The Guile Thread

what’s changed is that they gave his divekick hella +frames compared to his sfiv iteration I think. I gotta research it though

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easy gems don’t do jack for guile (and chargers in general) they learned that lession from the 3DS mess.

and no, they are not banned.

nj.hp deals with dive kicks quite consistently.

Also one I noticed, if I do the precharge (b,f,b + P), if you try to hold punch it will dash out of it, annoying for me but manageable.

yeah just have to make a mental note not to hold a charge when you want to hold punch down.

on another note, one thing I’m noticing is that all the high low mixup really impacts guile since it requires we lose flashkick charge to defend… meh.

EDIT: which means I guess its gonna be boost combo to launcher punishes all day :frowning:

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Comboing into flashkick from the ground almost always does less than finishing with a launcher anyway

why do some people use the term “boost combo”? I’ve even heard the name “magic series”. wth is with those silly names? x)
launcher combos into your partner should usually do more damage then any flashkick combo anyway (unless meter for switch cancel).
don’t forget about cross cancel, btw. also, most overheads can be beaten by flashkick since they are not a true blockstring.

Boost Combo: the official name for launcher combos… just do the tutorials and you’ll see.
Magic Series: what they’ve been called for ages since the Marvel days… you just mash the buttons from weak to strong order and they ‘magically’ chain together.

last time I checked it was called “cross rush”.

it’s only a cross rush if you end in a launcher

example : c.mk to s.hk but not ending in a launcher is a boost combo

I’d call that simply a “chain” O_o

I think I had a brainfart last night :confused:

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Eh, the more I play Guile in this game the more I think his anti airs are just not going to cut it (and therefore, he’s not going to be very good). Ken can jump in on you with multiple hurricane kick timings, and there’s nothing you can do to consistently anti air him. If you guess right, you get 60 damage, you guess wrong, he gets 500 damage. His air to airs are lacking, and moreover, if you reaction air to air someone, you can’t combo off of it, whereas if they win in the air, they get a big counter hit combo. So really it doesn’t seem any better than his grounded anti air situation. There’s no reason for anyone to ever jump at Guile when he’s crouching, so who cares about flashkick. Sonic hurricane and alpha counter are outstanding, but they both essentially need two bars, so they can’t really define his gameplan. Compared to street fighter 4, you’re missing the crucial air throw, air to airs now have terrible risk reward, stand fierce hitbox is worthless, downforward roundhouse is worthless, backfist is worthless, sonic boom has a longer animation, and every jump in does 500 damage, no matter what range it was from. Whiffing your anti air also allows them to do 500 damage to you.

I played a nice long set today and used guile for half of it (about 30 matches) I think he is pretty good.

While it isn’t as easy to set up an impregnable wall as it was in sf4, using the right moves at the right times you can still do very well. Also, he has a pretty good rush down game surprisingly. I found that going on the offensive w/ him is much easier and more rewarding than it is in sf4. Frame advantage on his moves are pretty good. I’m not sure of the numbers but he can certainly keep the pressure on when he needs to simply due to his excellent normals. f.mk and f.hk both go over lows and f.lk gets him right back in their face while usually stuffing the start up of whatever they were doing. Also, booms are still relevant but you have to be smarter about them now since they are not mega gdlk. They are still a factor. Love baiting tekken characters into using their “dodge” moves only to eat a combo.

I also love how every hit out of the air I get a free cr.MP into FK. so nice. j.Hp still great. Having so much fun w/ him in this game.

Guile DOES feel more aggressive in this game, but that’s probably due to all his links being hella easy.

Also, does anyone know how much frame advantage counter hits add on in SFxTK?

I dunno where my book is :frowning:

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i think there’s a few reasons his offensive game is better. firstly, there’s no focus attack. this means you can pressure without the fear of getting blown up for it, seeing as your opponents choices are now only block, reversal or alpha counter. then there’s the nerf to throws. although udk lost it’s throw invincibility frames, throws lost their range, and it seems like udk might have even gained a little range…so you end up getting thrown out of it way less, and your opponent isn’t looking to press throw as much anyways because throws generally suck. but bizarrely enough, i feel that because guile’s pressure has got better due to these reasons, it means his throw game improves a bit too, while everyone else’s gets a bit worse.

is it me or does guiles alpha counter work much easier than most of the cast?

Yeah I believe Guile is the only character that does not have to hit forward to do an alpha counter. You cant combo off of it unless you switch cancel and burn another meter. I generally run guile with meter building gems that activate on launch.

do NOT throw booms when Chun has 2 bars…

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Cross Cancel is a generic mechanism. guile, like every character, has to input forward + hp+hk.

what’s nice about guile’s cross cancel are two things, tho: 1. it hits upwards as well. 2. if you mistime it you’ll get a safe sonic boom instead (considering you come from a charge position, which is almost a given considering you need to block anyway). backdown to forward is a “half circle” shortcut unless you have a back => forward charge move like guile. paul for instance does an unsafe mountain raze if you mess up. I think ryu a hk donkey kick etc.

Capn is right though, Guile for some reason doesn’t need to hit forward for his Cross Cancel, though on the other hand, you can just hold forward and mash HP+HK during a block string and still get the counter. Of course, Guile’s would still be easier to pull off since you don’t need to worry about transitioning to forward and losing the window to counter.

You do make an interesting point that doing half circle forward instead works as an interesting option select for some characters in case they stagger their block string to bait the Cross Cancel. Getting a blocked HP Sonic Boom would definitely be better than getting a blocked launcher coming out (unless they go for a low attack which at least the launcher can punish as opposed to knocking you out of Sonic Boom).