SSF4 Guile Moveset and Attributes

Here is the GHK hit-box video

[media=youtube]5mlxq7mawCY&hd=1[/media]

wow, its a lot better than i thought actually, but it’s hard to tell from youtube how many active frames it has, which explains why you really need to bullseye it as an AA.

still, its actual hitbox is pretty decent for aa.

anyone got the hitbox for the backfist, upside down kick and s.mk?

Can anyone shed some light one when guiles jumping RH crosses up for me? I’ve known for a long time I’ve been able to do it in the corner on most of the cast but recently I’ve been landing it randomly by accident against certain characters (cammy and honda i think…) midscreen. How when or why is it possible to sometimes land it mid screen, is it something they are doing or something I am doing, or is it just super character specific?

I was playing around with this as well. I got it work on Ibuki, Hakan, Honda, Ryu, Ken, Dudley (I think), but all without consistency. Guile’s j.hk crosses up some opponents in the corner. I was going to post my findings on the forum but figured that it didn’t really have any practical use. -_-"

Anyway, two of the strongest factors is (1): Spacing and (2) the “idle” animation of your opponent to get the j.hk midscreen.

It has good diagonal hitbox, but for a move which comes out in 10+ frames, it would be really helpful if it had nore active frames to prevent whiffing. Also i noticed that he can be hit out of it quite easy, unless done from maximum range where Guile High kick would always win.

Does anyone know how to counter Ryu’s med punch jab when you are in the air? When I am in the air at the same time, I’m not sure which anti-air to use because I can’t use the throw or the backbreaker. Ryu ends up countering it when I attempt to do the throws and HK kick is ineffective as well because of the range.

You mean his two hit punch in the air? There’s no reason air throw shouldn’t be beating that. Try inputting it earlier than normal or using j.hp. Otherwise… maybe you don’t have time to jump and should be using a grounded AA? Ryu’s j.mp isn’t all that good…

You’re right. After looking at you advice, I did just that and it worked. Thanks.

ok, I saw this one time and yesterday it happened again, I dont know if it is a glitch or if it is something legit from guile or maybe it is character specific.

So I was playing vs a sakura and I hit her in a way she went do the ground (I dont recal if she was able to quick stand), anyways, I did a bazooka knee a bit before during her early wake up to perform a grab. well for my surprise guile switched from left side to right side while sakura was on the ground, It is the second time I see this, I tried that vs a ryu on ranked and ended up eating a srk,fadc>u1 , guile didnt change sides. Does anyone know about this?

Shoryuken - Super Street Fighter 4 - Training Mode Dummy Playback Glitch Tutorial

watch this video on how to glitch the training dummy. Notice anything unusual when they get Guile to do the glitch?

His turning animation causes him to slide, probably for 1 frame normally.

This is why FK doesn’t autocorrect for shit…very interesting.

WAMO On Block? - by bubafeast

An extract from Eventhubs . This gives us an insight as to what moves (normals etc) can be punished based on frame data etc. I know a little a bit about frame data, but not as much as some of you here so hopefully we can get a good discussion going.

Drop down boxes are provided in the link to select certain characters where it has who attacked and who blocked. Not sure if this will be useful though

I havent had time to look at the numbers, so hopefully this provides an idea for how to handle certain attacks from you opponent

it’s a good idea, but it could use improvement. the only visible information should be moves that punish moves on block. it’s a real simple program, but has potential.

as it is currently, i think it’s easier to just check frame data manually.

if i look at dudley’s frame data and see that some normal/special is -5, i know what i can punish it with.

Not too long ago I went through the cast with Guile to see what I could punish with a straight up Ultra 1 or 2. I haven’t finished going through all the options, but I’d say I’m probably 95% done. If that sounds useful I can post it up. If people don’t care, then I’ll not post it. Don’t wanna clutter up the boards with a long post like that. Sound useful to anyone?

Also, this program isn’t going to tell you which blocked moves you can punish with that FK super glitch I talked about a long time ago. For example, here’s some shit you probably wont know. You know how Adon’s love to RJ > FADC forward to throw or block or bait things? You can’t reversal him here for the most part. Ryu can’t DP(3 frame) him if he blocks. Adon is -2 after RJ > FADC forward, so he’s generally safe. Guile can reversal LK super though. So as soon as you get super, you can bait a Adon with a safe jump(if you know them :rofl:). He’ll wakeup with a DP and probably have to FADC it since it’s a safe jump, but he can’t do this if Guile has super stored. Eat super Adon.

Also, this technique works againt Viper’s who FADC their qcb+hp(or any qcb+p) anti-air. It’s generally safe for her to do this, but not if Guile has super. There’s a bunch of wierd things the super can punish that it shouldn’t be able to.

Oh yeah one more thing. The SSF4 frame data is wrong from every source. The frame data I put up on the SRK wiki is copied directly from the Japanese strategy guide which has a ton of incorrect data(deejay 5 frame c.short…wtf?). So, I wouldn’t trust this program too much either. It can probably get you 80% of the way there, but not all the way.

Maybe there will be another strategy guide for the Arcade Edition and it will be good this time.

gilley, can you please be kind enough to mention your known safe jumps? I know one is backthrow, backfist, j.hk. Which other ones can you share with us? or is it confidential material?

If you have some info we haven’t found out yet and posted, I’d love to have it added to the matchup thread.

For nuetral jump attack into c.mp>h.fk (which you then could go into FADC>U2) do you use nuetral medium kick or nuetral hard kick. Nuetral jump hard kick gives more damage and has 1 frame quicker startup but has 3 less active frames. Does that mean that because nuetral jump medium kick has more active frames you have more time for c.mp>h.fk making it a tad easier to pull off or does it not really matter at all?

which do you use nuetral jump medium or hard kick?

Quick question to the guile pros:

I was trying to think of ways Guile can punish people who OS crouch tech during block strings. What I’ve come up with so far(haven’t tested unfortunately, I lost my game disk):

on a blocked cross up j.lk > c.lk > c.mp XX Sonic Boom

We all know c.lk > c.mp won’t combo, but is the one frame between the two enough to catch a poke or should this be delayed an extra frame? Should I just add a c.lp and simply delay the c.mp?

edit

also, what about:

j.lk > c.lk > c.lp > upside-down kick

would that be too slow to catch them?

new discovery that potentially ONLY affects guile.

lvl 2 focus acts as lvl 3 focus on counter hit. this means UDK combos that are only possible on lvl 3 focus are possible on lvl 2, and combos that are extremely hard on lvl2, but easy on lvl3 can be done confidently on lvl 2 counter hits. this is extremely easy to confirm and pretty useful.

example: level 2 ch focus between c.mk xx hadouken can be easily follow with UDK > s.hp xx boom, instead of c.mp xx fk.

the reason i say this discovery may only affect guile is because as far as i know guile is the only character that has useful lvl 3 crumple specific combos.

@warahk. now that’s a good reason to start using focus.