SSF4 Guile Moveset and Attributes

Thanks, but got an error saying account was suspended.

**Capcom just put a hit on the users account. I feel bad for the guy who did all the leg work for this, and how people don’t give him the credit he deserves. This kind of information is game changing.

The torrent is still up if you want to see it.
http://shoryuken.com/showthread.php?t=234787
The video file name is “SSF4: GUILE PROXIMITY”**

on most of the cast, you can do the C MP > LP SB > Backfist from mid screen. Doesnt work if you substitute S HP (close) in place of the C MP. One of the many buffs given to Guile.

Suggestions for front page RE: Sonic Hurricane

Main advantages:

  • Play mind games with opponents during a fireball fight. For instance, most Ryu players know they have a slight advantage in a fireball fight but with U2 stocked most players will generally be quite selective on when to throw out fireballs. This is what can give Guile a slight edge during a zoning or spacing war and can allow him to advance with SB’s and apply pressure.

  • trades with fireballs (EX included) works in your favour as long as you still have health.

  • Very easy to land after say an early LK flashkick compared to U1.

  • Can be used to easily punish moves like ELF’s body splash, Boxers EX rush upper on start up, Bisons EX scissors etc etc. Can be used as an anti air from the right distance.

  • Safe if blocked, and does decent chip damage.

  • usually the most reliable ultra in a lot of the match ups.

  • can be comboed of a cancelled flashkick.

Disadvantages

  • VERY poor recovery if opponent jumps over it. They can go and make a cup of coffee while deciding what to do with you.

this is all i could think of

Thanks!

Has anyone considered using jhk as a crossup? I was fiddling atound with this in the lab and noticed that it would crossup characters sometimes. So far ive tried it on ryu, duds, ken (all hard), ibuki is very easy, Honda is okay. I think maloti was pretty easy too. For it to work, the spacing is crucial - usually 2-4 squares away from the opponent.

Seems like the tip of the boot that guile doesn’t kick out with has a hit box on it as well… Mind you, I don’t think crossup his should be a large part of your game (99% of the time you will whiff), just thought I’d throw that out there.

Can any show me the inputs for Super/U1 or the shortcuts I can’t seem to execute either of those because of the weird lookin command

thanks

Can any show me the inputs for Super/U1 or the shortcuts I can’t seem to execute either of those because of the weird lookin command

thanks

Am I just imagining things or is the flash kick much MUCH better in Super?

charge db, slide the stick to df, back to db, and then perform your standard run of the mill flashkick move (for me I just slam the stick into the adjacent corner, ie up forward).

EX seems a little bit better, and as people have already discovered, lk is MUCH better… it seems to have almost as much invincibility as EX flashkick did in vanilla.

HK still seems about the same though. Every time I think it got buffed it trades with something dumb, like a ground based attack. Even still, you could say it’s better from the trade > U2 potential, haha.

Anyone actually fiddled with MK flashkick since super came out?

Thanks for the help

idk if this is accurate but i never trade when i use any flash kick. light medium or hard. if you are trading you probably did it to early and are trying to hit them with the arc of the kick. you should try to hit them with your knee, when the move has just entered active frames. a good way of telling if you did it right is if there is no “flash”

How often do you guys use Guile’s Super? I find it’s a great tool to use it from a Flash Kick cancel. It’s nice to get some extra damage off of a minimal mistake from your opponent.

I find myself using his super a whole lot now. I am finding that it is a lot easier to maintain meter with shorter boom charge time so I usually will have a super stocked pretty quickly. Might as well use it for extra damage and restock.

If I’m continually getting crossed up. I use super to get out of those stick situations, assuming I have it.

I’ve been trying to focus on landing a CH cr.mp (which seems to be kind of easy to land with Guile). I’ll punch in Guile’s cr.lk, cr.lp and stall for a CH cr.mp. When I see the Counterhit message pop up, I’ll immediately buffer the the super motion and link far st.hp xx super into the combo.

Edit: cr.mp is +2 frames on hit. Add in another 3 frames for the counterhit and another 25% dmg off of cr.mp equals almost landing two heavy hits cancelling into a super. Pretty good deal imo.

Hm, that’s a pretty spiffy idea. A bit risky with the whole 1 frame link, but seeing that hit-confirmed would be pretty friggin pro. Have you landed this in a real match yet?

If you do that consistently, props to you. On counter hit i do c.mp > c.mp xx fk

I normall stick out a s.hp myself. More out of force of habit than anything else. I do land the c.mp > c.mp xx flashkick on blatant counterhits. I know ive smacked a turn punch with that combo, as well as poorly spaced scissor kick.

A nice benefit of the CH c.mp > s.hp combo is the relative safety in case you miss the link, and the whole “mid-range foosie” aspect. I have a buddy who plays a lot of viper and abuses lp and mp thunder knuckles. Sonic boom > walk forward > c.mp > s.hp. It also feels good to walk forward, poking with c.mp, then using the blockstun and pushback to stick out a c.mk. That’s for another thread though. Oh wait, no it’s not. Ya, that’s a nice blockstring when your playing footsies.