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

Y’all still don’t get it… Airthrow range is a lot more important than the 1 frame difference. The whiff you get when you do airthrow comes from the range rather than the startup. Both should go back to the way they were.

^ This.

Or time it so it hits on the last active frame as they block the UDK and try to punish or stick a cr jab/cr.lk in there only to get counterhit.

Well, saying: “Balance adjustments centered around the changes made to him from Super to AE.” Has a lot of meaning in and of itself. Who knows what else this implies. Could mean sonic boom meter. Could mean U2 stuff. Meh, we’ll find out.

I am STOKED about this UDK buff!!! I have been wanting this forever! If the hitbox gets changed to hit a little lower, this move will be an extremely godlike up-close tool, especially if you are already comfortable comboing it afterwards. A lot of you guys need to realize just how awesome this is.

  • A meaty UDK will beat ANY wakeup throw, be it abel EX tornado, Hawk SPD, Gief U1, etc.
  • It’s slow enough to make for a genuinely terrifying counter to late techs which, let’s be honest, is the only way people tech at a high level.
  • This fear of late teching helps set up different frame traps.
  • So, now, you eliminated people standard crouch teching, meaning they need to use slower crouch techs that hit mid/high using medium attacks.
  • Is it unthrowable or is airborne??? If airborne, then certain reversals like EX messiah and EX chicken wing will only hit once; then you’ll fall and recover safe from comboability. You can walk up to rufus on wakeup and pressure him ALL DAY without fear.
  • Being unthrowable from frame 6 is good. You can’t do a lot of things super safely, but some stuff like a blockstring of j.hk > UDK, meaty boom > UDK, and even close s.lp > UDK will be very hard or impossible to throw with a standard 3 frame throw.
  • Again, learn your UDK combos people. It’s more important than ever now. A counter-hit UDK > c.mp xx boom is easy as pie as long as you’re close enough. A counter-hit UDK > s.hp is easy to combo from almost anywhere.’

Finally. A worthwhile offensive move. As a more frame-trap happy and offensive Guile player, this really makes me happy. I just pray to GOD they fix the hitbox for the friggin thing.

I’m going to guess it just means unthrowable, not airborne. If you’ve ever seen the japanese strategy guides, you’ll notice there’s a trait called “throw invincible” and “airborne” that can be applied to any attack. Since capcom didn’t say anything about airborne, I will assume it’s unthrowable. I guess EX messiah, etc. will still hit multiple times. I’m kinda hyped for the UDK buff. I’m curious how this will work if you do your own throw option select using this(b+jab+short+rh). Could be great, especially against Gouken’s 5f startup on his backthrow(assuming Gouken doesn’t get this buffed :slight_smile: ).

Is there any other move in the game that is throw invincible and not considered airborne which happens to be a command normal and not a special? Just curious.

Yah, really looking at it, being airborne would make that move actually pretty OP. All of those cancellable crouch techs like a ryu c.mp would have whatever they cancelled into whiff, making UDK waaaay too safe of a form of offensive pressure. The only big threats in that case would be moves that put you into juggle, like DPs.

And @nemesys. Juri has her two-hit close s.mk. It’s unthrowable and I’m pretty sure that it’s not considered airborne. It’s actually cancellable too, which makes me surprised I don’t see more Juri players using it.

Also, this is totally post number 1,000. Did I win the internets?

:db::lk::lp::lp::b::lk: > :b::lp:+:lk:+:hk:?

Are you wondering if it will be an effective defensive counter to throws? I’m not sure I follow. I don’t think it will though unless we’re talking select characters. Most of the time, the gap between when your blockstun ends and when someone throws you is extremely small. Kind of the point of a tick throw. Unless there’s a particular situation with ticking into slow command grabs (abel/honda?) then I don’t think that the 6 frames given will be fast enough.

Well, when using that string to whiff bazooka knee in front of your opponent to get a throw in, do a majority of your opponents crouch tech? If that’s the case, would option selecting UDK not benefit more in that situation? Just throwing this thought out there.

Thats right, 3 frame airthrow is a NERF not a buff. Less air travel time to come into that ass 1.07 RANGE = more wiffing.

Less air travel time?

rose close standing MK.

Yup! I found that one out a little while ago by asking around on the forums. Thanks!

–Time for you and your opponent to move in the air - 1 frame for you and 1 for him to get closer(into range)if you are jumping at each other.

Hm…so you would rather one frame more on startup to get kicked out on the startup of the airthrow as opposed to one frame less to grab that extended limb as it’s coming at you?

Of course not - its a trade-off, but the extra frame can work to your advantage if you are just out of range and space your airthrows to catch them on the way down. Like Rexell said earlier in the post, the range is more important than the frame.

How far(range) does a character travel over 1 frame? .01? .05? who knows but its >0 and x2 since you are both moving. Its all about the range, sure like you said, 1 less frame to get stuffed too.

@ 4 frames, its still active 2 frames so you will be 1 frame closer during both with the same reaction time. Plus you are more vulnerable(bigger hurtbox) after wiffing than before(during startup).

Either way its a pretty moot “buff” without the range as well.

I said 1 less frame gets stuffed as well? Edit: On startup?

3 frames is one less frame to get stuffed out of it, yes, in that way it’s a good thing, but still a tradeoff like I said. Certainly not something to argue over. :tup:

I think this will work better if you OS c.mp instead of UDK cos of the speed and hitbox. Reason is cos the blockstun is already gone somewhere during bazooka knee active frames so it’s actually negative frames for Guile to use this gimmick often. Unless your opponent really does a very late crouch tech, I think a normal late crouch tech would beat the 6 throwable frames if he techs on reaction to bazooka knee. I think it can only be used once in awhile for a surprise rather than a dependable frame trap. Guile will almost certainly get thrown if they stand tech. Anyway, if you OS backthrow with UDK, if I remember correctly, throw would come out instead of UDK. OS teching only works with crouching normals and a throw would occur no matter what if you try using a standing normal right?

The UDK if is really unthrowable on 6th frame, will be an important buff to the Makoto matchup cos she can eat an UDK combo if she tries to mash ex command grab during blockstrings. Guile can also try to use UDK in some situations if he thinks Makoto is gonna ex grab him e.g when he sees Makoto dash forward. I don’t know about other Makotos, but the ones I’ve been fighting seems to like ex a lot rather than normal grab. I wonder if UDK would beat her normal versions.

Also, doing max range c.mp, walk forward slightly, UDK becomes a useful and dangerous tool.