ST Guile

The problem I always had with playing Sagat close is that he’s got good range with his low roundhouse, which keeps you out. Even if you predict the low roundhouse, if you’ve already used your boom, you don’t have any options. If you jump in he has plenty of time to recover for the uppercut.

From full screen, I always take a lot of block damage, or Sagat can lock me up in Tigers such that when I jump in I get the low roundhouse (either a block or knockdown).

  • j

Against both Balrog and Vega I play a close-up turtle game. I’m not sure if that’s the way to play it. Against Rog, for example, I would imagine if you get a knockdown you need to apply the pressure to prevent him from going back into one of his massive block damage patterns. Still, I never quite figured out how to do that effectively given the supremacy of his normals.

Vega required fast reflexes. If Vega is downscreen I throw a boom and position for a counter when they jump in. I don’t know the specifics of their priorities but being positioned correctly was usually the deciding factor. Some vega players have some tricks up their sleeves when they go off the wall. The moment I see them head for the wall I glance down at the player’s hands and watch for what the player will do.

beto:

Vega crushes Guile. There is no way Guile can stop Vega from poking him to death without risking getting hit himself. Your only hope is to land a knockdown or get ahead of him on health early on in the fight, then turtle up and try to keep him away by mixing up low short, low forward and maybe the occasional sonic boom. But this match is sad. Vega only needs to use very few moves, and those moves beat just about everything save the flash kick, but to use the flash kick Guile has to guess, which is never good.

Against Old Sagat, I always find that my gameplan revolves around staying just around your low forward/low RH range. Never let him push you back out past 2/3 screen distance or you’ll spend a good deal of the fight trying to get back in while taking block damage from all those low tigers. When you’re within that low forward range you can pressure him with pokes like low forward or maybe sobat kick and start setting him up with your sonic boom. If you can start putting sagat on the defensive at that range then you can set him up for stuff like nullifying his low tiger and hitting his arms with your knee hop. Or if you want to really show off, go for the sobat and kick him in the face while flying over his RH low tiger. I’ve even seen some players use jump up fierce to smack sagat out of his low tiger recovery, but IMO you have to really set up sagat to low tiger you for that to work since guile’s jump is not fast and sagat has such good recovery.

And jumping in at about any range is not a good idea. From full screen it’s too easy for sagat to set you up for a free antiair hit.

Pretty much what I would do against Vega was to throw out booms and wait on his reaction. If he jumped from the wall I would flash kick, sometimes I would flash kick a bit early and Vega would still get me. With that insane reach Vega had with his standing fierce, he would give me lots of trouble.

Against O. Sagat I pretty much had the same gameplan you did. Stay just out of low forward range and poke. I didn’t really turtle against Sagat because it got harder to get back in, and then I would take block damage. I always tried to stay pretty close to Sagat.

I know for certain I would turtle against Rog, any decent rushdown Rog would give me trouble. But against Vega it could get hard to stay in good range because he would constantly move. You really did need good reflexes and timing. I remember that I would try to play an “offensive” turtle game and try to keep up with Vega’s movements.

Yeah, the vega fight was never easy. In fact, I started playing Vega to try and learn some of his weaknesses, the only major one being good setups. I throw a boom downscreen, get positioned for the attack I’m expecting my opponent to use, and have the counter ready. The thing about any counter, however, was that positioning and the moment of my attack were crucial to hit cleanly. If I got a knockdown I’d move the battle in close to reduce the effectiveness of vega’s range and shutdown his aerials. In the corner I think Guile can put some pressure on Vega.

The rushdown Rog gets me every time though. I’d like to find a tournament vid that showed this matchup to get some ideas.

brian i’ve played you on a variety of kaillera sn’s that i don’t even remember, .

Starting back when you strictly used blanka and guile and i was o sagat, onto when you got into balrog, and now back to guile. And yes i used to beat your guile with chun li also :D, but recently the last time we played you beat down my scrubby shotos. lets play again sometime, i want to play HF guile vs ryu matchup, because my guile loses that matchup all the time, and i want to see how you handle it.

I just got done watching an SBO video, which I think was the finals. A guile player won it. Anyone know who the player was?

Also, that player used a cross up with short that I don’t recall from the old days. Can someone elaborate on that? Is it blockable?

Also, the way he was firing his sonic booms was very impressive, positioning and mixing slow and fast booms so he’d be charged by the time his opponent recovered from block delay in a lot of instances.

  • j

I believe that was Japanese player Daigo, regarded as one of the best SF players in the world. Not only did he win the ST finals with Guile at SBO, but he also got 2nd in CvS2 using Guile in his team.

Who was he crossing up with short?

ummm, sorry but that was Kurahashi playing Guile. Daigo plays Ryu, and was on the winning team, though he didn’t get to play in the finals. jumping short is a standard crossup with new Guile, its trivial to crossup with, and if you can combo it into short short super afterwards on reaction, you are better than me :S
And speaking of the SBO finals, wtf was that Chun Li player doing? :confused:

Oh right, my mistake. All I remembered was hearing a lot about Daigo. Where could I find the ST finals video at?

crossup into short short super? Jesus.

I have no idea how that Chun player let Kurahashi cross him up over and over. My guess is he had upkick in mind but somehow that Guile jump short crossup was beating that shit out. But isn’t Chun’s short upkick supposed to have some invincibility?

Beto: I’ve got the SBO ST finals. If you have MSN I can send it to you.

Try crossup, JABS into super… much easier. I think it’s because the link between j.short and d.short isn’t very forgiving.

I still wanna see someone do d.fierce or even s.fierce into super during a match. :slight_smile:

Anyhow, maybe the Chun player didn’t block the crossup because he couldn’t? Correct me if I’m wrong, but can’t every character turn their crossup into an un-crossup or whatever if the timing and spacing are correct? In all my many years of street fighting >cough<>cough< (adjusts walking stick and repositions himself on his toadstool) I have eaten those wrong way crossups from everybody… some are especially good, er… evil, (bison) but that would explain things right?

If he was beating the upkick, you would at least see reversal on the screen if she did it correctly.

those looked like ordinary crossups to me… honestly I think the crossups were just timed perfectly, and the chun li player was fucking up his reversals. Actually, while that was unfortunate, and understandable given the pressure, I was more surprised by other stupid shit:
like

  • why did she go for a head stomp after jumping over a sonic boom :confused: . Its not like she had to try to beat a flash kick at that point… and then she got flash kicked for it afterwards… and then… after jumping over a sonic boom with short, instead of pressuring on the ground… she went for another headstomp… and got flashkicked afterwards again! :confused:
    I can’t imagine those flashkicks were some revolutionary tactic that kurahashi unleashed for SBO
  • why did she not jump over more sonic booms on reaction, as discussed at the beginning of this thread? There were many sonic booms being thrown from “zone 2”, and she chose to cancel them with fireballs instead :confused:.
    -everytime she got in, it seemed like she didnt apply pressure, but jumped in some stupid way :confused:

in case you didnt notice, im :confused: :confused: :confused:

Yes I do have MSN and that would be really cool if you could send me them. My screen name is: betoaguado@yahoo.com

btw, while you do have my thumbs way up if you can consitently crossup into jab jab super on reaction, its worth noting that its not nearly as good as short short super, since the low jab can be blocked high. Timing the short after the crossup is indeed a bitch though :).

Unless I land the crossup damn deep I ain’t doin’ it… And whenever I go for super deep crossup it almost always gets blocked, so I can’t combo anyways. :frowning: Best I can do is whiff/fake the crossup and hope to catch them standing.

Jab is just sooo easy to link after the short. I can hit tall Hawk on the back of the neck and still get the jab to combo. It lets me try that highish funny crossup against shorties… But yeah, I have to HIT because I can’t catch them guarding wrong.

Have you noticed the damage on that d.short tho?! Yowza. :slight_smile: I guess I’ll have to work on my crossup j.fierce and j.forward. :stuck_out_tongue:

Speaking of super flash kick… Besides in that ONE combo, and 2-hit anti-crossup, WTF do you use it for?? If your not right up their hole, it seems to get blocked halfway through a lot.

how do you guys time jab jab super? I have enough problems with that, nevermind short short super.

If only comboing GUile supers were as easy as with New Ken…

The timing is the same as if you were doing 3 quick jabs. you know how you can do the jabs really slow, but it will still combo? You want to do the jabs fast. You press the jab>short the same time you would press the 3rd jab in a fast d.jabx3 combo.

If you keep jumping, you’re jump cancelling out of the jabs…
The thing I try to remember is that I’m trying to cancel a whiff s.jab into super.

EDIT: Hrm… After thinking about it again, I think it might have more to do with jump-cancelling, than cancelling a s.jab. I’m sure the stand jab thing works, but I don’t think I really do that all the time…

I think what actually happens most of the time is that when I go to up and hit jab-then-short, I’m jump-cancelling out of the d.jabs. BUT! I hit kick when I’m in that pre-jump animation, and out comes the special (I haven’t left the ground yet).

But who knows… Now if I can improve on my s.fierce->super better than 1 out of 10 tries. :slight_smile:

Question:
what do you guys do when either claw or dictator or chun li is assaulting you with with normals? Usually I just try to get lucky on flash kicks as I’ve failed to find a better option :(. Though once you get lucky once or twice they start leaving gaps in their attacks so you can fit a normal in instead…
but still what are some better options?
Against dictator, I tend to try to rush the shit out of him cause he doesnt have a reversal. But if I’m put on defence I dont have many options in mind.