SSF4 Guile Moveset and Attributes

im glad you were able to make use of it. yeah ghk is useful on pretty much every character if your air throw game is intimidating enough.

Okay guys. I have a few tricks in the lab for Guile. One I’ll talk about today is the very tricky Sonic Boom/cross-up setup after a successful Sonic Hurricane. It’s a very simple setup that’s so useful and worth going for after you hit your opponent with the ultra.

So after you manage to land a Sonic Hurricane (Because it’s even more difficult to land than Flash Explosion haha) Throw a jab sonic boom, FADC forward, and then dash twice and jump forward with cross-up short. This move is pretty much like Akuma and Ibuki’s cross-up projectiles.

When the opponent wakes up, they will have to carefully look at Guile’s position (whether if he is in front of back) while taking into consideration if the Sonic Boom will hit them before Guile lands in back of them. If you are behind the opponent before the sonic boom hits them, then just do a cross-up short (kind of ambiguous). If the sonic boom hits them before you end up behind them (in the air) then you can hit them with a full jump in combo of your choice, as the sonic boom will push the opponent in front of you. I would put up a video if I wasn’t so busy these days.

Sometime next week, I’ll explain another great setup with Guile. I’ll try to upload a video explaining the setup, but you can see me pull off the setup at Guard Crush 12 against the Cody player, which he gets hit by 100% percent of the time.

Interesting set up man, Is there any other knockdown situations which you can do it e.g. after a anti ait FK? Also, what do guys you think guiles best option is too empty jumps? Is DF Hk worth the risk?

found this to be weird, lvl3 focus attack, back dash, focus cancel forward dash lk super> SH… the sonic hurracane does not connect a single hit(dummy was Ryu)

Just out of curiosity, what are the properties of far st.hp > far.st.hp link? Is it supposed to be character dependent only? I’m not referring to the Counterhit but just regular far st.hp x2 link.

Haha yeah, people who don’t know Guile will accuse you of mashing it when it works

The only reason I ask about is because of the far st.hp alone. I was able to land a double st.hp on Ryu (AFAIK, it’s not supposed to work on him), I was in a match against a Fei and there was a point in the match where I threw a whiffed far st.hp. The Fei player jumped and he was pretty much above my head. I was able to airthrow him before my far st.hp recovered completely. 0.0!?

Am I misunderstanding this video?

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Where are the invincibility frames?

Why does Guile get a massive boner when he’s doing a flashkick?

Against big characters such as Zangief, Sagat and Abel, you can perform double s.hp on them if they are just standing there, or you can combo into it by doing c.lk, s.lp, double s.hp.

But you can only combo double far s.hp on smaller characters e.g Ryu, unless under special circumstances. Some examples would be Ryu dashing into s.hp, Feilong rekka into s.hp, whiffed Ryu lp SRK(only did it once before), Ken’s f.mk, Akuma’s f.hk, Boxer’s overhead/exdash punch, opponent FAs one s.hp and tried to release lvl 2 FA to crumple you but got hit by 1 more s.hp as he releases the FA resulting in a counterhit and it’ll extend his hitbox forward which allows you to combo into another s.hp.

An easy way to do this would be on Chuns that like to FA at footsie range and dash in to attack. Press s.hp if you think they’re gonna dash in and if they dash into s.hp, just link into another s.hp.

S.hp can combo into itself on smaller opponents if they did a move that moves their hitbox towards you into far s.hp. What I’ve said here is completely all on comboing far s.hp into far s.hp. I haven tried it but I think s.hp without counterhit link into c.hk might work on some smaller opponents assuming they get hit standing with stick at neutral. I’m growing to love Guile’s c.hk nowadays. The first hit feels faster than Ryu’s sweep and Guile’s c.mk and it’s a really good tool to punish whiffed low attacks and it’s also not too short, but not as safe as c.mk.

It’s the green outlined boxes with no color in them, if I’m not mistaken.

Ever since Guile’s upside down kick was rumored to be buffed in AE a couple weeks ago, I’ve been trying to incorporate it into my game more. It really is pretty decent at blowing up crouch techs. Upside down kick seems like a pretty good move mid to late in the match. I trained my opponent to expect a tick throw after they blocked a j.hk or after a couple cr.lk’s. Then, after throwing them / seeing them tech the throw a handful of times, that’s when I’d go for the upside down kick instead of throwing and I saw it hit 70 to 80% of the time. Seeing its usefulness made me realize I need to practice the combo out of upside down kick more because I missed out on a ton of damage every time it landed due to dropped combos.

On my opponent’s wake up, it was less effective, especially against the players in my scene with notoriously fast reactions. I threw them on wake up a couple of times and tried to go for the upside down kick on their wake up and would get hit by a SRK / wake up Ultra because they saw its long start up.

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The green boxes are hurtboxes, IE if your opponent’s red box connects with your green outlined box you get hit. The invincibility is when the green boxes disappear momentarily.

In order for far s.hp to link without CH into cr.hk the far s.hp would have to hit meaty.

http://shoryuken.com/wiki/index.php/Guile_(SSFIV)#Frame_Data

Also Guile’s sweep is 6 frames, 1 frame slower than Ryu’s. Sadly. If it were 1 frame faster we could link into sweep.

Whew, wouldn’t that be scary! Guile’s walking forward offense would actually be worth a damn. Friggin walk forward on op’s wakeup, option select c.lk > c.lk + df.hk, then s.lp > s.hp > c.hk. That would be too sick.

I didn’t know that Guile’s sweep was actually 6 frames. Haha…

But when I use the sweep, it just feels like it’s as fast as far s.hp when you use it to whiff punish lows. But it could be that his active hitbox extends to the max range a little bit faster than some other characters’ sweep.

But the downside to sweep is that the opponent is knocked down and you have for the 2nd hit to finish. This really limits the mixups options on knockdown using sweep. The safest thing to do on knockdown after sweep is to use a jab boom, but then some characters can punish it on wakeup with ultras if the startup is fast.

guile fucking sucks in mixups, he gets owned on wakeup and he cant fucking use 50-50 on opponent’s wakeup either, everytime we score a knowckdown, the safest things to do is to back up!.. WTF are we doing playing this character.

If it’s 6 frames that would mean counter-hit far s.fp > sweep would combo, no? Anyone know how legitimate that might be to attempt (I mean that’d be what, a 2 frame link?), or is the range just too far?

If you throw a super meaty far s.hp at the nearest distance where it is far instead of cs.hp on an opponent’s wakeup e.g Gief, and you score a counterhit. Can you FADC the s.hp forward and SH? Will it combo? I think most likely it won’t and maybe Chun can also do it with her cs.hk into U1.

Sorry if it seems to be a stupid question. I haven’t been playing super much.

yeah his mix up is pathetic, i think guile has the weakest tick throw game in sf4. he’s only awesome in the corner

yeah, its often out of range, and to confirming a counter hit is much harder with far fierce that it is with close fierce. it’s easier to just throw out 2 fierces. also on counter hit fierce you can combo into backhand, i think this works from max range

eh i dont think so. thats a lot of frames when you add up forward dash and ultra start up.

meaty ch far fierce should link into sh without fadc though.

CH Far st. Fierce > FADC > SH will not combo. (period). CH Far.St. Fierce > SH. That’s a possibility.

Edit: I don’t think it’s that hard to confirm a CH off of far st.hp. I look at his elbow everytime I throw a far fierce punch. Much like doing the UDK kick and linking cr.mp.

I think this statement is painfully true. His walk speed and his throw range is a lot different from others I think. It’s easier to throw opponents’ missed crouch tech startup when using other characters.

Even his tick throw is shitty, Guile still has to try to throw the opponent in order to make his frame traps up close work. I wish he could walk faster and have his c.mp recover faster so he could frame trap just like Ryu and Akuma with his c.mp, walk forward, c.mp so that at least, we could add in a s.hp if it counterhits. I think it would be a good and fair offensive tool Guile deserves without giving too much dmg.