forward out of it. Have you tried that?

-Interesting you use Sonic boom >c.lp, etc. After playing some casuals with Smug Da Beast I preferred Sonic boom>s.fp>s.fp. Still have to watch out for jump ins. Thanks for the tip during EX ducking. That was the only way Smug consistenly got in my face for a throw.

-Evil Ryu. I usually play a strict zoning game because of his ridiculously hard to AA dive kicks. However, most Evil Ryu show patterns of dive kicking in so it’s easier to read it with a air throw if they do.

Good tips Slinkun

Yah, I’ve fiddled with all the options. A lot depends on how they time it. If they mistime the unblockable, you can forward dash, neutral jump, and if you wakeup reversal focus, their j.hk will whiff. If they properly time it, the only option is either 1f block or focus. The trick with the delayed dash is that since you absorb the j.hk on the proper unblockable, your only hope is to get get the followup s.hp to whiff or air reset you out of the corner. By messing with your timing, you can throw him off if he’s ready for it by just walking forward. I actually did some pretty extensive testing with this since I had to play Alucard so much in Michigan and Strider now in Utah, who has been playing a lot of E.R.

Also, aside from the hk axe kick in the corner setup, he also has an even dirtier setup. In the corner, if he bops you with a combo ending in lk tatsu, he can opt to end it with a light DP followed by an immediate j.hk. If he does this and you quick rise, its unblockable. If you don’t quick rise, he lands in front of you, whiffs a c.mp, then does another j.hk that is also unblockable.

Gross.

Anyone have some meditations on the Yang match?

Been fighting a decent one lately and it feels like once I’m put into block stun I’m generally in a lot of trouble, even if I block well there’s a command throw coming. I don’t want to rely on reversal flash kicks to keep him honest.

DP through sonic booms seems good too. Any suggestions?

I think that the Yang matchup, even in his current 2012 state, may still be in his favor slightly. He definitely has good approach options with hk roll and divekicks, but Guile still has some tools to keep him out.

So, right off the bat, this is still a boom heavy zoning matchup. While Yang gets some mixup potential off of jumping a boom, it still isn’t too amazing. From max screen, any “safe” divekick to just hop over a boom can get backfisted. Mid screen, s.mk does the job pretty well. Up close is where it gets tricky. You can get a surprising amount of mileage out of s.lp for an AA here, and while it may not seem like the best risk/reward, just getting him away means a lot here. Flashkick and air throw are as good as always otherwise, but be sure not to do an air throw pre-emptively, because Yang can bait it with an early lk divekick and punish you on the way down.

When he’s up close, the matchup is straight up no longer in your favor at all. The main thing is to keep in mind exactly what his options are and what your options are to counter. For example, if you block a jump in, you’re at his mercy for 55f until you get a flashkick charge. You have to make a conscious decision whether you will backdash, flashkick FADC, crouch tech with lk, crouch tech with hp (to catch divekicks), jump back, backdash, or just wait it out. The main thing here, more than anything else, is to NOT GET FRUSTRATED WHEN YOU GUESS WRONG!!! It will happen. The mixup is in his favor. For example, if he does j.hp > c.mk xx rekka xx rekka xx FADC > c.lk > c.lk > command grab… you have to realize that, yah, that c.lk after the rekka was a true blockstring, yah, your flashkick didn’t come out, yah, you got hit by a full combo… but that doesn’t mean you should be random or do something dumb.

I hope this help. I’d like to see a video of who you’re having trouble against to critique more.

Cheers, some things to consider and work with.

I’ll organise a set with him, I’m the Irish stream guy so getting a vid won’t be a problem.

I’ve gotten so used to using close st.hk in the Honda match up that it gladly replaces the flashkick and renders Honda’s buttslam useless.

c.mp also works wonders against his EX buttslam, not so much against normal buttslam

How? On the way down?

yeah, on the way down right before he touches the ground.

c.mp beats his stop sign nj.hp pretty clean too if you are under him.

Close St.HK stops Honda’s NJ.Hp clean and scores a counterhit on top of it if you’re under him. Looking at 160 dmg off of one normal as an AA.