What changes would you make to Guile in a re-balanced AE?

Perform a UDK on someone’s wakeup such that if they wake up with a 3f throw, it will wiff since it’s unthrowable. If they wakeup with a 4f or slower AA, you will recover from the UDK and block. Like I said, I misread the original notes.

UDK will still be pretty useful though. I just wish his close s.jab/far s.jab was +3 on block. It would make UDK even more useful with this new property.

I actually thought of what you were talking about after you had posted it, although I realized the active frame thing right after I read it.

True stuff though about his close s.lp, although it’s still difficult to throw as a reversal in response to something like a close s.lp being blocked. I think it won’t be a problem doing stuff like j.hk > s.lp > UDK for pressure.

Doesn’t s.lp whiff after j.hk on certain opponents?

Im kinda surprise before this where you guys are happy about UDK unthrowable at last 6th frame…cause it doesn’t change anything for Guile …

If that’s your opinion, then you haven’t fully explored every facet of Guile’s game. If you don’t think it will change anything, you don’t press the advantage enough.

I have come to the conclusion that guile needs a 3rd special. Guile lives and dies based on the boom and the fk, a very small tweak to either one will make the difference between god tier and garbage tier. It is like putting your retirement money in just 2 stocks, vs diversifying among many stocks.

Unfortunately the reality is that both specials are not very good which is ironic since he only has 2 specials, so guile has to rely heavily on the super and normals, unfortunately his special is not very good which is ironic since both his specials are not very good, so guile has only his normals to rely on. While guile has probably the best assortment of normals, in the end they get smashed by a focus and the dreaded dp spazz.

His toolset is really good, but the presence of the focus system holds him back, especially if he doesn’t have a charge ready. Outside of giving Guile a multi-hit normal, I’m not sure where to go with this character, and it seems like Capcom feels the same way.

That said, I’m pretty jazzed about the UDK unthrowable bit. If they adjusted the hitbox to hit crouchers as well, I’ll be happier than a pig in shit. I’ve gotta figure out some cute unthrowable meaty UDK setups after forward and back throws with the frame data now, even though this will probably be only good against a very, very small amount of the cast.

I dont know if anyone has brought this up or even if this may be 2 op, but here are my thoughts.

  1. Change U1/super motion, for more mobility and agressiveness. I.E a back charge instead of a down back charge
  2. Buff U2 by reducing start up and closing the gap so player cant just jump in and throw u.
  3. More effing stages lol!
  1. While it is damn awesome if U1 only needs back charge, but I’m loving the U1 dmg right now…if Capcom change the U1 motion…they will freak out and nerf U1 damage, startup, etc2 until U1 is not favourable any longer. And plusmore, I don’t think Capcom liking the fact that Guile can FADC FK into U2 (by referring to U2 nerfs). But reducing U1 charge time would be nice :smiley:

  2. Reverting back Guile’s U2 to SSF4 state should be more than enough imo.

I agree BRING BACK SUPER! , it would be nice if u could FADC U1 tho =(

even if they just made ultra 1 a simple down charge, then up 3K motion, it would be FAAAR better than the forced charge downback -> triangle motion it has now

Vega U2 motion also would work great, I mean it’s pretty scrubby to want a a motion change but u1 sucks enough to be worth it

the issue is that ultra 1 requires you be holding down-back, pretty much the opposite of encouraging aggressive play. if any down charge would work, then you’d be able to combo into ultra 1 from guile’s downforward roundhouse. a move which is not exactly EASY to land, but it would still be better than only being able to combo after super…

i think gilley wrote a lot about why the downback triangle motion was a big hindrance for guile. i dont remember all the details, but it stuck in my mind as something that should be addressed.

I still don’t get how I both prefer Deejay’s U2 yet despise Guile’s U1 for there shared down-back triangle motions. There the same motion yet I feel like I don’t have a useful ultra if I’m using Guile’s U1, or I pull it out knowing I’m about to get punished for it.

even without the ex MGU combo I still like Deejay’s U2 better then Guile’s U1. that’s because it goes into cinematic on the first few hits. honestly, I can live with the U1 motion as long they gave it similar properties to Deejay’s U2… cinematic on hit, and stop at the first Flashkick on whiff. then I would be much more willing to attempt it in various situations (like ambiguous juggle heights)… why Guile goes through 4/5 of the full ultra motion, even though he has ample time to hit confirm between each Flashkick is beyond me…

Guile must look like a total idiot in the eyes of his opponents… shit!!! I missed one Flashkick… okay, let’s go for another? did I get him? hmmmm… I’m looking at the sky but I don’t see anything… still looking… still looking… OH WTF!!! eats a 60% combo and dies

Wow some of you guys make Guile seem like he’s as bad as Vega. I think guile is mid tier in AE and will be better in 2012. I didn’t notice really any changes really besides damage in AE. Mostly everyone got nerfed. The only problem he really has are like matchups. Everybody has em, difference with guile is there’s not one matchup he feels completley deffenseless in. Just my opinion most of you dont turtle enough or dont take enough risk.

Balrog getting better in 2012

With the changes made in SSF4AE2012, Guile still being much less efective as he was in sf2 till sf2 hf. The least that Capcom could do for him would be:
1 - Ex FK with auto-correct
2 - j. MK as a crossup
3 - cr.LP +2 on block and +5 on hit

For 2013 (if it is going ahead) all I’d really like is his damn wake-up animation sorted out. It’s so bad that whenever I try another character and they turn around correctly, I think to myself, “wait a minute, that’s not normal…”

Oh and a 10% buff to all Guile’s attacks. This is to make up for the fact that both his ultras are practically useless at high level play (and Capcom clearly have no intention of buffing them) which result in Guile having to actually play 150% of all his matches whereas his opponents need only play half because of their comeback factor.

Other than that, I think Guile is pretty damn good actually. Dieminion and Knuckledu have done really well with him this year and have shown solid play can still take you all the way.

The buffs I’ve stated don’t affect his match-ups too heavily (Akuma, Seth etc are still going to be a pain in the ass) and Guile’s playstyle still remains relatively unchanged. He just hits a tiny bit harder and he turns around properly (something he should be doing anyway)

I want two changes alone.

  • Remove unblockables as a game-wide fix. Maybe tweak wakeup hurtboxes for vulnerable characters.
  • Make all versions of flashkick knock opponents slightly further away. Firstly to make U2 easier to combo after an FADC (it doesn’t even WORK on Cammy) and secondly to make it a little safer to end combos with. In its current form I feel like landing a flashkick on any of the vortex characters actually puts Guile in a bad position on their wakeup.