SSF4 Guile Moveset and Attributes

I doubt the target combo ~ U2 option select still works on anyone now that it’s slower in AE. Does it still work on sim? If so, the timing would have to be terribly tight. But yes, it was mentioned in the option select thread a ways back.

And no disrespect, but it was me who came up with that. It took a lot of time in the training room to come up with the full list in this thread. Guile option selects

Didn’t turn out to be crazy useful, but would like to be recognized for time spent. Really not a big deal in the long run though.

yeah, i think c.strong os ultra was a little more useful, but again i only used that against sim, and i’ve never tried it in AE. i think the only OS i posted was target combo OS backhand, but thats barely an OS since you can just back hand on reaction to target combo not coming out

As a history major I should be better than I am with sourcing things accurately. :frowning:

whats guiles best jump in(hitbox) that beats out AA best, is it j.lp? 2nd best?

Pretty sure it’s j.lp followed by j.hk… don’t think the other attacks have any decent angled properties to speak of

j.lp is guiles ONLY jump attack that has a hitbox which extends past its hurtbox. but if you’re going against a crazy good anti-air (like cody b.mp) you’re STILL going to lose, because the j.lp only barely extends past its hurtbox, as opposed to codys aa where his hurtbox is like down in his chest.

Guile’s Jump In Hitbox Data in slow mo.

Say guys, since the 2012 patch, I’ve had my j.HK crossup a few times, this being not in the corner. The hitbox doesn’t seem reliable at all, I was wondering if it might be a bug or something. It does wonders when people try to front dash under your jumpin and get caught by a j.HK

interesting i havent tried messing with this yet but i will

I can’t seem to find those old frame-by-frame hitbox videos for Guile… the one that shows the hitbox/hurtbox frame by frame for each move.

I’m interested because I have been playing around with something super goofy. Wakeup close s.hk to beat crossups. I want to look at data, because way back when in the vanilla days, I tried using c.hp for just that, but it never worked, so I stopped. Now that I’m trying cs.hk… I don’t know, it just seems to work… REALLY well.

I want to see the hitbox data just to confirm a hunch. We all know that cs.hk has a hitbox that hits pretty high and wide above Guile’s head. I want to know when exactly that AA hitbox becomes active. I think the reason that c.hp loses in that kind of situation is because while it may be 1 frame faster than cs.hk (5 vs 6) that it’s actual AA hitbox doesn’t start until like, 7 or 8 frames or something. I think cs.hk gets that nice AA hitbox on the very first active frame. Anyone think they could shed some light on it?

Either way, lately I have found no greater joy in this game than landing that anti-air and yelling BOOT!

Gaha! That confirms my suspicions. Looks like it takes c.hp at LEAST 2 frames to get it’s AA hitbox fully extended.

I need to edit those files as I have better streaming/recording equipment than what I had back then.

Ooo! Oo! Oo! I found a new normal! Forward j.mp!

I’ve been having a lot of luck tagging certain characters’ air shenanegins with it. The best two examples are when Guy does a wall jump it will beat all his options clean and Vega’s walldives. Normally, I really could care less about walldives, but I was playing a Vega recently who started beating out all my options. Normally I air to air with j.hk or j.hp, but they just kept getting beat. So i started using j.mp, and it kept winning ALOT. Also, pretty sure this is claw specific, but it hits so high and has just the right amount of pushback to make a SUPER ambiguous dash under/stay on the same side crossup. I mean, a GODLIKE mixup on claw. J.mp is a unique jumping normal in that it the farthest reach for how high up the hitbox is.

Also, I have a sneaking suspicion that this should be your go-to normal for AA’ing akuma. Ever tried to jump up with an air throw or j.hk only to get tagged by an air fireball? I think j.mp might be a solid way to sneak in at least a trade in these situations.

Good stuff, I like using neutral jump fp against air fireball when I am neutral jumping. I think the same idea would work with j.mp going forward, that it is similar, hitting high.

I’ve got an extremely juvenile, and probably lacking in the technical departament sort-of question to ask… clearly not deserving of it’s own thread.

Which move do you think is more important in Guile’s arsenal:
5 Knuckle Shuffle (st.far.fierce) or Backfist?

And take into account:
a) The technicalities (frame data, damage, usefulness)
b) The style, the hype elevated when it hits during a match

I’m asking because I was having an argument with two people who claim that Backfist is “way more awesome” and somehow “better”.
This all started because I was asking people “which normals would you consider the top 10 normals in SF4 series?”.

Thanks for the patience on this idiotic inquiry.

PS: I vote for 5KS, of course. Everytime it hits, people feel the pain. It’s beautiful, damaging, great frame data, catches crouching characters at proper range, and is overall beautiful.

I agree that if it came down to the battle of two normals, s.hp wins. Whether or not it is in the game’s top 10 normals though is pretty arguable. While it’s still godlike, most normals I consider godlike either knockdown, offer a setup, or are cancellable with non-charge attacks. Stuff like ryu c.mk, c.hk, yun’s s.mp, dee jay c.mk, ken f.mk, zangief s.lk are, IMHO, all better than s.hp just for the reasons above. You are right though. In terms of raw frame data, damage and the ability to situationally combo 2 of them, with the added CRUNCH sound effect, it wins.

Backfist is only godlike if you land the unblockable backfist combo x3 on someone.

But you’re neglecting the “whoa” factor from a few of those normals you listed.

When ryu lands cr.mk or sweep, no one cares.
And as beautiful (read: insanely good) as Yun’s st.MP is, it’s also not nerdgasm-inducing.

It’s hard to find normals in the game that are not only great overall, but that the crowd loves to see them hit. Most characters have none (opinions, opinions).
I personally love Blanka’s cr.HP, but it’s clearly not hype-worthy.

I don’t think I’ve seen a character get as much love out from the crowd of a single normal as Guile does with st.HP.
(Probably Zangief’s headbutt, and maybe Gen’s crane s.HP, which is rarely used since the character is rarely used itself, thus: not enough situations in which to judge if the crowd loves it or not)

Well, if that’s the case, then my vote goes for gief’s far s.hp. It’s so impractical, slow, and dumpy, but the fact it gives a hard knockdown is hilarious.

how bout gens double finger attack
shits da bomb