Who the hell are you?
Does it matter? Kind of disrespectful to call me out like that. No?
Not talking bad about guile just suggesting to balance guile out. nerf sonic boom back to vanilla, but buff other areas and have better something against ****** akuma
That boom speed is one of the only reason Guile is solid in this game–they nerfed his standing fierce punch damage and hitbox length, gave him ultra 2, and sped up his booms. Removing the boom buff puts him almost worse off than he was in vanilla. Having to wait another 5 frames means that Guile loses every single fireball war in the game -badly-.
In vanilla, Ryu/Akuma/Sagat etc could sit full screen and force Guile to be the offensive character -that he isn’t-. Nerfing his boom speed would do that again.
Here: let his j.mk cross up, give his c.lp +5 on hit, give his c.mp +4 on hit, reduce all flash kick recovery such that ~5 frames after he lands he’s recovered, increase boom damage by 10 and stun by 50, change U2 to a circle motion.
Do all of that before you nerf his sonic boom charge time and everything would be fine. I asked who the hell you were because you made it sound like you’ve ever said anything to begin with, which you hadn’t, so what would be the point of nerfing something so that you’d never say anything if you hadn’t said anything to begin with. And I legitimately don’t know who the hell you are.
For seriously. The one thing they did in Super that most ‘fixed’ Guile was charge time. Guile always had problems in fireball wars and to be honest even with the new charge time it only lets him keep up finally instead of losing constantly. I ate so many fireballs in Vanilla by doing the motion for SB when I swear I should have had enough charge and ended up sticking my fist into a tiger shot. It just felt too slow and clearly the designers thought the same thing.
The real reason why Guile Sonic boom charge time was buffed is because it is retarded for Ken to zone guile out in full screen ( yea I fought a risk-free Ken before :C ).
Besides, his St.Hp was nerfed for compensation (it did as much damage as backfist, only faster and slightly less range) and the range of backfist was slightly reduced, so it balances out.
Anyways, the problem is not the sonic boom or any other stuff Guile has, it is that other characters like Hakan and Makoto do not have enough tools to match Guile at even grounds.
true but thats just fighting games. Theres always going to be characters who cant deal with others. All guile got in super is that his moves actually work now as apposed to just being there. He has to be that character you cant get in on because his offense is terrible.
Maybe they should make his offense slightly less horrible. +5 on cr lp hit is all i really want, couple other things would be nice but if they are going to make him stun dependant, it’d be good if he was abit more combo friendly.
ouch… “loves the guile nerfs”, i’m out! won’t be needing anymore advice on how to beat guiles anymoar!
Guile isn’t cheap. I guess it’s more a matter of of understanding how to fight him.
Hakan and Makoto may not have grounds to fight Guile but those are just two characters. It’s mostly Ryu in the tourney scene.
think it pretty much comes down to the person playing him, sure u can camp in the corner a cheeze it. but the good ones dont
I play guile and I loathe fighting another guile, I play 100% rushdown with guile regardless of who I fight and what character I face, I always aim to finish the round in 30 seconds or get finished in 30 seconds. When I win it is because I overwhelm the opponent, force my opponent to make errors, and out execute my opponent.
Maybe 1% of guiles that I have faced are interested in taking risks and playing an exciting game, the rest will just turtle. Guile’s fk and cr.hp very easily shuts down another guile’s rushdown because guile has no trickery or mixup in his rushdown.
Thinking objectively, I am more ok with fighting a turtle guile than a turtle shoto. Shotos have all the options and tools in the world, to play turtle style with shoto is an absolute embarrassment. Guile lacks a good offensive toolset, so I can understand with his typical turtle play.
In vanilla I would often run into turtle sagats who do the following:
-first thing in the match they do is jump back,
-tiger shot, tiger shot, tiger shot
-when you try to jump in, anti air into easy ultra
-The only time they are brave enough to come up to you is to throw you
-after the throw they jump away and continue tiger shot.
Why would you pick the best character, with the best health, best chin, most damaging combos and do such pathetic stuff with him? With such an advantage I would expect that they put it to good use and make the fight exciting.
I use Guile as my secondary with Rufus being my main. I find fighting him pretty annoying and frustrating (Air Grab being the most annoying) but I don’t find him overpowered. As I use and study him, he has amazing defensive options but he’s lacking in offense, so yeah he’s not overpowered, it’s just that if someone can use him well than he can be frustrating to beat and that’s my verdict.
i turtle like hell and never jump (except on knockdown) in a guile mirror. i hate guile mirror matches lol.
Most of my Guile mirror matches have resulted in at least one time out round.
Yes, I like turtling
im still rocking guile in ae.
fuck yun
cheap is what people say when they get mad they cant beat you.
Because when it comes to winning, it’s not about how exciting you are, it’s about how effectively you win the match.