Interesting take on the defense gems, I hadn’t thought of that. With Guile’s Cross Counter/Alpha Counter/whatever it’s called being so good, the meter gems might be better defensively for that alone. I’ll have to try that instead of defense gems, thanks for the idea!
I’m really feeling guile in this game, his walk speed is good, it reminds me of cvs2 guile.
His anti air super is very strong, I was pretty surprised.
Has anyone experienced a hard matchup yet?
Nope. I was afraid dhalsim was gonna be tricky, but he cant st.fp under booms and you can alpha counter blocked limbs on reaction
Running 100absorb 100absorb and 20% defense atm. Got caught with a rolento combo with all active. I seriously only lost about 10%-15% hp after jab jab jab c.mk 3x rekka to super. I don’t feel they are ever wasted. If i go 20seconds without getting hit, i am usually winning the match anyway. Also allows me to play a little riskier when they are active.
i still haven’t worked out alpha counter (bear in mind i’ve played for approx 2 hours total). every time i try to use it, i get launcher.
i’m still getting used to using a single motion for sonic hurricane too. i keep doing the double motion. i did guile’s trials in about 20 mins. the two i got suck on were cr.lk, st.lp, st.mp, st.hp, super and ex boom cr.lp, cr.mp loop one. the second one was just me being dumb as i was doing it way to slow. but the first one i mentioned was seriously pissing me off. i kept getting a launcher at the end of the combo instead of a sonic hurricane, until i tried negative edge. once i figured this out, i got it pretty quickly. guile’s trials were kinda disappointingly easy overall.
sonic hurricane is super easy to use as an anti air now…but i think the price for messing up might be way worse than before too.
Sonic hurricane is actually punishable on block now. So some people can punish Guile.
yea so i heard.
so i took rolento/guile online and got a nice clean 10-0 in the endless lobbies. for now, he’s really good. i have a feeling he’s not going to be so great once people learn to use the tekken characters though. in fact i may just sacrifice some wins to learn hei/jin/kaz.
rolento is fucking broken lol. i can’t believe how scrubby he is. he’s like vanilla balrog with yun’s mixups.
Nah rolento is fine. His damage is so low, and you can zone him out easy with guile.
So what is Guile’s BnB combo?
Depends on your secondary. If you have a damaging second char its obviously better to tag him in instead of going for a guile combo.
My personal tag combos are c.mp c.mp st.hp launcher (all links for max dmg)
Can someone give me the frame data on guiles flash kick?, Buddy was talking about how Paul’s qcf p is only -1 f on block but I was able to punish it for free on reversal.
There’s no way flash kick is active on 1st frame, so can I get some info. Also whats the block adv on Phoenix Smash for Paul.
He was probably doing the wrong phoenix smash, only fierce is safe on block.
That’s the one he used, had to confirm.
I’m running Guile on point and Heihachi second and playing the defensive game. Since Heihachi has trouble getting in, I figured you make them come to you and tag them with a launcher and now Heihachi is in and on top of them.
Guile has some pretty damaging combos in the corner, but what I like the most is his F + RH for some nice traps. Plus since you can combo after it now, you can easily go into a launcher.
Probably nothing new to most people here but in case it hasn’t crossed your mind: it is possible in this game to start a new down-back charge while you are holding down a sonic-boom charge (press and hold punch, go to neutral for a short time, then to down-back again), allowing you to do near instant flash kick follow ups after a delayed Sonic Boom.
Ugh I’ve been following the SF4 thread for SFxT Guile and missing everything in here… fail… Ultradavid’s super lameout strategy ftw
FK’s are 5f startup, 6f startup for the EX FK. They have 6f of invincibility.
EDIT: forgot to mention the guide says you only need 47f to charge for FK in SFxT
SB’s are…
LP/10/23/+8/+5
MP/10/25/+6/+3
HP/10/27/+4/+1
EX/11/29/+10/+7
move/startup/recovery/hit adv/block adv
i = impact, how fast the move comes out.
So i10 means the move has 10-frame startup.
ok so i figured out how to alpha counter. i dunno why seth killian said ‘you’‘d only get it like once every 6 or 7 attempts’…it’s really easy lol. now i see how you deal with rolento rekkas…very easy to just counter them. and yes i know the first one is safe, second one is -1 (but then you gotta watch for the ex one), third one is punishable but he can tag cancel.
guile’s alpha counter genuinely is broken btw. i hope they patch it out for the good of the game.
He probably got it so he has a “reversal” that don’t require down charge. All these overheads are making me lose the charge.
but it’s not even hard to do it the real way. i was assuming it was going to have ridiculously strict timing, but i’m doing it at will…and my execution isn’t exactly amazing either. so he doesn’t need some counter that you can literally mash, lol.
perhaps if they wanted to keep it but balance it a bit, make it do like no damage at all. it would still be good for guile even if it did 0 hp.
If you mash and they don’t continue the string you get a raw launcher out. It’s not a parry.
It costs 1 bar anyway, 2 if you want to combo after. Can’t really abuse it.