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

Im glad someone shares my disdain for that retarded ass character.

i have little to no respect for several characters, lol

You make it sound like Abel is an easy match for Guile…and that couldn’t be farther from the truth.
His command throw set-ups make him nasty and his U2 is just downright stupid

Not at all, sir. It’s a difficult match for me and everyone else.

As for Breathless, it’s good but there’s ways around it just like everything. Instead of bitching about it, I just went to the lab and played with it. From what I can tell, a lot more of that needs to be done around here.

I think if Guile has super, hp.boom > hk.super should be able to defeat Abel’s U2 easily. Got him once with it before.

  1. Thorw the roll --> Awesome. I just tried this out in training mode and anytime the roll is close to me I can throw and I’ll get him!

  2. Try backdash --> Will do!

3.** s.hp vs. wheel kick** --> Great stuff. I tried it out in training mode and its working great!

  1. neural j.fierce > df.hk > flash kick --> If Able crouches I whiff the df.hk so I don’t think that’s too safe! Maybe neutral j.hp>c.lp>c.mp>fk?

  2. if you are sticking out a c.jab or c.mp during the freeze frame you can cancel it into flash kick when abel absorbs it. --> WOW! Awesome stuff man!! Just tried this out and it works!!! There’s so many times when I get caught by an ultra when I’m throwing out a c.lp up close and I just eat the ultra, but I’ll be sure to charge and combo it into a flash kick!! Nice stuff!

  3. s.mk is an effective anti air against abel at certain ranges --> You know, I’ve been c.hp a bunch of jump ins but sometimes the jump lands short and I get command grabbed. I’ll be sure to try this out from now on and see if it works good!

Thanks guys, these are fantastic tips!

Here’s a little something to put in your bag of tricks against Cammy. If you use a meaty Ultra 2 at the right range when she has ultra, and she activates to counter yours, the first part of her ultra (literally the first hit), will hit, but she’ll eat the rest of your ultra. Probaberly won’t work more than once against the same Cammy, but its just a trick. Pretty spacing specific as well, so you might want to try it out in training mode first.

Some additional comments and a little bit of playing Devil’s Advocate:

  • U2 is pretty good if you have good eyes and reaction and it does decent chip when Abel doesn’t have EX meter; U1 does have its place though. I’m Mr. “Lame it out, play solid all the time, don’t be random,” but a random wake up U1 or U1 after a blocked f.mk will keep an Abel player honest. FK is one of the most unsafe moves in the game when blocked, so a random U1 is the same risk as a FK, but with way more reward. I’m not saying this is the smartest play, but if it’s your style, why not?

  • I know it’s obvious, but since Warahk didn’t mention it, I might as well: don’t get knocked down. If you’re zoning right, Abel shouldn’t be able to cross you up without knocking you down first. Things that’ll usually knock you down are tick TT, step kick into falling sky, max range sweeps (canceled into roll), and (the one thing I hate most in an abel match) EX change of direction. Good zoning will keep Abel from doing tick TT’s and good footsies stops the step kick and sweeps, but EX CoD will mess you. Be wary when a good Abel has meter cause they’ll be looking for an EX CoD to go through your st.hp, cr.mk, etc.

  1. Conserve your meter for safe FK’s for when Abel gets in (and no matter how good you are, he’ll get in at least once or twice). At the same time, if your opponent is good enough, they’ll start to notice how much you want to FK FADC and reset the match, so don’t play your get out of jail free card at the first sign of pressure.

I hate fighting Abel.

I’d like to add that I don’t personally recommend actively trying to armor break Abel’s U2. It is FAST. Bottom line is you have to anticipate it; you can’t really react to it. I find it safer to try to make him miss.

I know, I was just saying what it sounded like. And I personally like the Abel match for the simple fact that it doesn’t allow you to make many mistakes. It’s like vanilla Sagat. Hard as hell but everything else after that seems cake almost…except a good/very good Ibuki…I’m truly scared of little fast characters.
On that note, I just whiffed the FX in a cross-up j.lk>c.lk>c.lp>c.mp>EX FK on Sakura and it cost me the match. Everything landed, Fk came out spot on and while she was still in hitstun, it just went through her without catching. Again…I hate small characters with Guile and Boxer.

As far as Abel, if I find myself in that odd range and he U2’s me, I’ve had some OK luck with jump-back and HK.FK or EX.FK as soon as humanly possible. The window for that charge is small and it’s not a blanket answer to it but it’s worth a try if you have nothing else. Of course, Able could wait you out but generally, as soon as they see you jump, they release it when you’re about to land on reaction, almost.

Eh, wakeup U1 isn’t same risk more reward when compared to flashkick. How many times have you went to throw someone on their wakeup, then they ultra and you are left there wondering “Crap, did he activate that before or after I inputted the throw?” only to have his ultra get blocked. That freeze cinematic does a lot for making wakeup or random ultra’s pretty bad.

Correct me if I’m wrong, but dealing with abel’s U2 should just be a total 50/50 guess right? Either EX boom the second you are able to or flashkick the second your able to. If he just let’s it fly after the freeze, flashkick will win and boom will lose, but if he waits to see a reaction flashkick will lose and ex boom will win.

Also, what are the properties of the Breathless cancel? Does anyone know how that’s done or how fast it recovers?

Breathless is cancelled by pressing a punch button. Abel just stands up, like if he were crouching. Letting it rip puts the odds in their favor in most situations, so they’re probably only going to cancel when you’re out of range, at which point there’s probably no punishing it.

EDIT: His stand from the cancel is a little slower than going from crouch to stand normally.

it is only a 50/50 if you are cornered and outside of flash kick range

i need help with ex cannon strike. i generally rape cammy, but i often get baited into anti airing dumb jump ins only to be stuffed cleanly by ex cannon strike into huge damage into vortex.

i was talking to some friends about it today and they suggested i focus, backdash, or block when i think an ex strike is coming. what do you guys do in this situation?

True, but, more times than not, when I have to second guess whether or not the input went through during an Ultra freeze, it usually went through and I eat a random Ultra.

Really though, I guess it depends on the kind of player you are. Take Daigo for example. His rep for psychic DP’s causes people to play a little more defensive and give him more space. If you bust a random U1 in the first round of game, whether or not it hits, you’ve gotten the opponent thinking “OK, every time this guys has U1 stocked, I gotta look out for a random ultra” (this is assuming you’re playing the type of opponent who actually looks at the game this way).

Again, I pick U2 all the time in this match up purely cause I think the potential for a situation for free U2 chip is greater than the potential of me landing U1. Still, the pay off of landing U1 almost makes it worth it cause it hurts so much.

Haha, I never thought I’d see the day where I’m trying to defend random Ultras.

Don’t know if this is new or not, but went into training mode and found out that Cody’s U2 punished FK FADC backdash.

To be honest, cammy is one of the few characters I dont anti air much with normals, now that I think of cammy, I use FK all the time. if I dont have charge I block or jump backwards.

Just got wrecked by a friend of mine who’s a Sakura main. Lost like 4 or 5 matches to him. I’m both happy and sad that he wrecked me cause he’s the hungriest guy I know in our scene (besides me) so he’s been really trying to learn the Guile match up for months.

Like Brahn said in a recent post somewhere in the Guile forum, on paper, Guile is top tier, but zoning is easier said than done. My biggest problems:

  • Poorly spaced sonic booms leading to Sakura jumping in and me being unable to anti-air. Thus, I got to block and deal with the mix up. For some reason, I forgot about air grabs today and I’ve never found a place for st.mk in the Sakura match up. Also, I found that jump back hp is a decent anti-air (although, I went air to air with Sakura, assuming jump forward hp would trade for the win, and I got counter hit with Sakura’s jump forward fierce).

  • Getting hit by ambiguous cross ups and empty jump cr.lk combo-ed into a knockdown. The only thing that’ll solve this problem is grinding it out by playing with my friend more and testing in the lab, unless any of you have any tips for this.

Also, you’d think random EX tatsu’s from Sakura is kind of dumb and easy to block, but sometimes I’m walking forward to poke and he throws it out and before you know it, I’m knocked down and guessing on the cross up :frowning:

Last thing too: I hate Sakura’s focus attack. My go to poke, st.hp, goes over her when she’s charging her focus attack, and I usually try and counter hit focus attacks with cr.lk or cr.mk before they come out, but she hops right over them, leading to crumple Hell :frowning:

thanks. yeah i think i should jump back more often, at least when she has meter.

i just air grab cammy. of course you gotta predict/time it right but you can grab her right when she does the move and shes yellow