The Guile Thread

how’s his st,mp anti air in this game? or is it bk.mp? you know the one i mean lol.

Currently trying to figure out tag out combos for guile. Haven’t found much yet. I’d like there to be more than just Strong, strong, FK after a launcher but testing with Sonic booms doesn’t really seem to let you continue the juggle. Anybody have any ideas?

Yeah its really shame you can only juggle with ex flash kick or backfist after df+hk in a tag out combo.

Guile can combo into his airthrow from certain juggles! Any move that is tag canceled (and that the opponent is airborn) creates this state. Easiest is obviously doing a launcher and tag cancleling it. Pretty useless, but his backthrow looks SO BAD ASS in this game. Also the camera kinda bugs out, looks cool.

*edit. after testing, i found that this is only in the corner. darn!

So i did a test on tag in combo’s after a launch (this was a launch from ibuki, i dont know if launch damage changes for characters)

Here is what i found to be the most damaging combo’s
after a 100 damage launch
c.lp>c.mp>c.hp>ex.flashkick 343
c.lp>c.mp>c.hp>flashkick 313

if anybody finds anything better please let me know. im pretty noob so forgive me if im way off.

might be good for safe jumps in future. apparently, if you air throw someone into a sonic boom, it’s a 2 hit combo.

How much extra meter do you think you gain on average during an activation of this gem? Do you really get enough meter out of it, that you can convert into more damage than if you just went with a 100 dmg mitigation gem?

i can’t wait to get this game and start owning people with cheap ass rolento and meter gem, auto block guile lol.

Got the guide. It lists an easy Cross Rush combo for Guile incoming:
**f+MK, crouch MP, crouch MP, Flash Kick. **[4 hits, 322 damage if done after partner’s HP+HK]

Also, Guile’s vitality is listed as 950.

This cross assault combo can be done anywhere and it’s damn sexy to watch.
Partner: Abel
Damage: 566
j.hk>b.hk>cl.hp xx cross assault (hadouken motion with mp+mk)

After 100dmg launch hp+hk (I used abel)
In the corner: c.mp>cl.st.hp>ex.flashkick = 351 damage (might be possible mid screen with bigger characters) tested against Kazuya
Anywhere: cl.st.hp>ex.flashkick = 326 damage

Select frame info from the guide. Comparing it to the frame data in SFIV AE on the SRK wiki:

-Close LP and Close LK are both i4 now. (slower)
-Far Standing HP is +4 on hit and -1 on block. (less advantage)
-Close HP is now i6, +3 on hit and -3 on block. (slower and less advantage)
-Crouching LP is +8 on hit and +4 on block. (more advantage)
-Crouching LK is +6 on hit and +2 on block. (more advantage)
-Crouching MP is i5. (slower)

-f+MP is i16 and +4 on hit. (slower, but more advantage on hit)
-f+HP is i9, +7 on hit and +2 on block. (slower, but more advantage on hit)
-d/f+HK is i8 and +2 on block. (faster)
-(close) b/f+HK is +7 on hit and +2 on block. (more advantage)

-Throws and Air Throws are i7 with 2 active frames.
-his Launcher (HP+HK) is i13 and -34 on block.

-LP Sonic Boom is i10, Recovery 23, +5 on block and +8 on hit.
-MP Sonic Boom is i10, Recovery 25, +3 on block and +6 on hit.
-HP Sonic Boom is i10, Recovery 27, +1 on block and +4 on hit.
-EX Sonic Boom is i11, Recovery 29, +7 on block and +10 on hit.
(all require a 49-frame charge)

-Flash Kick is i5.
-EX Flash Kick is i6.
(all require a 47-frame charge and have full-body invincibility on frames 1~6)

-Sonic Hurricane is i8, 41 active frames, 34 recovery frames, -29 on block and does 300 damage. Full-body invincible frames 1~8. “Active duration increases if projectile hits enemy projectile.”
-his Cross Art is i9, 35 recovery frames and -15 on block. Full-body invincible frames 1~9.

-Guile’s** Vitality** is listed as 950.
-Forward Dash is 19 frames.
-Backward Dash is 8 frames invincibility, 12 frames airborne and 6 frames grounded (26 frames total).

I thought i could read frame data. But apparantly not. What is “i10”?

ok so got the game…trying some stuff out with guile.

this is definitely how guile is supposed to feel. he plays like he used to again (pre sf4)…in fact the timing kinda reminds me on sf ex guile. the only thing i’d say that doesn’t feel ‘guiley’ is the fact back fist doesn’t combo after boom anymore.

cr.lp, cr.mp is stupid easy. i haven’t dropped it once. i even turned away from my screen and did j.hk, cr.lpx2, cr.mp, flash kick 5 times in a row…just to test it.

bnb combo into sweep is now really easy too. even cr.mp, cr.mp, cr.hk combos lol.

target combo into magic series is a tight link, but i got it down fairly quickly. every guile needs to learn this one.

cr.mk, st.hk footsie game seems pretty godlike.

don’t think i’ve seen anyone mention this. j.mk crosses up in the corner…pretty ambiguously too.

i’ve teamed him with rolento…but i’m kinda feeling like they don’t do enough damage together. rolento is fun as hell though. you can do rolento rekka bnb, tag cancel, df,hk x2, ex flash kick…but that’s only 390 for 2 meters.

whats guile’s best meterless midscreen tag in combo? cr.mp x 2, flash kick?

Guile is a definite beast and put out enough damage where you need to respect him. Anyone try forward Mk sabot as an option select for tech rollers?

Just wanted to say that I absolutely love Guile in this game. His old 1frame cr.lp > cr.mp being SO EASY now is fantastic. Pretty sure he’s going to be my point character for a long time :slight_smile: Currently I’m working with Rolento/Kazuya as anchors.

LOL cr.mp, cr.mp, st.hp combos.

the only thing i don’t like about this game right now is that combos are kinda slow feeling. i see why they did it though, because it really suits the tekken characters. but there’s no going back to sf4 after this, my execution would be horrible. i’m sure i’ll get used to it though. i definitely prefer it to marvel.

Yeah it’s a great launcher setup. Everything works so well off of cr.lp > cr.mp :smiley:

Forward mk c.mp c.mp flashkick

I’ve been hit confirming cr lk cr lk cr mp into flash kick a lot, but I didn’t realize that I could have been linking to flash kick directly from cr lk. That’s pretty awesome…

I build a lot of meter, enough that I only rarely have to look at my meter bar to see whether I have enough meter to do something. In fact now it’s starting to seem like I build a full bar at the start of the round and all my subsequent meter building potential goes to waste. You only get to activate a boost gem once per round, so I’m gonna try to be conscious of when I activate my different meter gems to try to even things out. I have less control over the 4-block gem than the reversal gem, so I think I’ll try to save the reversal one for later in the round when the 4-block has already deactivated.

I don’t like the damage mitigation gems. They’re only useful if things are going poorly for you, and I’d rather not bet a gem slot that things will go poorly. Meter gems are the best in my opinion because they help out on defense AND on offense.