The Guile Thread

anyone that does big damage imo…i think that’s the key. guile is there to build the meter and generally chip at the opponents, anti air them etc, then give that meter to someone that can score a ton of damage with it. i was using guile for meter, tagging in kazuya, 2 bnbs using meter/super and they are done. my kazuya isn’t even good either, lol. he’s so fun to use though. that mist step scares the fuck out of shoto scrubs running ken/ryu.

tomorrow i’m going to try rufus/abel, especially rufus because i hear he’s stupid good. i usually refuse to play gief/hugo because 360 grapplers aren’t my thing. but having said that, one of the main reasons i didn’t use them was because i didn’t like doing 720’s on dpad, and that’s not in this game, so maybe i will give them a go.

i also used some vega today and i feel like he has good synergy with guile, mainly because if you’re playing guile in the first place, chances are it’s because you enjoy using a charge character with good pokes/footsies and that kinda thing. i’ve seen combos where he does ridiculous damage, but i’m not too sure if it’s damage that the likes of rufus/kazuya/heihachi can do.

chun li looks quite good in this game, but i don’t think i’d run her with guile. it’s either/or. same goes with poison.

i really must remember to try out raven too…i keep forgetting :frowning: .

if you asked me for speculation who the worst sf character in the game is (other than ps exclusives), i’d go with either balrog or bison. they don’t really have anything to be scared of. hell, i don’t think guile is even that good in the grand scheme of things, but at least he works. bison seems pretty gimped to be honest. sagat doesn’t seem very good either, but i have a feeling i’m wrong on that one…he’s always good.

against tech rolls you can position yourself and do forward.hk. if they roll it will still do the upside down kick since it can be done with back.hk as well. since it’s plus it’s a good option to keep in mind.

how well does ryu do with him? I haven’t really had time to figure out and learn any other characters yet

I’d go for Ken instead of Ryu. You can switch cancel Kens tatsu in for guile and jump roundhouse/fierce -> upside down kick -> into cross rush or any guile combo.

me using a combination Guile / Heihachi at Super Arcade’s SFxT singles tournament

http://www.twitch.tv/leveluplive/b/311279029

i come on at the 4:30:00 mark

I think he works really well with Ryu. I often use Ryu when my Xiayou is owned and I thrownin towle. Also try to do cross assault modewith Guile and Ryu. The computer automatically dp/flashkick everytime they jump.

Ryu Guile is surprisingly very good. However, the team deals more damage with Ryu on point and Guile to play defense when Ryu needs to recover. I’ve been having success with it at least.

ahh. everyones playing Guile

ok so i used rufus today and that guy is needing a damage nerf lol. for one bar, he can get something like 435hp off a divekick…and it’s not even hard.

scrap what i said about vega not doing enough damage. he does plenty. he’s a really good partner for guile.

also, if you’re planning on running guile/rolento like i’ve been doing, put guile on point and give rolento the damage gem that activates when your partner does one launcher. he’s really scary with that extra damage, especially if your opponent hasn’t built a bar at this point.

my team would’ve been kazuya/guile, but i can’t do kazuya’s mist step bnbs online for some reason…maybe it’s the sound.

i originally thought that guile would have problems against kazuya, so i went into training and tested out how guile can deal with his mist step b.s. surprisingly, it seems like guile gives kazuya a shit ton of problems. kazuya can god fist punish sonic booms, but it’s not exactly easy lol. mist step is vulnerable to lows (dunno about highs), so if you recover from a boom and he’s just spamming wave dash, low forward him into magic series. god fist is safe on block (afaik), but you can alpha counter it. i think all of his other options out of mist step are completely unsafe on block though.

Rufus looks like one of guiles hardest matchups in this game.One of the main problems is rufus’ jump fierce can be used to bend his hitbox to evade pre emptive anti air sonic booms.

I can tell already. Hes also gonna have problems with Raven and Abel. Raven is kinda like the c.viper of this game, hes someone that can just bypass zoning and then gets free high low mixups.

My main problem with this game right now is that it seems to following a trend that capcom has started ever since Super SF4. Zoning with projectiles and anti airing jumps accordingly just does no damage to your foes, even though you are working way harder to keep some one out, than your opponent is working to get in. With Guile and Sagat, if people just jump at you from a certain range, you have to just take it or risk an anti air dp or cr.fierce that may not even work. If you anti air them you get like 10% of their life off, and that anti air has to be well thought out and precise. If someone does a jump at you from a range that makes your anti air whiff or autocorrect itself, you can stand to lose up to about 30-50%. The risk/reward is way more in rushdown characters favour, its just unfair. Rushdown characters should have to work alot harder to get around zoning.

So far if Guile gets tagged in I’m just doing c.mp, c.mp, fk. I see someone said f.mk, c.mp, c.mp, fk as a more damaging option. Anyone have something better though?

Switched it up Guile/Bison, I’m absolutely loving this team right now :smiley: They both tag in and out so well and they can both zone out the Tekken characters easily. Bison especially seems to give Tekken chars issues with his numerous escapes and safe pressure.

only near corner.

This tag combo does more damage: c.mp, c.mp, s.hp, FK

Make sure you’re doing s.hp and not c.hp as they look VERY similar.

I’ve been trying this mid-screen with only 1 c.mp and it seems impossible as I always get far st.hp… corner only then?

james chen made an interesting point by saying the quick combo shortcuts might be really good for charge characters…because you don’nt need to have a charge to use them and you can combo into them.

Speaking of quick combos… I have to ask: Is there only 2 preset combos for each character and that’s it? No way of recording our own customized quick combos or changing anything about them? I was always under the impression that we could modify the combos to our liking and it seems like the menus support functionality like that but I can’t for the life of me see any option to actually customize. All I see is there are 2 of them and you can assign them to either shortcut 1 or shortcut 2. Am I blind?

Additional quick combos may be offered as DLC in the future.

well i for one want them removed from the game.

with all these different techniques, quick combos, auto block, auto tech, alpha counters, rufus doing 480 damage of a dive kick with 1 bar, it’s only a matter of time before someone breaks the game, lol.

I’m starting to wonder what are the exact properties on launcher. I’ve noticed Guile can airthrow only after a launcher + tag cancel, which means it has to allow for most throws. Yet when I do a launcher within a combo (as in, asuka’s lift kicks -> raw launcher) I can’t do anything afterwards as Guile. Also can’t air throw after a normal tag cancel.