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Guile Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:12 p.m. PDT


Guile Ultra Street Fighter 4 Character Guide


Character Overview
Guile is a character that is designed solely for a zoning playstyle. Despite having only two special moves, he has a large amount of useful normals that function very well defensively. Keeping pressure off of yourself and chipping the opponent down slowly while giving them few offensive recourses is the best way to play Guile.

Guile has a number of issues though. His jump has a short arc, making it very difficult for him to escape corners. He also has no long range cancelable normal move, making it difficult to shove the opponent back into his preferred zone. Guile also has poor damage options and unreliable Ultra combos.

Strengths
+ Has the fastest recovery in the game projectile-wise.
+ Strong defense with normals.
+ Can move quickly with fast walkspeed and special Kicks.
+ Solid anti-air game.
+ An air throw.
+ A fast overhead attack.

Weaknesses
- Has a real rough time escaping corners.
- Doesn't have good combo options outside of jump-ins.
- Longest-ranged cancelable move has short range.
- Without meter has to commit extremely heavily to wakeup defense
- Slow backdash and terrible crossup game.

Special Moves
or
Sonic Boom
Damage
Light
50
Medium
50
Hard
50
EX
100

Properties

Guile's classic Sonic Boom projectile is the heart of his defense. You must throw these out whenever possible to use them as long range pokes. The recovery on each normal Sonic Boom is insanely fast and the button pressed only determines the speed the Boom travels.

The Light Sonic Boom is the most popular as it's the hardest to avoid, but you'll want to be varying up the speeds at different distances to keep opponents on their toes. To charge quickly, you'll want to throw your joystick into the back or down-back position immediately after throwing a Sonic Boom in order to maximize your charge time so you can throw out a barrage of Booms.

When and how you throw the Sonic Boom should be dependent entirely on your positioning so that you can prepare an anti-air for any situation should the opponent try to jump over the Boom. You need good knowledge of all the matchups in the game so you can be prepared for potential jumping attacks and jumping angles.

Guile is always at frame advantage if a Sonic Boom is blocked at close range, which gives him even more time to reposition himself defensively. In the corner, Sonic booms offer enough frame advantage on hit to lead into big combos.

EX Version: This double-hitting Sonic Boom has slower startup and much worse recovery than the regular Sonic Boom, but the travel speed is way faster. So fast, that it's great for long range punishes against attacks such as Blanka's Beast Roll.

The most popular use for this move is for showing off in corner combos or for long range punishes. You can also use it as a sudden surprise attack mid screen, which is remarkably effective against Focus Attacks or armored moves since the two hits are very fast in succession.

or
Flash Kick
Damage
Far
80
Light
100
Medium
120
Hard
130
EX
180

Properties

Guile's Flash Kick is his only reversal and a solid anti-air, though you have to be extremely careful when you use it because it has a full half-second of ground recovery. You can FADC this move to make it safe so it is at the very least not a do-or-die special move once you have meter.

The Light Flash Kick has the most invulnerability out of all the normal Flash Kicks. This makes it the best anti-air and reversal. The Medium version's invincibility doesn't overlap the attacking portion of the move, and neither does the Hard version. The Hard Flash Kick has a really good hitbox in front of the move, but that's only after it becomes active.

If you hit the opponent with the later portion of the move, you cannot FADC and it does less damage. Be careful of how close you are to the opponent before you use this attack. As a final note, the Flash Kick should really be used very specifically in application either to break armor or get pressure off of you. The bad recovery of this move cannot be emphasized enough, and should be an incentive for you to rely on normal anti-airs.

EX Version: EX Flash Kick has all the best qualities from the regular Flash Kicks. It has the best hitbox from the Hard version and the same invulnerability as the Light version. Use this as a surefire anti-air. When it comes to reversals, EX Flash Kick doesn't really do anything Light Flash Kick can't do.

This version of the Flash Kick also does the most damage, but you don't want to use it in an FADC combo because the first hit of the move is not as damaging as the regular Flash Kicks.

Super and Ultra Moves

Super — Double Flash
Damage
Super
360

Properties

Guile's super has a huge amount of startup invincibility and is only slightly slower than the Flash Kick special move. This makes it a really damaging anti-air counter, but the motion for the Super and the amount of meter it takes to use is a real problem, especially with the usefulness of Flash Kick FADC.

One upside to this Super is that landing this Super outside of the corner leads to free juggles into Flash Explosion or Sonic Hurricane, with Flash Explosion doing a lot more damage. It's sort of an extra bonus for using all your meter since Guile's Ultras are not that spectacular.


Ultra 1 — Flash Explosion
Damage
Ultra 1
300-510

Properties: None

Guile's Flash Explosion is almost exactly the same as Double Flash, except for two different properties. First, this Ultra does not break armor. Secondly, if you use it as an anti-air and not a reversal against a grounded opponent, the damage is lessened considerably.

The invincibility and hitbox of the move are good enough to act as an anti-air if your reaction is fast enough. Other than that there's no really good use for this Ultra.


Ultra 2 — Sonic Hurricane
Damage
Ultra 2
300

Properties: None

Guile's multi-hit Sonic Hurricane has several interesting uses. You can try to use it as an anti-air to get a damage trade in your favor. You can also use it during fireball wars to take the lead since the range is much greater than it appears. Another option is to chip an opponent as they are standing up, but be wary of anti-projectile moves.

Other than that though, this Ultra's low damage and the brief period of vulnerability before the Hurricane comes out really hampers its uses. Try to make sure your Ultra 2 is fully charged before you use it, otherwise you will get very bad damage output from it.

Target Combos
   
Target Combo
A very useful target combo for Guile; the initial hit must be locked low, and the second must be blocked high. If you're on the attack with Guile then this can be very helpful.
Combos
Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

4 Hits
146 damage
Guile's best combo without a charge. Feel free to add or subtract jabs in this combo.


Hard Flash Kick
4 Hits
172 Damage
The link from crouching Light Punch to crouching Medium Punch is a difficult one-frame link.


Jump

juggle Hard Flash Kick
3 Hits
314 Damage
This combo is best used at post stun.


Jump

EX Flash Kick
4 Hits
314 Damage
Another jump-in combo.


EX Sonic Boom
3 Hits
220 Damage
A punish if you only have a back charge. The Hard Punch must be done closely to the opponent.


4 Hits
112 Damage
Guile's crouch tech combo option.
Notable Normal Moves and Unique Attacks
  or
Standing or Crouching Hard Punch
Standing Hard Punch is a move used as a poke and as a mid-range anti-air attack. It's an altogether very useful move and starts up reasonably fast, but it tends to lose to dominating jump-ins.

The Crouching Hard Punch is Guile's most reliable anti-air against people jumping on top of him. You should try to position yourself with Sonic Booms so that opponents will land on this attack if they jump over.

Spinning Back Knuckle
Guile's best ranged normal. Use this to shove opponents backward. If the opponent is Focusing through your Sonic Booms, throw this out to stop them.

Straight Chop
Guile's overhead is fast and has great range. If you tend to go on the offensive with Guile then this is a great tool.

Guile High Kick
A slow anti-air from Guile that is mostly used in post-stun combos. Can only anti-air extremely obvious jump-ins.
or
Knee Bazooka
One of Guile's best moves because it allows him to move forward to reposition himself while charging! You can also use this attack to tick into a throw.
or
Rolling Sobat
Guile takes a little hop kick backwards, This move can hop right over low attacks, but it can still be thrown. This move is also completely invulnerable to projectiles, but you'll only want to jump over fast ones. This will help you avoid chip damage while charging your next Sonic Boom.
or
Reverse Spin Kick
This move will only come out if you are close to the opponent. If it lands, you can link into some of your other normals, though this is very hard to do. It's also completely invulnerable to low attacks, acting as a good tech trap.

Shades of Glory
This attack speaks for itself. Flash Kick FADC into Shades of Glory is a combo all players should aspire to complete.
or or
Air Throw
Guile's air throw is one of the best in the game due to its range. It also sets up a knockdown situation for you depending on which way you decide to throw the opponent. This will beat out the opponent in a lot of air to air situations and it can be a great counter to a lot of aerial special moves.

Jumping Light Kick
Guile's crossup attack. Must be positioned very carefully and landed deep in order to combo from it.
Guile General Strategy
Guile's gameplan is focused around keeping the opponent in a particular zone while keeping himself out of the corner at all times. This does not mean backing up continuously. Rather, you should try to force the opponent to react to your Sonic Boom in the ways that you want and force your way forward instead. There should be a planned response to every avenue that a person uses to avoid your Sonic Boom.

The two things you should note above all else are the pushback of your moves and the jump arc of your opponent. Using the Spinning Back Knuckle is not just important for damage, but to force the opponent out with pushback. If you anti-air with crouching Hard Punch do not forget this sets the opponent right in front of you; this is just one example of how important it is to space correctly.

Other Resources and Credit
You can find more information about playing Guile on the Central Character Discussion Thread on the EventHubs.com forums
Contributions to this guide by Nyoronoru and Brutalion.


Comments

JerseyFame said on March 9, 2010 at 10:23 a.m.

These cant be real updates. The community overseas and in the US has been lobbying for EX sonic boom to be a knockdown

JUST LIKE EVERYONE ELSES PROJECTILE

That would make Guile alot better. Ex sonic booms that cause knockdowns and more damage wil create more opportunities for offense for Guile.

Capcom would not do the exact opposite.

#1
tommyjesus said on March 10, 2010 at 3:39 a.m.

i think we were expecting too much for guile.

seems like capcom gave us a giant eff you to the guile fans.

#2
ether said on March 10, 2010 at 4:25 a.m.

Another video of ingame clips from grimorie
http://www.youtube.com/watch?v=CLr9PM...
check it out

#3
MadnessFamilyguile said on March 10, 2010 at 6:53 a.m.

Like i said, and as most real guile users should know, most Guile changes will be subtle.

Mrwizard isn't going to notice if normals start up or recover 1 frame faster, hopefully they gave him ryu-like links because that would be a HUGE buff that wouldn't be easy to notice after 5 mins play from someone who doesn't main Guile.

Hitbox changes would also be hard to notice from someone elses point of view

#4
JerseyFame said on March 10, 2010 at 6:25 p.m.

i just uploaded a new replay via xbox live....go watch me own this coward ryu player...

he tick throwed and crossed up only he had no fighting tactics.

#5
MadnessFamilyguile said on March 10, 2010 at 11:20 p.m.


It turns out Guiles known "buffs" so far are nerfs to other characters. Alot of characters have had their "DP" moves nerfed, apparently ryus lp srk constantly trades..like guiles.

Rufus has to work more to do damage, like guile. Sagat takes more damage and has limited pressure, taking more damage from guiles hits. zangief is apparently at 1100 health now, lariat got nerfed...

This is ALL without knowing what's been done to Guile's normals, it's looking pretty damn good.

#6
lareka said on March 11, 2010 at 6:22 a.m.

@Jersey
Where you are living in US ? I'm coming there for 3 months

#7
JerseyFame said on March 11, 2010 at 8:53 a.m.

@lareka

The infamous Jersey City

#8
crazychillz said on March 11, 2010 at 9:09 a.m.

i actually wouldnt want EX-boom to knock down. I don't really like guile's attack options on opponents' wake-up. His cross-up isnt very good and besides that you just have Sonic Boom that is totally safe.

i like that it's a 2 hit non-knockdown because you can throw in a f.fp or fp afterwards. and it gives time for pressure.

#9
JerseyFame said on March 12, 2010 at 6:07 p.m.

@1087

Youre gonna wish you had that knockdown when all the new game mechanics kick in and you get ultrad for landing your ex sonic boom. Yeah they buffed everyones weapons and made Guile worse...Im asking for something petty like knockdown on ex boom. If im close enough let me combo it....if im far let it knock my opponent down so i can apply pressure...otherwise the new cast and new movelist of everyone else is gonna kick our ass or frustrate us to the point of "un fun" gaming.

#10
crazychillz said on March 15, 2010 at 12:41 p.m.
#11
WTF said on March 15, 2010 at 11:38 p.m.

Still maining the Family Man and all, but Seth's comments on Guile actually lowered my expectations of him (which I didn't think was possible).

Pretty much translates to "meh, he wasn't meant for this engire, deal with it"

#13
JerseyFame said on March 16, 2010 at 6:41 p.m.

What Seth is saying is..."I got completely destroyed by Guile players often...and there were guys like tomo and Muteki who could own an entire arcade of people just by using Guile.

So I dont care that Guile sucks now...I always hated Guile."

Am I wrong?

#14
MadnessFamilyguile said on March 17, 2010 at 1:44 a.m.

Someone is saying Guile got a 100hp buff....

#15
NystaNaizak said on March 17, 2010 at 12:09 p.m.

When S-Kill was a child he was abused by a retired pilot, many years later we are seeing the effects.

#16
tommyjesus said on March 18, 2010 at 2:40 a.m.

no way guile got a 100 hp buff; same hp as gief? not like i would mind it though, lol.

seriously doubt that though. i think his stun got better by 100? a 50 hp buff sound more reasonable.

#17
MadnessFamilyguile said on March 19, 2010 at 12:07 a.m.

Yea, but maybe they didnt want to take a chance of Guile being terrible after the buffs to his normals? Buff to stun would be such a waste, guile has always had lower stun and the only time you even notice is when you're playing terribly.

I've never seen a good guile get stunned, or a good dhalsim, i doubt dhalsim players want more stun.

50 does sound more reasonable though, not that id complain about 100

#18
tommyjesus said on March 20, 2010 at 2:29 a.m.

guile looks exactly the same from his video against guy.

only positive is sonic hurricane looks safe on block, with a pretty quick start up and nice chip damage.

pretty disappointed with how guile looks so far, but then again, it's hard to tell from the video. the guile player seemed unfamiliar with the character, too.

#19
crazychillz said on March 20, 2010 at 11:24 a.m.

either i noticed these things or it was wishful thinking. However...

f.hp has better range
cr. mk is faster
fk has better recovery
slightly higher damage
decent ultra

#20
tommyjesus said on March 20, 2010 at 2:10 p.m.

i think dmg might be because guy is pretty weak. he might have less than standard health.

i do think flash kick got better a little bit better recovery though.

#21
ether said on March 23, 2010 at 6:27 p.m.

ya boy grimorie still at, some ingame clips put to music
http://www.youtube.com/watch?v=tzAaGr...

#22
MadnessFamilyguile said on March 24, 2010 at 12:15 a.m.

Guiles hp sonic boom is now faster

Sonic hurricane seems to do full damage as an anti-air but can trade if you're not spaced properly,totally safe on block, decent chip damage

Heard a rumour about lp sonic boom going slower

#23
tommyjesus said on March 25, 2010 at 12:44 p.m.

nothing got faster or slower; his flash kick recovery is the same, everything is the same.

disappointing right now, but hopefully hitbox changes are noticeable. if hitboxes aren't improved, guile is the exact same character with a better ultra...capcom really half-assed it it seems.

#24
InsertCoins25 said on March 30, 2010 at 7:21 p.m.

New to this forum. I play Guile quite a bit. I bounce around 1200-1600 battle points now. Here are some of my thoughts.

-Jump happy opponents get owned quick. The flash kick does a lot of good damage. Strong punch/Flash kick is a nice easy combo.
-Guile's EX Flash is even better as it takes priority over a ton of stuff.
-The one thing I don't like about his flash kick is it doesn't come out very quick after you've been knocked down and your in the process of getting back up. Characters like Ryu, Ken, Sagat, Blanka, Cammy, Fei Long all have high priority get the hell off me moves. Where is Guiles? Maybe there is one and I just don't know?
-His EX Booms are also very useful. It's difficult to justify saving up for his Super in my opinion.
-One of his big drawbacks is his Ultra is difficult to pull and easy to block. I mean an oppenent can be jumping into you and they can block his Ultra on the ground. Even doing a focus to Ultra is very difficult.
-His Medium standing punch is nice for opponents that block down a lot. Is there a way to link anything in after connecting with it?
-In Guile for Guile you learn quickly too many low Hard Kicks are a bad idea as your oppenent can flash kick you after the 1st pass.
-There are some characters that have a major advantage over Guile. For example, Akuma takes away Guile's Sonic Boom game. If I see someone pick Akuma I'll switch to Blanca. Sagat is another tough one. His fireballs and moves just seem to take off a hell load.
-Watch out for Chun-Li's Ultra. One Sonic boom and you get owned. It doesn't seem to matter how far away you are.
-For the most part, Guile isn't bad against Ken and Ryu players. Especially if they are too aggressive. For a lot of characters, to beat Guile you have to beat him on the ground. In general, I've noticed really good players don't seem to jump much at all.
-Really good players can punish you for doing a low hard swing kick. I wish that move was a little faster.
-It will be nice to have a Ultra that may be more useful in Super Street Fighter 4.

See ya.

#25
JerseyFame said on March 30, 2010 at 8:36 p.m.

@guy above me...

read comment #1 and keep going till you get back down here.

#26
cuttyb1987 said on March 31, 2010 at 9:50 p.m.

@Jerseyfame be nice lol Guile has had a nice run being top tier in the stf universe but super will help him out I think he did get soem buffs hopefully he can become championship edition Guile again or hyper fighting
Naw @ 25coins man Guile needs better normals if ryu can crlp crlp crmp hp srk fadc ultra
Guile links are so hard if its a split of a frame off ur srked in the face and he doesnt have defense or stamina like a shoto so he takes damage...Gimicky characters owned a charging Guile cuz a crossup he loses a charge so I suggest you learn the normals he has some nice 1's but in super it seem they were improved and he did look good with the shades on while he was winning so who knows will find out in April

#27
Alucrud said on April 3, 2010 at 12:46 a.m.

After seeing the dash ultra in vanilla sf4, it just occurred to me that a fadc ultra 2 in super may be possible.

The input would go something like this:

(charge)db,ub+K(hold ub),MP+MP,f,f(dash activates),b,f+PPP

Anyway, it's just a theory and I seriously doubt it'll work, I'm just throwing it out there.

#28
tommyjesus said on April 3, 2010 at 7:40 p.m.

proven to work. you can indeed FADC into ultra 2.

http://www.youtube.com/watch?v=q5QgYa...

now i need to practice fadc...with my ps3 pad.

#29
InsertCoins25 said on April 4, 2010 at 7:58 p.m.

Questions for high level Guile players:

1. Do you have to be good at combo'ing to take Guile far? I am terrible at combos at this time. I can't get past the 4th test on the Normal 4th trial. The timing for combos just seems to be super touchy. Most of the time, I can beat opponents with mind games and patience. I am the biggest freakin turtle there is and use Sonic booms/flash kicks heavily. Knock them down, lead with a sonic boom then ?Throw? ?CR HK? ?Stand MP? ?Focus? ?Do nothing and watch your oppent do something dumb? In my opinion, that is Guile's best strength is his ability to keep the pressure on and keep an opponent guessing

2. On XBox live I rarely see anyone over 4000 battle points. Is this because the high point players don't want to waste their time or risk their battle points with me? Or are there just not that many high ranked players that play a lot anymore? There's some guy Backcrusher or something like that who plays a pretty good Guile at around 2700 last I saw him. He is about the highest ranking Guile player I see on anymore. I only have around 1550 bps so it could be I just don't get visibility to some of the really high ranking players.

BTW, I am major old school. I owned back in the Street Fighter II, Championship and Super Street Fighter II days in the arcade. I fell out of the scene after that but recently am back. Discovering what has happened in the fighting world in the last 10 years.

#30
Bibuki said on April 5, 2010 at 8:58 a.m.

I gathered 2604BP with Guile. at first it was a pain in the ass, but at some point I just found my style and it was all good. but since I know that I'll switch main in Super, I stopped playing the original game seriously, and started fooling aroung with other characters so now I'm down to 1800 haha but I don't care anymore.

I don't think it is essential to be good with combos when you main Guile. I use a couple of basic ones, nothing fancy. Guile isn't fancy anyway. when I see a jump-in opportunity, I use j.fierce, s.fierce xx sonicboom (is that how you write that?) and if in corner you can land a s.fierce or forward fierce afterwards for a 300-320 dmg with good stun. actually you can land the forward fierce from anywhere but it's more tricky. I also like the s.fierce, s.fierce against big opponents. target combo is alright sometimes.

I don't use flashkick much, except at the beginning of a round if Ken thinks he is smart enough to stuff it with his j.roundhouse (or similar scenarios). flashkick won't be stuffed if you throw it late, and you score maximum dmg. and use the light version.

against some characters I may use FK more, like against balrog or cammy, that is if my reflexes are razorsharp (they're not always unfortunately), then I can stuff almost all dashpunches on reaction.

c.hp is a better option for antiair, but try to hit with the highest frames, or you might get stuffed or trade. don't forget you airthrow, and s.hp is probably his best tool (even for antiair sometimes).

I don't turtle much normally. I do am causious when I play, but since I don't rely on FK, it allows me to move more. I tend to use SB more often when playing against non-projectile characters, 'cause it bugs them and they wanna be upclose anyway. but against the likes of sagat and akuma, I'm more offensive.

Finally, what is really essential for Guile is to know you matchups. the more you know about properties of your opponent's moves, the more you'll win. To me, Guile isn't a character that can rely on one playstyle, but has to adapt to each character of the cast.

Man I love my Guile, but I can't help but feel like capcom disrespects Guile mainers, and with all those jokes/bad comments about his Super form, it's just depressing and it feels pointless to keep putting effort in playing him.

#31
tommyjesus said on April 6, 2010 at 12:57 a.m.

first off, i agree with above. KNOW YOUR MATCHUPS. it's huge.

i haven't lost to a zangief in months, despite the fact i've faced countless 12k+ cp giefs because i know the matchup well.

secondly, it looks like they buffed up guile considerably in super...i'm really excited to see how he plays and how to utilize sonic hurricane.

#32
Bibuki said on April 6, 2010 at 6:53 a.m.

Yeah dude no more switching main! To think that I can manage pretty well with crappy Guile, Super Guile will win a lot

#33
StagnantNachos said on April 6, 2010 at 8:44 a.m.

@1109
well im at some 3k bp if that counts. but i know what you mean about never seeing guile, poor bastard he needs some love. but seeing the recent posts i hope they did the man justice.

#34
MadnessFamilyguile said on April 8, 2010 at 12:06 p.m.

@1108

I havent been in town for 2 weeks but when i last played i was over 4000 bp with Guile and there is another on playstation named afghan muscle who is over that point

You can't just turtle to be effective with guile in this game, flashkick is a good anti-air as loong as yo can force your opponent to jump from outside of cr mk range(which is harder because of slow startup and reduced range)

Knowing your matchups is the difference between winning once every 10 matches and losing once every 10 matches, but really you can only expect to win a ton online or where you see less elite players.

#35
tommyjesus said on April 9, 2010 at 12:12 a.m.

i hear a lot about bp. do people play bp matches more than the cp tournament mode online?

i practically abandoned bp after the tournament patch came out.

#36
crazychillz said on April 11, 2010 at 12:16 p.m.

to gilley!

hey man you said that you cant do frame counts on youtube videos like you did with that flashkick. is it because you don't have the videos themselves?

#37
calvinfoo said on April 14, 2010 at 6:08 a.m.

No wonder I always had the feeling that Guile is underpowered.

SB damage = 50, EX = 100 (100% increment)
FK = 130, 140, 160, EX = 180 (12% increment)

vs Sagat

Tigher Shot damage = 70, EX = 150(114% increment! 50 extra vs Guile SB)
Tiger Uppercut = 140, 150, 170, Ex = 200 (17% increment and 20 extra vs Guile FK)

With the ratio of
7 SB = 5 TS
3 EX-SB = 2 EX-TS
10 EX-FK = 9 EX-TU

#38
MadnessFamilyguile said on April 14, 2010 at 1:05 p.m.

"A certain top tier Guile player(who will remain nameless) got to play SSF4 for an hour today. It was serious play so he didn't get to do training mode. Here's what he found...

c.jab > c.strong link is easier
df+rh combos to anything
df+rh hitbox improved
shorter SB charge time, couldn't tell how much
c.forward is way better
he just feels way better in general
tried FK > FADC > ultra2 once but wiffed, seemed like it will be easy
airthrow range hasn't changed
backfist is faster but seemed stubbier
he got worked by a Dudley"

Interesting

#39
InsertCoins25 said on April 18, 2010 at 3:44 p.m.

Some thoughts from today:

Moved up to G2-E. Also, got 10 wins in a row for the 1st time. Over 1750 battle points. Not anything special but good for me. I know am getting better as I'm getting more hate messages. You have to love that.

My game has improved a lot since starting to use CR HP a lot as anti-air when you don't have a charge or when you are too close and will miss with a flash kick. I have been mowing down Ken and Ryu's right and left. Skilled Rufus, Sagat and Balrogs still give me a lot of trouble. I've gotten a lot better against Akuma. Akuma's ultra is also pretty weak as you can always jump backwards to avoid it. Unless they've timed a juggle or combo right. Akuma takes a lot of damage so just getting in close and break'n them down is definitely the way to go. Gen and Cammy will give me trouble once in awhile. Mainly because I don't play against many.

I'm thinking getting an ultra that is actually useful in Super Street Fighter IV will help Guile tremendously.

I didn't know you could view other people's matches online until today. Very beneficial. Good stuff.

Now if I could just get through the Normal: Trial 4. I can't get past the 4th task. It's driving me crazy.

Jumping Hard Kick, Standing Medium Punch, Cancel into EX-Sonic Boom, Cancel into EX-Focus Attack. I can never get the EX-Focus to land in the combo. Do you have to dash cancel the EX Boom? Anyone have any advice on this one. I've watched the video and still can't get past that one.

#40
Bibuki said on April 18, 2010 at 9:44 p.m.

You guys did see the setups for Sonic Hurricane right? How can I not stay with Guile after seeing this!

http://www.youtube.com/user/trag13#p/...

check on the channel there are 4 in total, way beyond my demands

#41
InsertCoins25 said on April 25, 2010 at 10:23 a.m.

Did you guys watch this yet? Guile tops a Rufus.

April 25, 2010
8:58 a.m.Updated: HQ video of Justin vs. Daigo from L.A. Fight Club

#42
JerseyFame said on April 25, 2010 at 8:47 p.m.

@1120

I watched...it sucked. Daigo has a very bland Guile. Wong has a predictable Rufus.

zzzzzzzzzz.

#43
InsertCoins25 said on April 25, 2010 at 9:09 p.m.

I think Daigo's Guile is good. He almost always has a sonic boom on the screen. With Guile, there's no reason not to. He cancels Guile's flash kick very well in the matches. His zoning is great too.

Maybe he didn't mix up his attacks too much but still impressive.

#44
sabrewulf said on April 26, 2010 at 11:43 p.m.

@1121

i dont see the part when he sucked, i see a solid Guile doing solid strategy and a hell of execution.

for me is well known that the basic stuff with Guile is the thing to master

and for insertcoins25

if u still cant do the exSonicboom-focus attack cancel

i start doing it late and then realeasing it sooner and so on till i get the timing right.

sorry for my english!

#45
JerseyFame said on April 27, 2010 at 9:30 p.m.

Having Major difficulty with trial #20....

light punch to medium punch is still awkward although easier...but easier than really hard is...well...hard.

So its still hard to do.

I just dont know what my inputs should be to get these moves to come out.

#46
juanrock said on April 27, 2010 at 9:52 p.m.

the sunglasses are godlike, i want to learn ways to do combos wit that

#47
son1cflash said on April 28, 2010 at 1:39 p.m.

@1124 I feel you man thats the only trial that i have left for guile. Every now and then i will get the full combo in but i cant seem to finish it with the SH. you should practice s.lp + s.mp and c.lp + c.mp separately, that help a lot. and them you can try to do them and add a sonic boom at the end. and so own till you get used to it. by yea that c.lp into c.mp is still a pain

#48
JerseyFame said on April 29, 2010 at 9:21 a.m.

why is that link so hard...

how is there no a documented way of landing that link...how is it random?

Thats stupid. Random?

You mean there is no skill to it. I just have to happen to press the button right.

Plinking doesnt work. Why is it so hard? whats the point of that?

Im frustrated and i have turned off my xbox.

#49
ljay103 said on April 29, 2010 at 11:08 a.m.

@EVERYONE - so i disappeared after a while, been busy with the baby and everything. i am still a very active SSFIV player. anyone have any issues with guile except the framework done on the sonic hurricane? i wish it was as easy to link like the flash explosion.

@JERSEY...long time no talk there buddy. Well trial 20 isn't so bad, hopefully i can help you out.

start off with a max'd focus attack dash-in immediately and do the cr+lp then cr+mp. you remember when you would cr and mp you could easily link an LP flash kick? well do that with the sonic boom. as soon as MP hits immediately follow with an LP SONIC BOOM > MK DOUBLE FLASH, at the highest point of where dan gets, start performing the FLASH EXPLOSION, you should execute the move (KKK) after he's fallen about 1/8 - 1/2 of the way. if he's fallen more than 1/2 of the way, you'll miss. hope this helps dude.

#50
son1cflash said on April 29, 2010 at 4:53 p.m.

woohoo finally passed guile trial 20. not sure if I will be able to do it again but im glad i got to finsih all 24. Now my biggest challenge is being comfortable with the fightstick that i just bought... im very uncomfortable during normal matches.

Fightstick learning curve: 35%

#51
son1cflash said on April 29, 2010 at 6:23 p.m.

@1127 the link isn't that hard really. Ppl be saying framerate but I don't even know what that mean... I usually wait for a split second before landing the c.mp. also I think somebody mention this but look at the life bar when u r hitting ur opponent, there a bar thingy that is running through the life bar after every hit...it determines the timing for the next move. It should help u know if u are pressing the next button too fast or too slow. Don't know exactly how it works maybe someone can comment on that but I think as soon as the bar hits the end of the life bar it indicates the timing for the next input. My advice is practice s.lp + s.mp and then c.lp + c.mp that was really helpful to me. Hope that helped

#52
JerseyFame said on April 29, 2010 at 9:09 p.m.

Ok finished all of Guiles trials. The only one worth the frustration and headache to actually try during a mach which also looks very stylish is as follows:

Jump in HP

Crouch MP

L sonic boom

Crouch LP

Crouch MP

L Flash Kick.

Its gorgeous.

#53
InsertCoins25 said on April 30, 2010 at 5:12 a.m.

@ son1cflash. I think I played you last night in a Guile matchup. You won. Good game though.

Trial wise I can't figure out what I need to do on the Cr LK, Cr LP, Cr MP, H Sonic Boom. It's weird because I've done the whole 4 hit combo. It says 4 hit combo but the H Sonic Boom never goes. Maybe a M Sonic Boom is coming out instead.

#54
JerseyFame said on April 30, 2010 at 6:26 a.m.

@1132

Its all about muscle memory. You have to go through the "trial". Your not gonna be able to just toss the combo out.

practice, practice, practice. Whne your fingers know what to do without thinking. The combo will just happen.

#55
sabrewulf said on April 30, 2010 at 4:22 p.m.

did all the trails at the first attemp no particular strugle.

i find very easy that c lp into c mp, i practice that every day.

on the other hand my first impressions on the new guile are that hes better overall, hitboxs seems diferent somehow, love the free jugle state on f cr hk :*, the new ultra is sick!

#56
InsertCoins25 said on May 1, 2010 at 9:56 p.m.

All I can say is being able to anti-air CR HP into the Sonic Hurricane is great. That is what I needed in vanilla SF IV.

#57
InsertCoins25 said on May 2, 2010 at 8:17 p.m.

Actually, I think I was wrong. This does not work if blocked properly:

anti-air CR HP into the Sonic Hurricane.

I've been playing too many people who don't block.

#58
sabrewulf said on May 3, 2010 at 12:05 p.m.

did anyone notice that flash kick now has mor inv frames or its just me??
i can go trought meaty fireballs i dont remeber that happening in vanilla

#59
ljay103 said on May 3, 2010 at 2:49 p.m.

Hmm played a 1300BP CODY last night. Actually played 4 Cody's last night, not too bad a of a win. Add me on PS3, check out the replay, as you can see with my 200BP, i just started playing, but you can see how Cody was defeated.

Quick Tip:
Common combo - D+LP, D+LP, D+MK (i think, its a slide kick), ROCK THROW, LP HURRICANE

FLASH KICK GOES RIGHT THROUGH THAT SLIDE KICK. FLASH KICK ALSO GOES THROUGH A HURRICANE UPPERCUT.

#60
JerseyFame said on May 4, 2010 at 8:52 p.m.

I am owning fools with Guile....this seems almost too easy. Now that they must fear sonic Hurricane these fools cant wake up from a knockdown and go berserk.

I have a lot more command of the match. I play Guile the same way but now I can be more offensive. Thats what I wanted. I wanted to legitimately be able to rush down and keep applying pressure.

Its to the point I dont have to stay with Guile I can try Dudley and whenever I come back to my main...he's even more easy to play.

#61
ljay103 said on May 5, 2010 at 1:14 p.m.

they granted what we discussed with the sonic hurricane eh jersey? yeah i'd have to agree with you, i pretty much have shifted over to Guy, but he has so many moves i dont really care to discuss gameplay on forums. Guile has 2 moves and i feel like he's a player that can be discussed. guile just gets easier and easier to use (well i say that playing SFII back when i was in grade school). when are u gonna shift over to ps3?

#62
JerseyFame said on May 6, 2010 at 11:27 a.m.

i hear the lowered the price of PS3, Im def gonna have to go pick it up. Especially since Gran Turismo 5 is coming.

But yeah man, it seems like Vanilla Street Fighter was a tutorial on all of Guiles basics. It forced me to learn combos that are practical and learn all the matchups. Now that i carry that knowledge of to Super....the learning curve isnt there and now I have better move usage. Its like he is 10xs easier to use.

I was in an endless battale and after 9 straight wins I switched to Dudley...just to be fair.

#63
shogunblood2 said on May 7, 2010 at 4:42 a.m.

Guile Rap Song "Feel My Pain" http://www.youtube.com/watch?v=fpINk9...
Just give it a try.

#64
JerseyFame said on May 7, 2010 at 8:18 a.m.

How do you Punish Adons safe diving kick. I faced a guy yesterday who spammed it till no end. I could figure out how to make him pay for it.

#65
nicksti said on May 8, 2010 at 7:14 a.m.

If you mean his Jaguar Kick it is a mean overhead kick but a Flash Kick gets that beat easy. Just have to see the Jaguar Kick coming.

But he is a character that you should block up if you are out of sweep range.

#66
nicksti said on May 8, 2010 at 7:34 a.m.

After playing Guile for years, starting from Arcade when Guile had the bugs and was invincible, I suspect he will get a little better in the rankings but still not be a mid tier.

The problem with Guile is other characters evolved while he did not. Guile was built to be a fighter that follows his Sonic Booms. His walking speed is great, his projectile is slow, and his recovery after the projectile is the best. It forced people to block, jump and get punished, or spam back projectiles while Guile inched forward into a cat and mouse position.

Now so many characters have ways to defeat projectiles that it makes following a Sonic Boom dangerous.

Ryu/Ken always had the Hurricane Kick.
Blanka was given the ground slide. EX Roll nails you.
Chun Li was given an overhead flip kick/hazan shu. Ultra will make you never do it when she has it up.

And the list goes on. I do appreciate some of the minor tweaks done which make him a little easier to play, but I think this will benefit the high level players more so that Guile players on a whole.

Guile needs to be able to project his Sonic Boom to a point that he can keep up in a fireball fight. Maybe I am asking too much but that would fix Guile in my opinion. I do not know if it can be done with Guile's supposed shorter charge time because I try to inch forward and pin my opponent down.

Guile has the best defensive game and a great close range game.

#67
StagnantNachos said on May 8, 2010 at 10 a.m.

Am I the only on finding the new Dictator speed to be a major pain? I mean all the cross ups ruin my charge and I cant flash kick cause that gives room for an easy throw, alongside that he wins in a battle of normals. The only solution Ive found is to air throw any other suggestions?

#68
InsertCoins25 said on May 8, 2010 at 7:06 p.m.

The new Bison is a lot better. I get hit by his Ultra 2 way too much. His stomp seems to have more priority than before. Maybe not. Always seem like I lose in any air battle with him though.

I think both Guile and Bison are mid to upper tier now.

#69
SonicBoxer said on May 10, 2010 at 2:34 a.m.

Loving the mod'd Guile, i can win more easier too :)

#70
StagnantNachos said on May 10, 2010 at 1:26 p.m.

@ insertcoins25

Yeah im thinking the same thing about them, definitely saying bison's higher though. BTW if anyone on here wants to play XBL with me stagnantnachos is the tag.

#71
JerseyFame said on May 12, 2010 at 8:15 p.m.

Bison is very hard now. He can pretty much spam without recovery.

Sad thing is when people discover safe moves they feel very pro...when in actuality they are using moves that have no risk factor.

I never feel bad when I lose to these online scrubs. They are only good via spamming safe moves. None of them show any class or style.

Daigo sucks with Guile btw...truly sad to see the best guys spam and retreat. This game is more than that.

#72
HouseWD said on May 13, 2010 at 11:51 a.m.

ModInside's Online Stats 7:18 http://www.youtube.com/watch?v=FS0xFY...

#73
Doppler said on May 14, 2010 at 10:24 p.m.

guile is for gays as well as ryus......... the most defensive gay players in the game. and they feels like pros hahaha those players are only trash of people.... if you want to destroy that players only block them everyone xD

#74
benji8ean said on May 16, 2010 at 2:08 p.m.

soooooo new tier list says guile is the new sagat what you think about that jerseyfame and co?????

#75
JerseyFame said on May 17, 2010 at 8:12 a.m.

@doppler you fail hard. Ryu is corny when played defensively though

@benji

Guile is not A+...not even close.

#76
Doppler said on May 17, 2010 at 9:17 p.m.

well is true Im fail with that ryu will be always the most overpowered... but guile is very similar... not so good as ryu, but c'mon is always the same, spamers fireballs, and defensive, I think that they are more that people have converted him... its sad to see players with so much battle points and you see his play style and.... well you know... only trash

#77
cearbeartron said on May 18, 2010 at 9:58 a.m.

So the sonic boom charge time has been improved. Does anyone know exactly how long the charge is now? it used to be 2 sec so could it be like 1.5 sec now?

#78
ljay103 said on May 19, 2010 at 1:51 a.m.

Hey everyone...well lets see
@1141/1143 - Yeah man the new GT5 should be sick! I'd have to agree with you, the original SFIV was like a demo version compared to SSFIV. Its great to see Guile being used by more people. I just hate to see the SONIC BOOM SPAM, it blows. It makes all Guile players look like $H!T. Adon's Jaguar Kick? the HCB+K??? Jumps on his side of the screen then attacks diagonally? I usually throw an LP Sonic Boom and LK Flash Kick after its thrown, if im too close, i'll just EX Flash Kick as I ANTICIPATE him jumping in the air.

@1145 - i dont know if you've read my posts a while back, i agree he's a defensive player, but that's what everyone knows, being on the offensive will throw them off. he has a bunch of UNIQUE moves that can help your game even though he only has a sonic boom and flash kick. change it up!

@1146 - people like to spam the D, U+K and then retreat and repeat. you want to force the dictator to keep away from you, (even though he can teleport behind you). dont let him in for crossups cause his crouching combos to scissor kick is dangerous. distance your self with a couple sonic booms and either force him to do a headstomp and then punish with an air throw. avoid flash kicks too! when i play bison, i use the hell out of that teleport. if i know a hadou is coming, i'll teleport - same goes for a flash kick. when throwing sonic booms you want to use LP and MP as much as possible because of the recovery time in case you miss, you'll jab instead of doing a spinning backhand which leaves you open for a stomp or psycho crusher.

@1147 - guile's HP in the air (chop) has pretty good priority but with an air battle with bison you want to jump back and HP as you are leaving the ground, so you get some priority and will at least trade hits.

@1150 - daigo does need to use someone else, anyone can spam sonic booms and dash back, it isn't really exciting to watch. no lie, when i win its always "A" for offense "B/C" for defense and i think the last one is technical but its usually an "A/B". i lost to a cammy that constantly spammed that drill and she won with a ranking of CDE - HOW HORRIBLE IS THAT?! (not as horrible cause i fell for it).

@1152 - did you recently lose to a guile that did nothing but turtle? if you did, you didn't lose to a real guile, find me on PS3 (LJAY103), i'll show you how Guile is supposed to be played....haha jk

@1153/1154 - guile isn't high tier, i think those things dont matter. i got annihilated by a dan today. i've lost to a couple dhalsim's and sakura's, not horribly but, i didn't win....i mean i dont think rufus' should be up that high either, i dont think he's very good, maybe its cause all rufus players play the same. i honestly dont think C VIPER and DHALSIM are higher than Guile....do you? i just wanted to point out that the list is horrible and they shouldn't even have one.

#79
ljay103 said on May 19, 2010 at 1:52 a.m.


@1155 - guile is no way similar to ryu, guile gets stunned easier than ryu. ryu is more agile than guile, has a nice tick throw, easy to combo in many moves....not really the same...if you want to talk about fireball spammers, guile isn't one of them, would u say anyone with a projectile can spam the hell out of it and win? sakura's, dan's, dhalsim's, and chun li's disappear after a certain distance. i know chun li's is a charge also, but i dont think that you can actually win by spamming. YOU KNOW WHAT THOUGH, ONTO OTHER THINGS, IT FEELS SO GOOD WHEN YOU ARE IN A MATCH AND FIND THAT YOUR OPPONENT HAS 5K OR 6K+ BP OVER YOU, FIND THAT THEY ARE SPAMMERS WITH NO TECHNIQUE, DESTROY THEM, AND WATCH THEIR BP'S DROP DRAMATICALLY.

@1156 - yeah i dont know by how much, but its SOOOOO much easier to charge

#80
MadnessFamilyguile said on May 20, 2010 at 11:59 a.m.

The other tier list is closer to being accurate. Abel is very good in this game, but akuma is the best in the game bar none. Sagat and rose should be higher.

Guile doesn't have a disadvantage against juri, but has the advantage vs alot of characters, just about every new character has a disadvantage vs Guile.

Guile and ryu are similar because they are zoning characters, like sagat. The difference between the three is that ryu is a combo nut upclose,sagat relies on his damaging setups, and Guile relies on his quick situational pokes that force the user to utilize distances.

Dhalsim really feels like Guiles worst matchup in this game. Guile might be very very close to top tier, but you don't have nearly as many argumens as you do for rufus,akuma, and abel.

The charge time wasn't 2 seconds, it was 55 frames. It's supposed to be 50 frames now.

#81
G4L said on May 23, 2010 at 2:46 p.m.

Guile is better now.
*Guile 4 Life*

#82
ljay103 said on May 27, 2010 at 7:49 p.m.

http://www.youtube.com/user/MoD1ns1d3

BEST GUILE I'VE SEEN YET!

#83
JerseyFame said on May 31, 2010 at 9:27 p.m.

I only lose to tick throw mindgames. Otherwise my defense is flawless.

I cant wrap my head around it, they can walk right up and throw me even though I press an attack and its as if the attack never happens. Like my input did not even register and I get thrown.

It happens mainly against Rose and Balrog.

I have no idea how to handle those situations. Any advice?

Other than that my Guile is extremely solid. I am at B rank with 5100 BP.

#84
tommyjesus said on June 3, 2010 at 10:30 a.m.

this is how i lose too. i can't find a way around it. sometimes i'll grab, see my grab animation, and then get grabbed regardless. it's like my inputs are useless.

i'm also rank b; 6300bp but i've been losing a lot recently. i'm having troubles doing things playing with a ps3 controller.

#85
ljay103 said on June 3, 2010 at 7:18 p.m.

Jersey, dude, screw the frame data says, upon get up and i see an opponent creeping up about to throw me, i usually hold crouch and throw a couple jabs with LK mixed in. if they jump in, i'll usually throw a crouching LK because of its distance. dont let balrog jump in because his overhead punch in the air is usually unblockable and upon landing can throw a nice little combo into a throw, buffalo head, D+HK, or dashing punch. avoid this by throwing crouching jabs, trust me, it'll stop balrog's dashing attacks.

with rose, dont let her jump in. i like to play SPAMMER cause rose players LOVE IT WHEN THEY CAN REFLECT A PROJECTILE, then get destroyed with an EX SONIC BOOM. hahahahha,

=( im still a C with 4000BP, sorry im not up there with u guys, but my overall win rate isn't bad, its in the 70%.

i have trouble with adon and the constant jumping mixed in with a SHORYUKICK.

#86
JerseyFame said on June 8, 2010 at 7:06 a.m.

@ljay

I guess the answer to all this is option selecting...but I feel like thats cheating. No imagination involved just mashing.

Also vs Adon you must respect that alot of his moves are safe. Yet he has no projectile and no real good anti air besides his special shoryukick.

Hide your intent behind crouching sonic booms. Stay with lp boom so u can recover and flash kick any of his attempts to jaguar tooth you. I think thats the name of the one where he bounces off the wall.

Just force him to make tough decisions. Then when he is in range leap in on him and apply block string pressure mixed in with target combo. Retreat and dont sonic boom and watch the predictable pattern of your opponent. That will allow you to create your offense.

#87
JerseyFame said on June 21, 2010 at 11:29 a.m.

I am failing hard at crouch teching....i need help.

#88
MadnessFamilyguile said on July 5, 2010 at 7:08 p.m.

Welcome back to the top tier colonel:)

Flashkick>adons kick off the wall, or back fierce and it's a trade in your favour.

Air-throw is usually greater than anything adon can do in the air. I've found pretty much the only chance in hell adon has is getting in because you were careless or cocky and mixing you up with crossups etc.

I don't believe guile is a bad matchup for rose, more the other way around. So what if she can reflect your projectiles? Throw another one at a different speed. She'll get hit eventually and need to chase you down and then you dominate her.

#89
twinhawk said on July 6, 2010 at 6:37 p.m.

Jerseyfame. im going to add u again on my new tag. i need help. just starteed playing again.

is that ok?

#90
JerseyFame said on July 16, 2010 at 2:05 p.m.

Yeah I will help...I am still not landing all my crouch techs and throw mindgames seem to be the goto strategy of all my opponents...maybe i should stop posting my weaknesses here. lol

#91
MadnessFamilyguile said on July 21, 2010 at 8:46 p.m.

Wooot my thoughts of guiles new bad matchups, or even good matchups were pretty much bang on

#92
calvinfoo said on July 22, 2010 at 3:48 a.m.

WHAT'S THE USE OF c.hk?? It needs to be fixed for good!

Back in SF2, Guile was fantastic with the c.hk. The double hit works, because no such thing is Zero Counter, Parry, or Focus Attack back then;

Guile hardly evolve since SF2, when comes to SFA, SF4 (or SF3), Guile c.hk became a SUICIDE KICK. You never see people use it because it is a SUICITE ATTEMPT. User block the first hit, and it has more than enough time to FA. the c.hk only works in SF2, but NOT IN SF4!

c.hk is slow, also same damage as a regular hp. Does not make sense, slow startup, slow recovery, I rate it as EXTREMELY HIGH RISK but NORMAL DAMAGE.

Adding the sunglass does not fix Guile.

sf.hk also another SUICIDE KICK.

Some moves work in SF2 but not in SF4 anymore, Capcom must revise some of Guile's useless moves for good.

#93
calvinfoo said on July 22, 2010 at 5:37 a.m.

@ljay103

I agree with you, many people says Guile spams SB too much. The question is, what can Guile do? It has only two moves - FK and SB. FK is not something you will execute. Neither FK or SB has any variant.

I always compare Guile with Ryu. Ryu is flexible, and moves. Tatsu alone can do wonderous things - Jump in Tatsu, Jump in Tatsu Cross up, Excape corner Tatsu, Hovering Tatsu (stays in the air for a shor period of time), etc... Which none of the Guile moves can do that.

Tatsu can be executed randomly. it is LOW RISK, HIGH REWARD, can be executed and hope for Guile's SB. If missed, at most Ryu get from Guile is an EX-FK.

Guile's FK is HIGH RISK, LOW REWARD. If missed, prepare to eat Ryu's SOP (Standard Operating Procedure) - c.hp > SRK > FADC > Ultra 1, and eat 400 damage.

Guile FK is only for anti-air (not great either) or punishment, SB only a looks-fast projectile (and lose in fireball war too)

Guile's cross up is pathetic using a silly light kick. Cross up is not something Guile good at, Ryu uses mk or hk.

And worst is, Guile does not have answer to anti-cross up too! FK is likely failed in anti-cross up, and end up in severe punishment. Guile best option is block, and lost the damn SB charge while being crossed up. Especially the darn Blanka stupid jump around you back and forth move.

Guile has to rely EX push maximum damage; while Ryu.. Hard Punch SRK does more damage than EX SRK, and Ryu saves all the EX for Ex-Tatsu, EX-HDK, and especially FADC.

Guile has no answer to FA, because Guile has NO DOUBLE HIT move to counter FA, the c.hk is a double hit move that looking for being FA, not counter FA. Ryu f.mp and f.hp are double hit, not to mention Abel has at least three notable double hit moves. The only way Guile anti-FA is by EX moves, if you don't have EX, you are as good as screwed.

Minus off the SUICIDE KICK c.hk, Guile is basically has no normal move that can make opponent fall down. Ryu, can anytime use c.hk, and risk is minimum.

Guile has only one juggle moves - cf.hk, it is also another SUICIDE KICK that you won't execute unless you got a jump in with j.hk > cf.hk > FK.

Guile has only one cancellable crouch move - c.mp. Extremely limited options. Ryu, has THREE! c.mp, chp, and c.mk

Guile's FADC Ultra is a hell, I have been practicing for months, and successful attempt is 0.00%

Ryu's FADC Ultra is as easy, I never played Ryu, I tried in training room, easy as ABC, one day of practice and I can achieve 50% of successful execution.

(continue next comment)

#94
calvinfoo said on July 22, 2010 at 5:37 a.m.

(Continue from previosu comment)

With all the major mulfunctions and limitation, Guile can never be Top-tier as reported, which is completely silly to see a charcter with so many notable problem

What Capcom can improve Guile is fix the bloody SUICIDE KICKS, it is called SUICIDE KICK because it is basically moves that you should not use it at all! finetune all the general problems above and give Guile another option for special move to balance up the limited moves, a cross over version SB and FK - Sonic Kick perhaps.

Why I am complaining this? Because I major Guile since SF4, I feel the pain badly, the frustration is really unbarable, but I am not giving up, never, ever, hopefully Capcom see the light as I see in Guile.

What I really enjoyed Guile is the air-grab, it can easily break the jumpers momentom. Not invinsible, No combo, no meaty, a very minimum 150 hit, but it is an extremely satisfying air-grab.

#95
MadnessFamilyguile said on July 23, 2010 at 11:56 a.m.

Wow calvin sounds like he just travelled back to march 2009. He has those weaknesses for balance or he'd be nerf bait.

His answer to a crossup is being a good player really, learning to tech throws and read moves, and zone effectively. Only the noobs use cr hk regularl, it's good in alot of instances where an opponent has no time to counter, but no real reason to improve it right now.

Guiles sb recovery is the answer to FA, otherwise bison would slaughter him, but he can't.

If he can't be top tier, how did he get there? Why do sooo many characters complain about how hard he is to fight?

#96
JerseyFame said on July 23, 2010 at 1:49 p.m.

Guile can also FADC cr. HK after the first hit. Thats a very smart thing to add it to your game. FADC 'ing a flash kick can prove to be difficult when the pressure is on, you have to be elegant with your execution or you will fail.

Guile is an adults character. He isnt noob sauce like Ryu. You are setting yourself up for an uphill battle by choosing Guile. Even though tier lists say that he SHOULD win the match, you must remember... They are talking about an expert Guile player, not the average player when they say that Guile is A tier.

I have over 3000 wins between SF4 and SSF4 and all of them are hard fought. Rarely do I have an easy win.

So relax and play smarter not harder. If Blanka wants to jump cross over you non stop. Learn to block and dash, maybe focus away. Maybe minimize his chances to do that by avoiding easy knockdowns. Watch out for his little sliding trick. Be more patient.

If you are like me you want to play Guile aggressively and go for broke trying to execute his gorgeous combos...but thats not always a rewarding play style. Maybe in casuals with your friends, but online these point hungry scavengers will do anything it takes to win...even if it means running from you for 99 seconds to get the win via time over.

Just be more patient and practice his trials. The better your execution the more options you have when an opening shows itself. Best advice I can give.

Guile is not easy to use. I dont play all day everyday and its better that way because frustration only makes you suck as Guile...

Like his win quote says: "To win you have to keep a cool head at all times."

JerseyFame (xbox live)

Guile B+ 2500PP 5100BP / Win Rate 54%
5 hours a week of gameplay average

#97
JerseyFame said on July 23, 2010 at 1:55 p.m.

BTW

A way to improve cr HK would be the ability to charge it.

By holding the button you dont do the second kick, giving you an option to block or dash backwards depending on your choice.

That would be a "dirty" trick that would make Guile unpredictable in close range situations...very "dirty".

Chargeable cr HK (c) JerseyFame 2010

#98
InsertCoins25 said on July 23, 2010 at 9:24 p.m.

"Guile FK is only for anti-air (not great either) or punishment"

CR HP is a great close in anti-air. Ken's and Ryu's really hate that. My anti-air game is pretty tight. Unless I face a Vega or a Gen you have to beat me on the Ground.

I agree Guile's cross up sucks compared to a lot of other characters.

My biggest issues with Guile are hit combos are difficult to link. CR LP to CR MP is not that easy. CR MP to FK comes easy but kind of high risk unless your oppenent is subject to punishment. For me to move up, I need to get the FADC down for EX FK's. I also need better execution of the Sonic Hurricane. I lose some games because of poor execution. CR HK is very punishable but the vast majority of people are not quick enough to counter... even the people that can normally don't until they get the ultra meter. Guile vs Guile CR HK is worthless but that's how it goes.

What does everyone use when they rush in?

What does everyone use to punish something like a missed Ultra? I'll mainly stick to CR MP, FK or EX FK.

I am a big turtle in a lot of games I play. I'm patient and people hate me for it. I'm like at 77% of people avoid me. Makes me proud. It is not uncommon for time to run out in my games. I'm not sure if anyone caught Lamerboy's loss to Dhalsim's in the SSF 4 finals but if I were playing I would have been more patient and Sonic Boom'd and waited for mistakes. Not sure if that would have paid off. I've beaten some 2000-3000 player point Dhalsim's people that way though. Most people above 3000 PP probably don't want to waste their time playing me though.

I just got a fight stick so I think I'm ramping up for a break-out. I'm pretty strong with Blanka so at times, I question Guile as a main. Balrog, Bison and Chun-Li are also really easy to play after maining Guile for so long.

#99
InsertCoins25 said on July 23, 2010 at 9:28 p.m.

I have to know this too. How does Guile against Bison favor Guile? I get creamed against a lot of good Bison players. How do the good players play this matchup?

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