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

any tips for Guile - Chun matchup in Ultra?
I found matchup seems a very uphill battle once Chun got U1 stocked because Guile must be very careful with his sonicboom.
Playing footsie is also difficult because Chun seems to have better footsie buttons…

Yea you have to be careful with boom but you can still do it. Pay more attention to when she has charge and is fishing for boom then stagger your booms and also use st.lp fakes. Be mindful of her sweep range as many Chun’s just press it hoping for the KD but if you block you’ll get pushed out a fair amount. Don’t let Chun hazanshu for free… Focus, Flash Kick, or Upside Down Kick on reaction.

About hazanshu, what are the best option after Guile successfully block it? Right now I find it difficult to counter hazanshu when Guile don’t have down charge since UDK often whiffs, and for focus attack if I don’t get level 2 Chun can punish on hit/block…

Also, what are the best options during neutral game? Since if I keep throwing booms most Chuns chose to just absorb it and build U1, then once Chun got U1 the match become very difficult.

Btw, are there any good videos of Guile-Chun matchup for USF4 that I can use as reference to learn the matchup? Most videos I found are from AE2012

The best way to punish hazanshu is to focus dash cancel into a cl.lp combo. You have to be quick on the dash though.

No no no. Practice hitting hazanshu with UDK EVERY TIME. You can time it so it doesn’t whiff. This is a move that should almost never be blocked. Just recognize when she’s out of range for UDK to come out. Focus > dash > punish isn’t bad per se… but it’s kind of difficult, and she can FADC back, and it does less damage than a UDK combo, especially if you have meter to red focus.

Fun Decapre fact: LK super punishes her lp hands. It’s a pretty good match to stock super in if possible. Also, if you don’t have super, doing s.lk reversals to her pressure works strangely well in stopping her buttons.

I noticed the other day that healthy dose of st.lk seems quite useful vs Rose to safely harass where as Guile’s other buttons sometimes get stuffed or punished. Makes me think I’ve been missing out this whole time by not using it in any matchup.

I spam st.lk to the point where I get bazooka knee 8/10 times. Lol

It helps to triple tap the empty chain to st.lk so you can maintain charge with upback

How do you anti air Gen? I’ve played Gen a few times recently online, and I have 0 idea what to do. He jumps at me from full screen and his kick stuffs anything I try (I am likely trying the wrong stuff) and from mid screen, it crosses me up.

If I get close to him to try to minimize his jumping shenanigans, his normals were beating mine clean… so I figure the only hope is to anti-air. Plz halp

air throw is your friend vs gen.

on the subject of the new characters - i feel like guile does well against all of them with the exception of possibly elena because that’s the match i know the least. decapre is hard for me to call because i use both characters and have good success against both characters using both characters hehe. at first i thought decapre beat guile, then i thought guile beat decapre. i think it’s just safe to say it’s winnable for both characters lmao.

IMO Poison vs Guile is 6:4 for Poison… Sonic Boom zoning is neutralized by her ridiculously good fireball and she has the decent offensive mixups to make comebacks as well. A little while ago Humanbomb and Gameouttt both said the match is really stupid for Guile. Elena’s high-low game is a real pain in the ass, EX mallet smash is always a threat, and the second you give her any breathing space to Heal, you have to start all over again. Also 5.5 / 6 in her favor imo. Decapre is a better matchup than these two I think.

What are Guile’s best tool to deal with divekicks? Specifically Yun, Seth and Rufus divekicks.

I asked this a while back, and Pakman gave a good breakdown SSF4 Guile General Discussion Thread

Hey guys long time no see/speak :wink:

I’m having trouble getting my head around the Guy MU. I’ve read the notes on page 1 and I’ve watched match up videos but I can’t get around how damn safe Guy is. I’ve had limited success with repeated and counter hit st.hps to his face but then I’m open to run shenanigans; if I crouch I’m open to his run overhead and x-up nonsense; on top of that his whiff punish game is incredible so I can’t afford to throw out a poke or boom.

Is there any other way around this MU other than what I and everybody else seems to be doing: the occasional one or two hit punish then block/deal with his bullshit for 10 seconds?

Guy isn’t safe at all. If he starts doing run stop pressure on you, wait for him to slide, and just plink st.hp. He’s like negative five or something after he does run. Just low profile his elbow using Guile’s crouching nk. Lastly, don’t hit buttons randomly against Guy. Thats what he’s hoping you will do.

Guy is… a weird matchup man. I know I still have trouble with it.

His elbow is definitely a problem. It’s kind of a crap shoot anti-airing that thing. Air throw, j.mp, j.hk, and j.hp are good options, but if he does it off bushin flip you can get grabbed and vortexed. Guile’s s.mk, close s.hk, and far s.mp are just plain bad. Your c.hp is good, but if Guy does the elbow early, he can make your c.hp whiff and hit you with a full combo. Flashkick beats it, but you have to really bullseye that elbow. If you just “do it” he may have not done elbow and will land behind you as you flashkick into the sky. If he jumps off the wall, sometimes U2 hits pretty clean… but sometimes if he doesn’t elbow that wall jump will put him safely right next to you.

I think the best option is an early jump j.hk (if low) or j.mp (if high, like off a wall jump). If you try to clutch it with an air throw, it will work often but can be risky.

His slide is pretty good too. I find myself getting clipped by it a lot even when I’m not throwing a boom. Sure, it’s punishable and sure it’s focus bait, but you can’t punish it for too much if you are staying mobile (s.hp xx red focus might work) and focus leads you open to his target combo, s.mp xx shoulder, or the overhead flip kick.

I think how you ultimately play it depends a lot on the player. You need to have an adaptable ground game depending on whether the player likes to slide more, or jumping mixup more, or play footsies. If they play footsies, then throw booms and play footsies. I think Guile beats Guy in this department. The jumping mixup is tough for sure. If they go to the air a lot, I think juggling between staying mobile and keeping a flashkick charge is the way to go. Keep your spacing varied so it will be harder for him to hit that sweet spot where the elbow/j.hk mixup is strongest. If they slide too much, you can try to focus.

I think if you land a crumple in this match, it’s important to keep track of how close you are to the corner and backthrow if you are too close. If this MU is a 6-4 normally in Guy’s favor (I think it is) then it becomes 7-3 when he corners you. His game is just too strong when he has Guile cornered.

Overall though, I just pick Vega. shrug

Personally, I eliminate flashkick completely out of my game against Guy (except for using it as a post focus crumple combo ender).

Against Guy’s elbow, I’ll pretty much watch where he’s trying to go. If he’s trying to force me to whiff cr.hp, I’ll go with a cr.mk to catch him as he’s coming down. Other times, I’ll slightly walk forward and low profile with cr.lk, cr.lp > st.hp. (There have been times where I’ve been able to low profile under the elbow into cr.lk, cr.lp, st.hp > st.hp. The times where this doesn’t work is when he’s trying to use the elbow drop right on top. That’s where I’ll immediately go to neutral st.hk and clip him out of the air with a solid counterhit.

To avoid getting hit by slides, I’ll stay crouching the entire round and watch for how much of a distance he’s at. Initially, I won’t push any buttons after blocking his slide until he starts being careless with them (spacing them incorrectly).

My final thoughts on this match up is to play a heavy defensive game against Guy. Guy’s ultimate goal is to catch me pressing buttons. His whole playstyle is full of frame traps and mixups but the only way he’s going to get any serious damage in on me (or any damage for that matter) is by hoping I’ll press a button during one of his frame traps. If he starts going into the Run/Stop Mixup Pressure (aka Run Stop Slide/Overhead Kick), for the Run Stop Slide, I won’t push a button and let him just burn his meter. For the Overhead Kick, I’ll plink in OS throw St.Hp. (lk+lp+hp) and knock him clean out of the air.

Guy players have only so much patience. It’s just a matter of who gets frustrated first that dictates the winner.

EDIT: If he starts throwing me, I’ll go ahead and eat the throw. I’d rather eat a throw than a counterhit that can easily take off 450 damage into a stun. Lastly, I get comfortable sitting in the corner and not pressing any buttons. Guile can dish out more solid damage with his back in the corner than he can in midscreen against Guy.

The match up I believe is 5-5 even.

A really awesome punish for Guy’s hozanto (the move that where he spins around fireballs) is CH Cr.mp, cr.mp xx EX Flashkick. Or if you wait til he gets really close, CH cr.mp, Cl.St.Hp xx EX Flashkick.

Those counterhit c.mp’s are useful in a couple different matchups. You can do the same thing on reaction to Balrog’s TAP and Yun’s shoulder. I wonder if there are other moves that you can hit on reaction for a counterhit…

Also, just a quick matchup note on c.mp; it’s really good to use against rolentos who try to roll in from far out. If you see him hop, just stick out c.mp. As long as you time it properly, he either gets hit clean or comes up short. Either way, you are safe. I’ve tried other buttons too, but c.mp seems to have the perfect combination of hitbox, hurtbox, and active frames to make it a killer button in this match.

Any character that has a forward roll attack (Vega, Gen, Rolento) or forward moving fireball evading attack (Guy, Cammy, Yun).

If your reaction is really good, you can do…CH cr.mp > Close/Far St.Hp xx Super > Ultra 1 for maximum damage.