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

Guiles Air throw Range was retarded before. I enjoyed every minute of using it, but there were quite a few times where i was like "Oh wow, that actually worked?"
I honestly didnt think his air throw in AE was that bad anyway, all it meant is now you have to KNOW when to use it. back to 3 frames makes it easier to use. Whiffing the air throw because of that extra frame means ur throwing it out too early.

Its a good buff, allows reaction air throws not to get beat out by normals easier since it has less startup.

Just a thought…

I was reading about Abel’s breathless getting buffed up again and was thinking they might start using it a lot, especially on Guile since he doesn’t escape it very well.

I’m curious how will Guile’s new UDK properties work against this thing now it has all that throw invincibility. Guile might have another way to try and escape. It will probably look pretty funny seeing the breathless wiff against a UDK.

I guess I’ll write this one down in my notebook to test out.

I’m going to guess that if the FK auto-correct isn’t addressed, then it really was an intentionally introduced handicap by the developers?

I’m really surprised at a lot of the comments regarding these patches. A lot of you folks are really looking a gift horse in the mouth.

We’re getting the boom CH removed, the 3f air throw back (which, although minor over the range, is still a buff), backfist damage up a bit, and getting an offensive tool with great potential… not to mention these “miscellaneous buffs” when it mentioned “balance changes from super.”

He was weak but viable in AE. We’re only getting buffs now, so let’s just be happy and see how things turn out.

Sorry if my comment about flash kicks seemed like a complaint; wasn’t intended to at all. Only reason I bring it up is because I wonder how many changes/buffs Guile would even need if FK worked the way it used to in other SF games? If it auto-corrected and recovered the way it used to (2:11 in the clip below for an example of the old recovery making it safer on block), I think it’d help as much as (or possibly more than) the buffs he’s getting now.

The changes listed so far for AE are good stuff, no complaints at all from anyone I think (even if a couple of them are simply backpedals on things that shouldn’t have happened to begin with :p); still, the flash kick changes that would seem to return Guile to his traditional functionality just always seem to elude us in every revision.

They should really give him back the 3 most important nerfs. Meter, airthrow and U2 startup. These nerfs made the root of Guile’s play too weak, which is just like getting into a fight with someone except that you’re wearing handcuffs like Cody and the opponent is not. Ryu is just like Guile who is still wearing handcuffs and Akuma has just been arrested.

Buffed backfist dmg is also a joke. 120 to 90 then back to 100. Even Claw’s c.hk is buffed to 110 when that move is a lot easier to land. Claw doesn’t need it cos he already does more dmg than Guile from a combo.

Fei’s c.lp range and meter are not nerfed as well, which are some of the main reasons why he’s good. The only important nerf he got was 2nd hit rekka. He still can c.lp > lp.rekka, then c.mp and then continue blockstring with 2 hit ex rekka. He still can do it all day in the corner and no character can really effectively punish it except for trying a guess punish or if it’s maybe Gief or some other grapplers with good range. But he’s still the one who pushes Gief into the corner rather than the other way around.

Capcom isn’t really putting their heart into balancing the game and that’s why they’ll never do a good job of it. They’re just doing this cos too many players are complaining about the 3 top tiers. Just look at Sagat’s changes and you’ll see that what they’re doing is appeasing instead of balancing. They could have given a more realistic buff like making f.lk, c.lp 1 frame easier to link but instead, they gave a +10 dmg to AS which I think 90% of Sagat users don’t really consider it a buff.

I totally agree. Capcom isn’t really putting much thought into his buffs, I mean he’s already suffered enough and a few buffs might help or not, but I don’t know. Why isn’t Sonic Hurricane getting buffed, seriously, doing only 300 dmg with a fully charged Ultra meter I mean come on how is that balanced or fair? If not it should be buffed up to the way it was in Super or 450 dmg just to even it out. It’s more easier to use U2 because you have better chances of landing it on opponents compared to U1 where it’s basically useless.

I’m confused. I’m not sure I understand the first bulleted item in his change list:

Is the first line a header that describes all the other items below it, or is this a separate item which includes a bunch of other minor changes not specified? I took it as the former, but could this mean they’re un-doing a lot of other AE stuff?

Not having a U2 damage fix is disheartening, but it seems like too big a change to omit or lump in with others.

Idk guys, others got loads of buffs and we get like +10 dmg buff, and is a bit less throwable Im just not feelin it.

Same. We’ve got a several nerf reversals and a semi-buff (as long as you can count those 6 frames in your head to not get thrown out of UDK :P). Reading the improvements and changes dealt to the rest of the cast, it seems like Guile still continues to not get the tools needed to even just bring him up to speed in the game’s engine. Super-spec Guile w/ fixed flash kick would seriously be the end of the discussion, but g’damn it just seems to fly over the developer’s heads.

I just wish they’d increase the frame advantage on his cr.lp to 3/5. So Guile can get a legit close range CH/Anti Crouch Tech/Force Stand/Frame trap going.

And link in his cr.mp even easier.

I really thought he would get more of his Super back. He still has a hard time doing damage with these AE nerfs. SH is still weak and airthrow has crap range so we have to rely on frame traps and safejumps which he needs more of.

What do you guys like to do after a f.throw suplex? any setups there? What seems to work for you?

It’s cool that udk got buffed an’ all but I really miss my punishment damage.

Yea I still feel kinda raped from super to AE, Boxer gets his headbutt dmg back to super(+20, 40, 50dmg) and we still have crap FK dmg, wtf

Just 1 more nerf erased(pick one) and I would have been happy with the changes.

Yeah fk damage, u2 damage, meter build (ex damage)

Yea the way he is for 2012 would have made him fit right in to AE, but with OTHERS getting buffed 2012 and him not gaining as much, I dont see us moving up at all. Hate to be a sad whiner but its how I feel.

I will say the boom CH nerf was my #1 most hated though.

i hope fei is more nerfed than it seems just going from the list of changes. i’ve been playing a very high level one for the last couple of days…and while the match isn’t completely impossible, it seems to me like fei has too many advantages. for one, i think his damage is way too high. option select ultra is a total pain in the ass too. once guile is in the corner - he’s fucked, and in this match it’s pretty hard to stay out of the corner. fei can sit outside the range of all of guile’s pokes (other than back fist). from there he can counter poke, if you move forward…eat a rekka. if you stay in the corner, eat an overhead, a command grab, or another of his mixups. that’s just touching the surface of the options he has. but the real thing that i think needs nerfing is his focus attack. i remember a point in one of my recent matches, seeing my opponent start up a focus attack and thinking to myself “there’s no way on earth that’s going to hit me from there”. guess what happened.

Exactly, Fei can make Guile stay in the corner all around the match clock.
This is why I don’t understand why Capcom doesn’t want to buff/fix Guile properly to escape this kind of situation.

Went back and re-read Guile changes to notice it says UDK is unthrowable from 6f to the last ACTIVE frame. Didn’t see that before. Won’t be any crazy safe jump style shenannigans with this like I originally thought of. Of course he’s not unthrowable on the 5th frame, that would be way too good as he’d be able to escape many command grabs…sigh.

What kind of safe jump setups would you even have in mind? An unthrowable UDK and safe jump stuff in the same sentence doesn’t really compute. I STILL say that this is the most under-rated buff I have seen so far. An unthrowable, low-immune close normal that can lead to a 200 damage combo? Seriously? Am I the only person who’s seeing this?

Really?

Like…

Really?
This elevates the UDK to practically being a special move. I can’t think of any other standing normal in the game that is both throw immune as well as low immune… much less comboable for great damage. Too much salt on this thread right now.