Dudley’s duck is one of the best ways to land 2 s.hp. Freaking easy and a lot of dudley’s eat till they’re stunned.
It seems like the if-then aspect of your argument is pretty messed up. You could have just said the first part. The second sentence didn’t make much sense as I’m not sure how this answers any questions about Guile in AE. In the top 12 you listed she beat another Guile player and a T-Hawk.
My comment was geared toward the ones who complain and says he needs this and that… he got a power nerf of some sort in AE.
T hawk gettin 4 was good too but that’s for the Hawk forums lol
My comment was geared toward the ones who complain and says he needs this and that… he got a power nerf of some sort in AE.
T hawk gettin 4 was good too but that’s for the Hawk forums lol
I’m confused. Are you saying he did or did not get nerfed?
Let’s put gender aside. Do you honestly think that the standard of Guile’s play in the video you posted is good? And that her opponents’ are good too?
Dont have to do too much Craziness wit Guile …I mean he’s had the same strat as he’s always had,sometimes all u need is just basics…
Tourney from last wk
YouTube - roryjamesoconnell’s Channel
That’s what the player is missing. Good fundamentals and zoning. Guile is never reliant on flashy stuff but more about a character who uses simple and yet effective moves and also heavily reliant on spacing and positioning.
Good Guiles don’t crossup on many characters unless they have to do so to get a good positioning cos he can be reversaled easily due to his crossup’s blockstun. Good SF4 players don’t jump like that player and if the opponent was good, then he would have known that Hawk has a SRK and good AA normals aside from SPD and condor dive. That Guile’s zoning and defense wasn’t good and too much random and unsafe stuff.
Sara (Gu) vs the T.Hawk was a mix of solid play and super risky stuff. Especially non-crossup jumps towards T.Hawk using light kick. There were a lot of shady moments where she put herself at great risk but fortunately didn’t get punished badly. She does much more solid in the match vs Eddie (Guy) and I think all she really has to do overall is stop jumping forward so often, and if she does, do it with roundhouse instead of light kick if it’s obviously not going to crossup. I’ve been dp punished so often even when they block a deep-ish cross-up lightkick it’s sad She seems to like playing really aggressive and sometimes it pays off but against good players in tournament matches I think she needs to up her patience/defense. I don’t think she’s devoid of zoning/fundamentals knowledge, she just needs to pull back on the flashiness.
Unless you’re gonna nj after j.lk, jumping in on opponents especially those with command grabs is a bad idea as Guile. There are too many ‘holes’ in the blockstun and if you try to follow up with any attack, it’s gonna get grabbed unless the j.lk is timed very late and you follow up with cs.lp and I think that’s like maybe a 1 frame link. That T.Hawk has a lot of opportunities to grab her but he didn’t.
J.mk, target combo also has ‘holes’ throughout the combo. You can use it once or twice but you can see she tries to do it often. J.mk is never a good jump-in attack to use as Guile cos the blockstun is not high enough and Guile’s light attacks’ startup are at least 4 frames unless it’s you get close enough to use s.lp. AFAIK, j.mk is only good as an jump AA due to it’s angle. HK is almost the same range and got a lot more dmg and blockstun so it’s a lot safer.
She knows how to SB to bait jump-ins, but she didn’t really know how to punish them. If you want to try to punish T.Hawk’s jump-ins with s.hp, you have to wait for him to do condor dive and hit his head with Guile’s fist or you have to wait for him to whiff his jump-in normal, then s.hp to catch his recovery. The distance she uses s.hp as AA is ineffective.
She would have lost if the T Hawk AAed her properly and T Hawk does have good AA normals. IMO, a player with good fundamentals would not jump like that, unless they’re using the new characters with good jumps and divekicks. And there wasn’t really any footsie game in the match which Guile is reliant on. Her AA game wasn’t good too.
No offense intended for anyone or even the player here. I’m just speaking out my views frankly.
Guile’s close b+HK totally shuts down Rufus’s who like to use that df+MK roll to get in on Guile. It worked OK in SF4/SSF4 but now it’s pretty easy thanks to the b+HK getting off the ground in 1f now. It will also screws up Bison’s who want to try that c.LK > LK scissors pattern when they have you cornered.
I just found another GREAT use for Guile’s close b+HK. Use it against Chun’s Hazanshu. Chun’s like to do things like far s.MP > Hazanshu. In SF4/SSF4, Guile could mash close b+HK to avoid the Hazanshu, but it would wiff over her head. If you waited till the last second to try b+HK she would score a counter hit. This doesn’t happen in AE. Wait till the last second to do close b+HK and you will hit her now, and can do your regular b+HK combo :rock:
You are a gentleman and a scholar. This is way out of the box, I love it! I never thought of using it during non-chained crouching light attacks. Very useful stuff all around!
I’ve been watching some Japanese Guile replays and noticed certain similar inputs that several of them use. :db: + :mk: >:f: + :3p: x2
Obviously it’s used at close range. My question here is what purpose does this serve?
On another note, I never realized how huge the hurtbox on Yun’s divekick really is. :eek:
That’s the target combo u2 option select, Warahk talked about a while ago in a thread
Yes, I know about the U2 Option Select off of Target combo. But I’m seeing Guile’s with U1 doing the same exact thing. In addition, I’m seeing Guiles whom just walk up to their opponents and just go into target combo with fwd + ppp. That’s way too fast to build charge for U2.
Only thing I can think is that they are just using all punch button for some reason
lol. Yeah, I’m trying to figure what “that reason” is.
The only thing that comes to mind is
- cr.mk hits then overhead
- opponent backdashes, cr.mk whiffs > backhand?
I mentioned this OS as well, but it was a long time ago. This OS works on very few characters because of the massive recovery frames on c.mk. It might only work on sim =/.
Yeah that makes sense.
Chances are I missed that completely. I’ll upload a few replays of some of these players or rather some interesting things that were used.
Most notably a player using cr.mp AA to stop Yun’s divekick. The distance of the cr.mp and how far Yun’s foot was was immensely huge. Like he was nowhere near Guile’s extended arm.