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

Haha, that’s if you have U1 though. I only use that ultra to troll with. Still, that would be one cold combo to see.

I wouldn’t use CH c.mp against vega or gen rolls. It’s easier to just jump back and get a full jump combo, especially against vega. I have less experience with gen rolls… I thought the hitbox was way better. For Cammy’s spin knuckle, I prefer just doing CH s.hp > s.hp. Although, truth be told, I often just hit it with c.lp > c.lp > c.mp xx flashkick to keep it simple with decent damage.

You can get full combos with CH cr.mp off of Vega’s/Gen’s Rolls. Just about almost the same damage as a jump back.

This is good info. Thanks. I will try the cr.mk low profile against jump-ins and the dreaded Guy/Dudley elbow.

hello, any tips on fighting Sim (particularly U2 Sim)?? I have extremely no clue on approaching this matchup…
Been trying to watch some match videos but I still can’t grasp what should I do in this matchup…

thanks in advance

Right off the bat, know that Guile v Sim is an extremely nuanced matchup. It will take a ton of hours playing many different dhalsims before you will be super comfy in it. There are a few staples though.

Right off the bat, hearing about you having trouble with his U2 is strange. Guile is one of the safer characters and unless you are doing some poor jumps that he will be AAing with U2, you shouldn’t be getting hit by it all too often. If you could explain the situations where it is giving you trouble, that would help! If he’s just teleporting and kind of “doing it” then this has an easy fix in s.lp. The moment you see sim teleport at low height, just tap that light punch. Don’t wait to see where he teleports, just jab the moment you see it. When you get more comfortable, replace it with s.hp for more damage. With either button, after you hit him, dash up for some pressure.

Once you stop unsafe teleports, then you can play the REAL neutral. I think dhalsim still wins here, but you have some tools. First, make sure you are always safely neutralizing his fireballs with booms or jumping with a mixup over them. By the jumping mixup, I mean, find the range where if you jump at him, and you don’t push a button, his b.hk knee will whiff. If you do that and see him whiff the knee, you get a free punish with sweep, c.mp xx flashkick, or even s.hp xx red focus! Once you get that into his head, you can sometimes push a button when you jump since he’ll be more afraid to b.hk for an AA. Bear in mind, never jump TOO much… you need to let him get comfy trying to zone you a little bit and try to use that time to figure out his rythms.

Also, whiff punishing his s.hp with your c.mp is godlike and will make you feel super cool.

Spoiler

Thanks for the response Slinkun!

As for U2 now that I think about it I think you’re right, it seems I mostly got hit by it from some poor jumps I made. I have this bad habit of jumping after trading Boom with Ex Yoga Fire and Sim caught me on that.

I can now handle the teles, my biggest problem right now is in the neutral game. I’m very afraid to throw Booms due to Sim limbs and gettin counter hit’ed, so usually I only throw them in response of Yoga Fire or when far enough for limbs to whiff. However this cause me to get easily cornered as it forced me to back off and keeping safe distance from limbs. Been trying to tag the limbs but its very difficult when the Sim is a patient type that mostly use light/medium limbs.

Regarding the jump mixup, what do you think is the best range and timing to attempt it (1/2 screen, or 1/4 screen, etc…)? Since I’ve tried it several times before, but I think I often got tagged with Sim far HK, jump back limbs (LP?), or even sometimes U2.

The neutral is hard to learn. You do need to throw booms when you are in range of limbs, but you also need to make dhalsim afraid to throw out limbs in order to get there. Focus dashes, jumps, walk-forward-blocking, c.mp can stuff some stuff, and even the occasional random flashkick can get you there. Once you get some booms on screen, you can dash up for some pressure and screen positioning. Just make sure you have a plan for when you do get in… Guile has some pretty good pressure options against sim with UDK, s.hp frame traps, throws, and you can even OS backdashes with c.lk > c.lk ~ df.hk or c.lk > c.lk ~ c.hk if you want to keep charge.

Another way to create a good pressure opportunity is to back off, wait for him to whiff something big like a s.hp, and then toss a light boom and dash a couple times. You can also FADC it, but I’m not too big on spending the meter… but it’s there if you need to make something happen. Like I mentioned before, you can also whiff punish his s.hp with c.mp and cancel that into boom. It feels real good.

Now, getting in is pretty important in the neutral, but I would argue not to overdue it. If you get pushed back out then you have to earn your way back in again. Take your time and don’t get impatient. Also, if you have a decent life lead, even 100ish damage, you can sit on it a bit. This forces sim to spend meter on EX fires (keep booms on screen to neutralize them) and coming to you to go for sniper mixups (trickier to deal with… you can try to guess when he will do it and block high, or, if you have the stones, focus dash through and tag him with a backfist on his way down).

For jumping, the right range to jump is the one where his b.hk will whiff if you empty jump. Granted he still has options to AA you there, but it does shut down a few things. It forces him to have to think through his options for a few frames, which means that if you push a button in the air, you might catch him thinking and he won’t AA properly or guess wrong. He can still EX up flame, but that takes meter and an input. He can still jump-back mp, but that puts him closer to the corner. His slide won’t cross you under from that jump range, so you keep your real estate… and real estate is SUPER important in this match. He can wait for you to land and do b.mk xx fire… but you can technically flashkick or U2 through that if you’re crispy and if you did a j.hk or something, you might get him hit or put in blockstun. He can still risk the b.hk AA, but if you empty jumped, you can whiff punish it on landing. Finally, he can U2… but not only is that hard to do, but at that range, Guile has a lot of options which can force sim to look for different stuff and be slow on execution as a result.

NOTE: The most important thing about this, is that you don’t do it all the time. The less you jump, the less chance he will have to figure out what you like to do.

Also note that this is basic “Anti-anti-air” stuff that translates well to just about every matchup, but it works extremely well on characters that have to rely on normal AAs. Sakura? Jump out of range of her c.hp. Guile mirror? Jump just outside of c.hp range. Even with a character like Ryu, if you jump juuust right you can get a lot of players to throw out a bad DP when you empty jump at them from the right range.

Guile is really at home zoning people out and using real estate and really just staying on the ground. Don’t think that this is an end-all trick to jumping in on people and keep its use sparse. Hell, in that sakura example, I can’t think on a single good reason to jump at her at all. Just keep in mind that if you do jump, then jump smart.

Geez… I just wrote a novel on jumping.

Not sure if this is the right thread to ask, altho it has something to do with MUs I suppose; but what characters does Upside Down Kick > cr.MP x SB > df+HK work on.
Or if the list will be shorter, what characters doesn’t it work on.

Great question. I assume you mean midscreen? I’d like to know, myself. Do you know of any? I have been practicing this as a corner combo for the last few days and I have it down pretty solid for practice mode. Hopefully I can do it in matches.

No I’m talking about corner, I didn’t even know it was possible midscreen.

Took some time in training.
The combo works on all following characters;
Hugo, Oni, Akuma, Gen, Sim, Zangief, Bison, Cody, Rufus, Hawk, Fei, Balrog, Ryu, Ken, Honda, Dudley, Dan, Sakura, Viper, DJ, Rolento, Poison, Eryu, Guile, Blanka

U have to slightly delay the df+HK part if u want it to work on;
Ibuki, Vega and Adon.
Delaying it will still work on all following characters;
Ryu, Ken, Honda, Dudley, Dan, Sakura, Viper, DJ, Rolento, Poison, Eryu, Guile, Blanka,

For midscreen…use UDK > St.Hp xx Sonic Boom > FADC > DF HK > HK Flashkick.

(Hardest part is the 1f link and the cancelling. It has to be a late cancel for the DF HK to connect).

Mind blown…I know what I’m doing when I get home from work today, haha. That sounds so much better than an FADC into a hit confirm FK.

My mistake. I didn’t know it didn’t work on all characters. I usually beat up on Ken in practice mode so I hadn’t tried it against anyone else.

If you really want to do some serious damage in the corner and just use one universal combo that pretty much works on everyone, then just use this. Imo, it’s better than anything else Guile has concerning corner combos.

Upside Down Kick > cr.mp xx Sonic Boom > FADC > cr.lp > Cl.St.Hp (the st.hp force stands the opponent) xx Sonic Boom > DF HK > HK Flashkick

I like that a lot. In theory, the only high-execution part of that would be the cr.lp-Cl.St.Hp link. My only concern is being close enough to the opponent for Cl.St.Hp. It seems like UDK takes me far away from the opponent to where I may not get St.Hp. But if you say it works, I’m sure it does.

Actually, the high execution part is not the cr.lp > Cl.St.Hp. The hard part is getting the second sonic boom to come out afterwards. Get that part down and you’re golden.

True, I did not think about the charge time. I am still working on the FADC part, to be honest. I seem to get it fine from the right side, but I usually get a level 1 focus attack from the left. I’m right handed using stick.

clip

Check the second to last clip in the video. It’s gaining a charge off of neutral.

Any advice in the Decapre MU, or how to approach it?
It feels like I’m dealing with a Blanka + buffed up version of Dhalsim’s U2.

I really have no idea how you’re supposed to approach this one, I watched Du’s Decapre vs Dieminion’s Guile to gain some insight, but it wasn’t all that helpful…

Hi, I’m currently learning Gief matchup.

I’ve been studying NuckleDu and Dieminions matches against SnakeEyez and it seems that NuckleDu has more success against SnakeEyez. But I still don’t understand why.

Can anyone explain how NuckleDu and Dieminion approach are different in this Gief matchup? At which area does NuckleDu do right and Dieminion do wrong?