Why is Guile the ONLY character to never recieve new moves?

I posted this combo from the master guide in the combo thread.

jump in hp, cr.mp, cancel into ex sonic boom, fadc into ultra

Now, I’m pretty sure people have been using EX Booms in actual matches, so this looks likes it might be really useful. and at the same level with Balrogs(boxer) Headbutt into Ultra- with Guile needing an extra super bar for the ex special.

Of course I have no experience if this combo works, but it looks nifty.

It does; it’s a little hard, but once training mode is GA, I think we’ll see more of this kind of thing. Also, there are the ultra juggle combos (c.mp mk.super ultra). Guile has ways to get his ultra in, but it’s much more difficult than what other characters have to do.

Also comboing inot his ultra make it do horrible damge imo. your better of using it as punishment or just FADC’ing it imo.

Comosea: GGs on ST GGPO btw

I was thinking about this myself the other day and my idea was Alex’s slash elbow.

Things this could do

  1. Allows Guile to punish from a greater distance (Maybe too good)
  2. Allows Guile to escape cross-ups (Depending on the opponents timing)
  3. Probably wouldn’t break his lp Boom pressure depending on how fast it is (May give more chip damage though,)

So, let me know what you think. I don’t have enough experience to see all the possible repercussions this change would make.

As a side note I was also thinking about Alex’s 28k Stomp, but it doesn’t seem very necessary and it would be unnatural using p to do it.

u may have to work harder but its all 2 the player ppl still rock with guile (me) its just u gotta find ways to use those 2 moves properlly and use and abuse them on ur opponent

orly?

For a while I used to main Guile in Hyper Fighting and Super Turbo. I later switched to Ryu after having a laugh with Ken.

Guile bores me in IV, though I haven’t played a lot of the game yet. I’m not sure why, but I’ll invest more time with him and see if he’s still a badass. I still think he’s still a nicely rounded character however.

What could Guile use? I’ve always figured four things Guile would perhaps do well in having:

1.) An overhead. We got this in HD Remix (and its awesome) and he supposedly has one in IV though I’m yet to tinker with its properties. An overhead REALLY adds to Guile’s game in HD Remix though. It comes in real handy when chasing booms or if you’re having a poke without charge.

2.) A command throw. I always thought this would be cool. Nothing too damaging, but something that takes a small amount and hurls the character into the air setting them up for a juggle follow-up by way of a reduced damage flash kick provided the player was very nimble at charging during the throw animation. This would be a nice way of giving Guile a more reckless style if he was to figure ‘fuck it’ and just jump in and go for it without charge.

Problem being, that would give him an advantage and round him out a little too much perhaps. I dunno. A command throw would be cool tho :smiley:

3.) A dashing two hit punch charge-move. Short to medium range, hits twice close. Similar to Ken’s command kicks that hit twice up close. Something to give Guile a bit of style and variation in his combos rather than just using booms/flashes. And hey, he has no double hit moves and they always sound meaty :smiley: Perhaps make it weak and do minimal dizzy damage so it could perhaps be followed up with a crouch strong/boom?

4.) A sonic boom-esque charge uppercut. No sonic boom flies out, but a down>up charge move with punch that sees him do a two hit crouching uppercut that works somewhat as an anti-air, but makes for a nice combo up close AND leaves him on the ground.

None of the previous two ideas really alter his properties, they just give him some much needed variation and some combo finesse.

I remember when Hyper Fighting came out and Guile had his two-hit roundhouse flash kick. It sucked on small characters as it seldom collected the second hit for the knockdown, but it was awesome doing it on large characters. It just made the guy more fun to use. It spiced him up. Since super and ST Guile’s kinda grown a little stale and dull. Great character, but not a lot of new stuff has been applied to him I think it would be nice if he received a new and unique move.

You fuck with America. America fucks with you.

Using moves to gain an advantageous position to beat your opponent?
You, sir, are a revolutionary fighting game guru.

Personally, I would like to see Guile gain the ability to do something like Sean’s ground and pound move. I think it would fit his character very nicely, seems like something straight out of military training - and could work well with his overall strategy. Make it totally blockable of course just like Sean’s, so not overly abusable, but a nice alternative to pokes after trading the Sonic Boom with another projectile, allowing you to quickly cover ground and deal some nice damage.

^ if it were to hit low maybe we could create some unblockable setups off of that…but alas it would only be a gimmick -_-.

Maybe we should get Guile’s sonic Boom super from CvS2 back so we have a little more combo ability with him.

As a Guile/Charlie player since the original SFII, I’m actually really happy with the way Guile turned out in SFIV. His EX moves are great, It’s actually effective to set people up to get up into an EX Sonic Boom. In my opinion Guile has more of a defensive play-style, then anything else.

What would I like to see him have?

A good armor breaking move that moves forward.

Why?

FADC chews up a lot of his ability to pressure with Sonic Boom. Guile’s projectile is meant to have a fast recovery and slow start-up so he can use it as an advancing tool. However, when the opponent can FA them, the situation ends up being a lot less in Guile’s favor. It’s not a bad situation per se, as you are still the one who is initiating, but you do not have anything that breaks FA other than jab spam.

specific move ideas:

  • Non-Ex multi-hitting Sonic Boom.
    Maybe [4]6K?
    Realistically speaking we can’t complain about “multi-hitting non-EX fireballs” being broken because Akuma and Gouken both have them and are both not broken.
    I would give it the same speed as a Sonic Boom coming out, but give it a more fireball-esque recovery afterwards. Still better than a fireball, but not quite as good.
    Giving him a non-EX version would allow it to work at multiple speeds rather than the only super-fast EX version. For the Ex version, maybe just give him his normal Sonic Boom recovery.

  • Dash multi-hitting attack.
    Again [4]6K?
    The other approach is just to give him a move that breaks armor and moves him forward, rather than just give him an armor breaking projectile.
    I prefer the first one, but this could work as well.
    I only ask that it be safe on block.

@Gamogo: he does have an overhead.

c.mk is awful in SF4. Where’s the range??? ;/

This move has been shanked since Super onward, and imo, was one of the more stupid nerfs that Guile received within his lifetime. Imo, his pokes should be kept longer, so that his options after Sonic Boom would be very strong, considering imo this would’ve helped him greatly in SF:IV, because it would improve his spacing/zoning game.

In my eyes, if you beef up Guile’s pokes a bit, then he already becomes a much better character in SF:IV.

Exactly, I am glad someone understands what I am talking about. But be careful bro you might get flamed or picked on just for complaining about guiles low forward kick. I know I do.

I dunno why anyone is complaining about Guiles flash kick. Its very strong vs ground opponents. Granted it isnt as good as once was as a anti-air move but it has much better range on the gound even vs crouching characters. As for a anti-air, C.HP is more than enough.

I dont think Guile needs any new moves. He does need more range. His fierce Backfist got really shorten in 4. If a revised version of SF4 does come out. They need to change his Ultra to do more damage, and his super should be sonic Hurrican or his dash forward combo from CvS2.

I like how you asked and answered you own question all in the same breath.

I’ll agree with you about the other parts, but the recovery on his FK is way too long to call it a good ground punisher. It does have excellent range that much is true, but unless someone puts out some long recovery beefy move you don’t want to go around FK’ing people on the ground.

Yes his cr. FP is beastly, but it lacks horizontal range like… well his Flash Kick used to give him

The game doesnt have air blocking/parry. You cant have your cake and eat it too. I think its great just the way it is. I can punish shotos on a block C.HK with a Flash Kick from any range, nuff said.