The inevitable tier thread

I’m going to try to incorporate that more, thank you.

This is so true… the spinning knuckle move is so whack it’s unbelievable… and sometimes even when your timing is perfect you’ll still get hit by a fireball instead of going through it. The worst part about the spinning knuckle is that (in this case ryu) can be sloppy and also shoryuken through it… so he can handle your spinning knuckle (even well timed), command throw, and jump in all with 1 move, shoryuken.

ALEX MOTHERFUCKING KELLY son

I don’t use Cammy, but can’t you predict the fireball and do the fist thingy move Cammy has the same way you would use the Jab Headbutt?

^^

You can, but even if you do that, sometimes, the move just plain misses. It’s really hard to counter projectiles with that move. I’m almost certain that’s why she was given the Hooligan Combo in ST in the first place. IIRC, Cammy and Blanka were the worst characters in Super (and Super Cammy is arguably the worst character in Anniversary Edition…according to the Wiki), so that would make sense to me.

I mean…it’s not like it has the same range as the Jab Sumo Headbutt. :stuck_out_tongue: :slight_smile:

Or speed or damage or priority or useability.

Which really makes me wonder why Cammy’s Spin Knuckle hasn’t been made into a juggle starter already! :slight_smile: (Just imagine the Thrust Kick and Spin Drive Smasher juggles! Ok…maybe that’s the problem.) :slight_smile:

I know…could say the same thing about Fei’s Chicken Wing if the third hit knocked down grounded opponents. :slight_smile: (After watching Sirlin, I think that might’ve broken Fei.)

But yeah…Spin Knuckle has WAY more startup frames, a bit more range, and far fewer hitting frames than the Jab Sumo Headbutt. No contest on which move I’d rather have in my arsenal.

I see your point but these only help guile bcos of the nerfs to the characters he struggles with. Not bcos guile new moves alter the matchup. His new flash kick dosnt help against blanka, vega, balrog or dhalsim, the over head dosnt even touch blanka. The RH flash kick isnt really effective against sliders.

Guile is solid mid tier, but for guile to truly excel he needs to be able to have some advantage against blanka and balrog, at the moment he really dosnt have any adantage. I play smq91 alot, he’s a execellent balrog player and if we play 10 games I only win 2 or 3, guile dosnt have the tools to hold his own against balrog in a serious way. Balrog can simply smash his way through anything guile can do. Blanka can be beat but its such a chore and your at such a disadvantage, cos you have keep blanka in an algorithmic style of play, once a decent blanka catches on to that…its lights out for guile.

What Guile needed in those matchups was not a flipkick that goes halfscreen that makes other matchups he already won even better.

What he needed was an increased lower hitbox on his flipkicks.

Roundhouse flash kick helps against cross-ups (Blanka) but you need good reversal timing. It also hits his slide fine but it’s risky incase you get baited.

Standing lk also beats the slide but you lose your down charge so it’s risky once again.

the thing is the RH flash kick cant be executed on reaction to a slide and be successful or even trade all the time, most of the time the slide has recovered and able to block the flash kick, leaving guile in big trouble.

standing lk, works, but if blanka jumps, you have no flash kick and guile crouching fierce is not effective against a jumping blanka…so you have to block…which leads to getting bitten. So the alternative is jump backwards with medium kick, or jump straight up and hit punch on the down, which is risky aswell cos of blanka upwards roll. So next you can attempt to cross up blanka, but you usually end getting bitten. So my point blanka has aswer of all anti blanka guile strategies, but guile dosnt not have even 1 solid reliable strategy for dealing with blanka. If guile low forward atleast traded with the slide then that would be a significant improvement, or the sobat kick or over head should have been a counter to the slide, since guile is slightly airborne when executing these moves.

which kinda pisses me off cos guile is a character that takes a bit of time to master and to play him well you have to play a tactical game (lol which some call boring), but having no reliable options for his weaker matchups is frustrating, but I guess every player feels like their for their own mains weaker matchups

so true

According to sirlin, the flashkick’s lower hitbox had to be toned down more than once during the development cycle because once they extended the range horizontally it was able to hit even crouching opponents from way across the screen, which was unfair. I don’t understand why they even messed with the horizontal range of it in the first place, it’s one of those goofy, pointless “changes for the sake of changes” that was put into HDR without any real need. It doesn’t really answer any specific shortcomings in his game, it adds an extra annoyance to anyone dealing with his turtling bullshit (hello mr. irrepressible :bgrin: ) because he has massive range to suddenly “come and get you” now if the moment suits him to do it in between all the sitting back and sonic boom>cr.MK shenanigans, and it gives him an easy escape if anybody actually manages to get close enough to him to cross him up, and lets him reset the distance turtling game all over again.:zzz:

IMO they should have beefed up the lower hitbox to deal with sliders, as has already been posted by shari, left the horizontal range as it was, maybe dropped the vertical range of it a little bit so it didn’t go up so pointlessly high, and if they wanted to do something quirky or fun with the roundhouse version for the sake of just adding something new in HDR they could have given it 2 hits on a grounded opponent like it used to have in Hyper fighting and i think Champion edition, or even a 2 hit juggle in mid air if they wanted to be nutty with it. These changes would have added something to his attacking combo game (turn his Bread n’ butter 3 hit combo into a 4 hit if you use HK for the flashkick) and improved his close ground defence for slides without adding to his already too good “running away and turtling” capability and giving him new “flash kick you from half a screen away” tools that his game didn’t need anyway.

Gah i’ve played too much Vega calling flashkick flipkicks. :sweat:

Yes you have, i think you should give up and go play someone else for a change, that way i might be able to bloody beat you.:rofl:

Howzabout maining cammy or fei or someone low tier like that.My dictator would love that instead of your usual wall dive ownage…:lol:

I shall endeavor to learning Cammy. :sweat:

Balrog buffalo headbutts, you zone and spinning backfist.
Sonic boom to keep pressure on him, a few low kicks, retreating top kick to stop low rushes, and you should be golden vs Balrog.

Trust me, Guile vs Balrog can be a very even matchup.

Thats all good when balrog is at a desirable distance, once he’s close its a different story. His dashing low punch simply smashes through guiles low kicks, too many booms and his buffalo will hit you. His dashing upper cut >> grab causes me no end of grief…especially when Im ahead on health, rog players will milk that routine for all its worth.

Then add to that balrogs low forward punch which simply out pioritises all of guiles low kicks so you cant use low forward or low light kick.

Im talking about vs good balrog players like smq91 who know the match up. I have no problem beating average-low rog players, but good ones anihilate me.

What do you mean by top kick??

back/forward mk

I totally disagree. I don’t think it was that bad in ST for either N or O Honda and I think it’s considerably better now.

I’ve talked about this with Megaman, and in fact even though he mostly played well there was a lot more he could have been doing. Megaman would work hard to get in and then get blown back out because he after trying poor meaties on Choi and Choi dragon punching them he got scared and stopped trying meaty attacks, and Choi being Choi quickly realized that and started waking up with normals like low roundhouse and low forward and stuff to push Megaman back out. Safe meaty far standing jab is the key to pressuring Ryu’s wakeup and it sets up a post-jab mixup between toward+rh, hands, block, and throw, and it’s how Honda can set up a lot of his damage. I also think he needed a lot more floating fierce over fireballs, he shouldn’t have tried random super, he didn’t punish Choi’s mistakes very well, and he didn’t use any roundhouse grabs to set up post-grab safe jumps.

I’m not saying this to hate on Megaman at all, he’s my friend and I thought he’d get top 8 at Evo, but to say that his match against Choi was the limit of Honda-ness just isn’t the case. I think he could have played substantially better, and yet he was 20% life away from taking a game.