What makes Guile so low tier?

[quote=“Hol_Horse, post:40, topic:74058”]

Guile is only good for counterpicking dictator, otherwise he sucks[/QUOT

The matchup is 6-4 Guile. I wouldn’t call that a great counterpick. Guile takes out all of dictators air mobility. However, if Dictator starts his scissor knee spam or crossups, Guile runs into trouble. Dictator has a really good crossup, and we all know that’s Guile’s principle weakness. So while Guile has an advantage, dictators who know the matchup can still win against Guile.

Guile does suck, but he has plenty of good tooks. He has good normals, decent priority, good zoning, and probably the best anti game in the game. He has something for every occasion, and his versatility rivals that of Ryu. His problem is that he doesn’t do enough damage, and he has a very high stun rating. So it means that once someone gets momentum versus Guile it’s downhill if Guile can’t guess his way out of the situation. He’s very prone to mixups and rushdown tactics. However if Guile is good at zoning and hit checking, he has the propensities to be a monster.

This is the only part of your post here that I disagree with. Tournament worthy characters, literally all of them (Sagat, ryu, rufus, balrog, abel etc.) all have easy ways to land their ultra on top of a generally solid game. While their game doesn’t totally revolve around landing their ultra, it -does- give them a wonderfully huge option to use when the opportunity arises.

The opportunities for Guile? A crumple FA, not happening. A jump-in, again, unlikely unless they know it’s safe from it.

It’s not so much that people want easy ultra’s–they want a reliable ultra. The tool is supposed to be a come-back weapon, people should be afraid of it. I’m afraid of throwing anything but light booms from far away at Abel; afraid of jumping at Rufus; afraid of getting combo’d by balrog; afraid of getting near Ryu; when they have their ultras.

With the awkward movement command and start-up time, even on jump-in’s Guile’s ultra blows: it rarely hits for full damage and occasionally the second and (consequently) third kicks completely whiff if you do it at an inopportune range.

That would be cool; but you lose your charge for the ultra in doing that motion.

guile needs a juggle ultra, and maybe a slightly stronger sonic boom IMO

Partly, hell I’d settle for his ultra to just make good contact when they jump in. It tosses people around too much, many times hitting with it is harmful since it throws the opponent behind you and they recover before you do.

Something about the second flash kick is some sort of mega-close-range attack that unless they’re right on top of you it’ll completely whiff.

Same thing with flash kicks actually, maybe it was lag, but I’ve had (counting) 2 flash kicks completely whiff someone in the air. Practically my whole body flies through them.

And yea, the boom damage is pretty low compared to other fireballs, and while it recovers quickly it isn’t spammable enough to out-zone Ryu/Akuma/Sagat. I can’t put pressure on any of those characters at range.

Because of low damage output/versatility and unreliable Ultra, IMO

Yea. When ryu or ken jump at you sometimes, your flashkick will go right through them harmlessly and they end up behind you, and recover before you do. You need to wait asplit second before they hit you in order to hit them…only happens with ryu and ken because they are gifted.

Just played a rose, man she could really wreck people with her normals if she got abit of a buff,but i think guiles normals are slightly better

Guile’s normals are great, it would just be nice if his Flash Kick was your go-to anti-air.

Sigh I knock my head on this one every time I hear it.

Plain and simple I think that capcom was more worried about striping guile down without the benefit of really giving him good testing on the new engine before release. I guess that was hit or miss for them consider the testing isn’t as good as seeing how it works with the community.

I mean come on some of you guys really this game was made in the image of sf2 so lets go there.

Look at the refinements that the other characters got in comparison to sf2.

All characters except guile got any refinement at all(and i am not talking about the added bonuses from the new engine neither. No instead they went the opposite way with Guile and nerfed the crap out of him.

My opinion keep his stun and damage the same and give me good ol sf2 guile cause really with this engine he wouldn’t be as strong as he was and it would give him just that little added boost he needs.

I know game was made to be more aggressive, but hell cross ups are just given to you in this game. I mean there is no risk reward especially where guile is concerned(offensively and defensively). He needs his flash kick upped and if the aggressive nature still stands in the next iteration definitely better cross up options. Lol how about just plain out more options.

I imagine someone at Capcom has been pen and papering match ups and the whats what in the game. We already know if there is another iteration that Seth and Sagat have bad news coming lets hope Guile gets a little good news.

Until then I’m gonna enjoy what I got for now.

^There are some missing links (words) in your combos (sentences) :stars:

You guys are using the flashkick wrong. It’s either a deep lk or ex flashkick for anti air. The move’s strength lies in its horizontal range, not to be used like it was in ST. Hell, you can even kara it with st.mp for even more range!

The boss just spoke… Listen!

Whatever dagger_g said…doesnt change the fact that the move does not do what it was intended to do…but whatever.

Isn’t the horizontal range, to some extent, moot when aiming for maximum damage output, given that it has to be deep (which nullifies horizontal range) in order to land more than 70 damage from it? Unless Flash Kick’s full damage output is anywhere closer to the ground, I was under the impression it had to be quite close to you.

Or is that more of a general statement, in that, while the optimal place to land it IS right next to you, the horizontal range provides a lot of utility in that it controls space. Which to me would suggest that the rh.fk is useful as a far-anti-air because it travels a great horizontal distance and reduces the amount of space your opponent can safely travel in, but you didn’t include this which leads me to believe I’m incorrect about that assumption :sad:.

What Flash Kick? Guile has flash kick? People use flash kick?

Memories of you Reversal Ultra’ing my blocked hk.FK at the tourney… sad memories.

The move doesn’t work as intended and doesnt do full damage. It’s not even the only reason why he chokes on pole all day long. I’m going to be honest, you’re a good player. But if people knew how to play against Guile you wouldn’t be as successful. Part of it is you’re good. The other is NOBODY wants to play that sonic boom throwing trash can.

Not to mention comebacks are almost impossible when characters like Ryu, Sagat, and the likes have ultras that you can actually land. As also stated his stun meter is shitrific.

You still trying? :wink:

lk.fk is fucking king-pin in this game.

haha. Guile is so well designed that chumps like you can’t see the beauty.

What most people don’t realise is that the vast majority of matchups in SF4 are either 5-5 or 6-4.

6-4 is a pretty damn even matchup. Guile isn’t that bad at all. The term “low tier” certainly makes him sound alot worse than he actually is.

He’s pretty shitty. Definitely the second worst character in the arcade line up.

I just try to think of vega when I’m feeling down about guile.

I use guile because high level guile play is to me, the most impressive.