j.hk > b+hk > close s.hp > EX SB > s.mp > s.hp > super does 545 damage. This is about the biggest damage solo combo with Guile I can find right now. Compared to the other characters, his combos are very straight forward.
j.hk > b+hk > close s.mp > SB > close s.lp > far s.mp > SB > df+hk > c.mp > c.mk - f+mp > close s.hp > super. This is a flashy combo that does 425 damage.
here’s a variation of the combo above that’s super stylish…
j.hk > b+hk > close s.hp > SB > far s.lp > far s.lp > SB > df+hk > c.mk - f+mp > c.mp > close s.hp > EX FK 406 damage. I was able to do it on Hugo, but it should be possible on other characters.
All his FK’s do 120 damage, but they seem to be consistent AA despite what you’ve been hearing about AA’s being bad in this game.
It seems like LP SB has slightly more recovery and HP SB might have a little less. EX SB startup/recovery seems to have been changed, possibly faster.
Throws have 7f startup now. I think even the airthrows have 7f startup too.
I played some Guile, he seems really strong. Except when hes up against the fastest of Tekken Chara I cant really compare him to SFIV, because I never played him until very late 2012
He has atleast easy comboes,with decent dmg. Good anti Airs. I like him
Hes c.mk has good range, and seems pretty fast. good for punishing into magicseries.
From my time playing SFxT, the best blockstring for hit confirming with Guile seemed to be cr.Lk x2, st.Lk > confirm into magic series tag combo or possibly st.fierce (dunno if st.fierce hits crouchers in combos).
I’m not sure if I’m going to do a combo vid with him yet. The way the game engine works sort of forces you to use multiple characters to complete your combo. I wouldn’t want to do a multiple character video For Guile, if you try to do a combo just by yourself, he doesn’t have much that’s different from what I did for SF4. Actually, it seems like he has longer combos in SF4 due to the FA system. Guile get’s pushed farther away from his opponent in SFxT when doing corner SB combos. The only thing he can do with the chain combo system is hit > hit > hit > EX SB > hit > hit > hit > EX SB > hit > hit > hit. There’s not much freedom with Guile in the chain system cause he only has 2 specials and they need to be charged. Tragic captured an example of one of the combos I listed, the one with all the juggles in the corner. He’ll probably post something soon.
I imagine the strategy guide coming out on Tuesday will have most of the cool stuff he can do. I wish I had an advanced copy of the game so I could have gotten a head start on combos like I did with SF4.
How easy are his combos compared to SSF4 Guile?
Are there 1 frame links in SFxT or is the combo timing that much different that most of Guile’s combos are pretty easy now to pull off on a consistent basis?
His cr. jab cr. strong link is super easy, I’ve been hitting it like 100% in green bar connections without plinking. Which kinda means his basic hit confirm into decent damage are simple to do.
Been playing Guile and Law quite a bit, and Guile’s throw range seems very good, at least compared to Law.
Thanks for the quick reply.It is 4 days more here until the game gets released.I was thinking about playing Guile and Law as well.
Just wondering.Law’s FK is a circle motion right?How much priority does Law’s FK have as anti air compared to Guile’s FK?
Law doesn’t seem to have a good anti air. Law’s FK is hcf+k. I’ve probably put in only like 10 hours into the game so far and mostly in training mode, but I don’t think it’s a good anti air. It’s very safe pressure however on the ground as far as I can tell though.
You can do, somersault kick(aka SK), cr. strong x SK, cr. strong x SK -> SK followup, SK again as a corner combo with Law. It has crazy comboability.
I should add it seems like kind of a spacing mixup footsie game maybe. Like maybe SK with medium kick since it keeps you in place as an anti poke, I’ve yet to test much with hit boxes though.
So any time you ever have EX messiah blocked, it’s a free alpha counter for everyone (and especially easy for Guile)? You basically trade 1 bar of meter and your opponent does good, inescapable damage for free?
What about people doing long block stun moves into tag (like Rufus tornado, etc)? Can you mash alpha counter and get a punish on both characters for free?
Guile is REALLY good in this game. I am running guile/hugo as a team and i atm have 100% win rate in ranked 30matches played (Not trying to brag. Just making my point. Online players are free anyway)
c.hp is even better AA than in sf4. In a game where antiairs are so nerfed its so good.
Flashkick has alot more inv frames. Solid AA. You can tag cancel it as AA and continue the combo. Atm i am doing 300-400dmg of a anti air with my team. Flashkick will also autocorrect now and then, but still not that great.
His c.mk xx st.hk (hitconfirm into launcher) is great. st.hk has good pushback, so most characters can’t punish it. However it still has huge recovery, so chun/ryu super can punish it free.
c.mp is great. Good frame advantage on block/hit. His c.mk xx overhead chain is a nice option to have in a game where throws are so nerfed.
Airthrows are actually not that bad even with the 7frame startup. They seem to have a lot of active frames. His air back throw looks so badass
And the alpha counter is sweet
edit: He can also do c.mp xx boom dashcancle throw shenaigans like ryu, but his boom can’t be dashed out of as fast as ryu, and c.mp obviously has less hit/blockstun compared to ryu c.rh.
Anybody know good partners for Guile? Someone should probably create a team building/synergy thread.
I’m running him with Sagat for an ultra zoning heavy team because thats just my style, but Sagat might not be the best overall partner for Guile and vice versa.
Hugo and guile is gdlk, but im sure he works well with any character that can do a nice damage off a launcher/tag cancel
Btw, guiles raw launcher can be used as a anti air. It is a bit slow, but it has excellent hitbox and hurtbox. Unfortunately, launchers that connect with a airborn opponent gives no juggle afterwards.
I’m basically just playing this game to break it. Right now, the goal is 198 second wins, so I’m going Guile/Gief, both with meter/meter/auto (block or throw tech, depending on matchup, but usually block). Guile is great for this because he can be a meter building machine even while staying away. When in fireball wars, make sure you’re always pressing stand fierce between throwing booms or pressing jump fierce when jumping over fireballs to build extra meter, really useful for Guile because his st fierce is so fast. Pick the meter gem that activates when the opponent blocks 4 of your attacks, which Guile makes happen real easily with booms. If the opponent gets to mid range you can alternate booms with walk around cr mk buffer st hk. His antiairs are still situation-specific so you’re up against someone who can beat your antiair normals and you don’t have charge, you can block and immediately press hp+hk for alpha counter instant ex flash kick, and if you have another bar you can tag cancel that into a serious combo. Cr hp hitbox is fine, but it seems to be slower than in 4, so comboing an antiair counterhit isn’t easy unless you hit the top of the opponent’s jump.