The Guile Thread

Dunno if you found out yet, but you can’t cancel specials into supers in this, so no, Flash Kick/Sonic Boom cancelled into Sonic Hurricane isn’t possible.

I wonder if assist gems will be really good for guile. It seems like it will be really hard to do damage to him if after you’ve finally worked your way in, you have to deal with rolls on knockdown, crappy throws, “free” tech escapes to reset zoning for 1/2 bar and high/low/crossup escapes for one bar (escaping huge combo damage). Assuming he doesn’t block/throw tech appropriately himself, in which case he gets out for zero meter as usual. Sonic hurricane looks like a very good anti air in this game though, so I dunno if that will turn out to be a better use of meter… we’ll see. Also you’ve got safe flashkicks in this game like in sf4, but for 1/3 of full bar rather than 1/2.

I have no idea how his normals are though. Hopefully at least sf4 level. His sonic boom seems nerfed though. By eye it looks like it has longer startup, and damdai was mentioning to me that it seemed easier to stuff on startup.

some notes from the latest build I played at Super Arcade last night

http://forums.shoryuken.com/t/guile-sfxt/127979page-2

i’ve noticed that guile can cancel the first hit of his sweep into the launcher animation. this got me wondering if he could potentially cancel it into boom/flash kick.

I noticed his boom has a longer start-up animation than in SF4. I’m feeling like he may be lower tier in this game.

Are you sure it’s not people probably pressing the button too long before they release it, so he ends up slightly charging it for a few frame more than normal?

Hm, I actually didn’t think of that. Perhaps it could be? All I know is even slightly more recovery on the boom will kick Guile down a huge notch in the tiers. He needs the best fireball possible to be a competitive character.

from all the information i’ve gathered, it has slightly more recovery than in sf4. but i’d take that with a huge grain of salt. i think that planche is also right in the sense that you probably just saw someone throw a slightly charged boom.

chun li can reaction super through guile’s boom…but she could also do that in sf4.

from what i’ve heard, guile’s recovery on booms is good enough that he can deal with the tekken characters b.s. think of the tekken characters like dudley for a moment. yes, dudley could duck booms, but guile could fuck him up for attempting it. however, if dudley ducks a shoto hadouken, he has enough time to punish them for it. that’s probably going to translate in a similar fashion in sfxt. what we might find is guile does very well against the majority of tekken characters, yet struggles against a lot of street fighter characters (perhaps akuma/abel/sagat/dhalsim/vega/juri).

Yo fuson, I forgot to ask you if Guile still has that stupid d+hp+hk taunt from SF4 that does absolutely nothing and you can’t turn off. I’ve lost a few matches due to this stupid move. I can imagine getting accidental taunts when going for alpha counter if they left this thing on d+hp+hk. I’ve heard that taunts are done by pressing short+select. So maybe if it’s still in the game, it’s d+short+select.

Got the game. First beefy combo I found is…

corner
j.rh > c.strong > c.strong > SB > df+rh > FK 351dmg

after a df+rh you can juggle with s.short > s.forward > s.fierce > launch chain

damn, I have to get back to work, but I want to playyyyyy

Can you test if you can get anything else after d/f+hk? Perhaps like super or team super?

Oh sweet, I can do j.rh > c.strong > c.strong > SB > df+rh > c.forward > f+mp > c.rh

EDIT: yeah df+rh > team super works

Can he chain into that kick that automatically puts u in a juggle state?

So I’m probably just going to be posting random shit I find in here. First thing is WTF?

j.fierce > s.fierce > SB > backfist doesn’t work. This is guile’s classic combo that’s been in every game. It looks like backfist has more startup than SF4 and SB might cause just a little bit less hitstun.

The good thing I guess is df+rh combos after any SB. It has really quick startup now. Stuff like j.rh > c.strong > jab SB > df+rh > c.strong > c.strong > FK is really easy to do.

I tried juggling and then going for an airthrow, but that doesn’t seem to work.

some of his trials are…
#20 j.fierce > UDK > s.strong > EX SB > GHK > c.strong > c.strong > SH
#19 EX SB > s.jab > s.strong > EX SB > s.jab > s.strong > EX SB > c.rh
#18 j.short > c.jab > c.strong > EX SB > c.forward > s.rh
#17 FK > c.strong > EX FK

every other trial is super basic stuff and not too interesting.

c.rh kick isn’t super cancelable(neither is far s.fierce). You can tag cancel it though. Looks like this move might be more worthless than in SF4 since everyone can just do their fierce+rh launcher move between the kicks.

c.jab > c.jab > c.jab > ub+short > far s.forward > far s.rh is a really good chain sequence to push your opponent away while keeping charge. You could use c.forward instead if you’re worried about the far s.forward wiffing.

Both guile’s kara throws are still in (oh wait, you didn’t know he had any :rofl: )

Kara EX FK still works. From full screen away you can wiff a kara EX FK. Then from this position if you do another kara EX FK, it will hit your opponent. 2 normal EX FK’s wouldn’t hit your opponent at this range.

Everyone’s favorite safejump of backbreaker > wiff c.fierce > j.rh doesn’t work. You will land before your opponent wakes up. This means either Guile recovers from the backbreaker faster, or his c.fierce is faster…maybe his jump is faster. I won’t know till I get the frame data. In the Evo build, this safejump still worked.

How much damage does he do with this and in general?

Cool you got the game already?

How’s airthrow as anti air in this game? How are his other anti airs?

How punishable is lowforward chain -> back roundhouse?

Can he do ambiguous crossup -> move sequence -> sonic boom as a tight block string?

How bad is the situation vs tekken characters in terms of their ability to punish sonic booms on reaction?

wtf?

can you do that mid screen?

interesting. maybe whiffing back fist might work now instead?

I doesn’t look like you can combo df+rh after SB midscreen. Maybe on a big character like hugo perhaps. Don’t have time to test stuff like that.

Also the safejump…I was testing it on kazuya. It seems he gets up from the backbreaker really really slow. I was trying the same safejump setup on another guile and it was hitting guile right as he got up(although this didn’t look like it was going to safejump him). On kazuya, it looked like backbreaker > wiff neutral jump > j.rh might be a safejump on him. I wont know until I test with a buddy.

c.forward > far s.rh chain is very punishable. Another guile can block this and then backfist. So it’s at least -10 and probably more on block.

f+forward kick > far s.short > far s.forward > s.rh > launch works 0_o

You have to get the sobat to hit at the very tippy toe max range for it to work.

f+mp(overhead) > s.jab > s.strong > s.fierce > launch works 0_o

wowow! You don’t have to do anything special on this one. Just do the overhead then do a tight link to s.jab.

OK this is silly, just do c.forward > f+mp > far s.jab > c.forward > c.rh…lol. Works midscreen if you start with a point blank c.forward.

sigh, sonic hurricane is really punishable on block. I guess you just have to make sure you’re always comboing into it.

after any df+rh in the corner you can juggle with c.strong > c.forward > f+strong > s.fierce > SH

j.rh > UDK > df+rh > c.strong > c.forward > f+strong > s.fierce > SH is a dope looking combo that’s 10hits 452dmg

enough guile for this evening…gonna play with steve for a while…

A few more things…

The UDK doesn’t have that throw invincibility like in SF4 2012. It also doesn’t get off the ground on frame 1 anymore. It feels like it gets off the ground around frame 6 or so.

EDIT: OK the range at which you can do the UDK seems to have been increased or something. Like if you record Ryu doing c.rh kicks…do a UDK as the sweep is recovering. You will see that Guile can do a UDK from even further out, and it even hits Ryu in the head. It’s like Ryu’s “center” is getting pushed out after the c.rh. The character’s “center” is what determines the close normals and stuff. Hrm, I wonder if this is what Seth was talking about with throws. He said something about the reverse kara throws being an issue so they shortened everyone’s throw range. But the character’s “center” still extends out far. This is really friggin weird…

His f+mk still doesn’t get off the ground as quick as like SF2/CvS2. It feels like it gets off the ground around the same time as SF4. It’s safer on block though. I can’t seem to block then FK it.

Everyone’s saying that alpha counter is f+fierce+rh. This isn’t true. All you have to do is fierce+rh. You can just mash the buttons and get alpha counter really easy. I found this out when trying to do a launcher to Rufus’s sweep ender on the EX messiah kick. I eventually just tried to mash launcher and was getting alpha counter every time.