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Guile Street Fighter 4 Moves, Combos, Strategy Guide

Last updated on Oct. 12, 2009

903 Comments

Guile: Street Fighter 4 Character Guide


Character Overview

The legend of the man with two special moves continues.

Guile is fairly similar to his Super Turbo counterpart. The main new thing that Capcom gave him is an overhead hit that can be done by pressing Towards and Medium Punch.

A few of his attacks have different properties now, but he has his typical high priority and damaging moves making him formidable in the right hands.

Most players argue Guile's main strategy is centered around Sonic Booms and deciding what to do next after each one is thrown.

Strengths
+ Exceptional defensive game.
+ Great zoning ability.
+ Can apply some decent offensive pressure.
+ Some really good anti air options.

Weaknesses
- Doesn't have as many options for mixing up his offensive attacks as other characters.
- His Super move isn't very useful.
- Extremely difficult to combo into his Ultra.

Anti-Air Tactics

Besides Guile's usual Flash Kick set ups, he has some good ways of countering jump in attacks.

If your opponent tries to jump over your head to cross you up, do a Crouching Medium Punch as they're about to hit — this will make it difficult for your opponent to land their attack.

Standing (Neutral Position) Medium Kick is a really effective Anti-Air move, once you get the range down use it whenever your opponent tries to jump in and you're not charged.

Crouching Hard Punch works much like it did in Super Turbo, making it a great move for knocking the other fighter out of the air when they're above you.

Guile's air throw (Light Punch plus Light Kick when airborne) is also effective when you anticipate a jump in.

Following your Sonic Booms

Even though your projectiles fly a little faster than you may be used to, you can still follow behind them to give the other fighter trouble.

Many times when your opponent sees an uncharged Guile (not holding down-back) their first reaction is to jump in. Depending on your positioning, you should counter with one of the anti-air measures detailed above.

If they don't jump, you can go with a low attack, a jump in, overhead hit or attempt a throw. Depending on your range, you may have to dash in after your Sonic Boom to get in the proper distance.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Light
50
Medium
50
Hard
50
EX
100

Joystick Joystick Joystick Joystick
Sonic Boom
A really good projectile, it's a bit sped up from previous Sonic Booms in other Street Fighter games.

You can spam the heck out of these because the recovery and charge times are quite forgiving.

To follow behind it and set up some of Guile's Street Fighter 2 tricks, you may need to dash instead of just holding forward though.

Light
130
Medium
140
Hard
160
EX
180

Joystick Joystick Joystick Joystick
Flash Kick (Somersault Kick)
*Armor Breaking*
Guile's famous anti-air move is back, in somewhat true form. It's anti-air properties are decent still, but it's much easier to be hit out of this than in previous Street Fighter games, but Guile's other anti-air tactics help make up the difference here.

The Kick button pressed determines the range and power of this move. Light Kick is good for countering attacks made on the ground, but it does the least damage.

Hard Kick flies up more vertically and does the most damage, but if you miss with it you can kiss goodbye to a good portion of your power. Medium is a mix of the two.

Joystick Joystick Joystick (In the air)
Air Throw
This throw has A LOT of range, making it work really well if you can anticipate a jump in from your opponent.

Having the joystick in a neutral position or forward will result in a backbreaker, and holding back makes Guile do an air slam.

EX Moves

Light
50
Medium
50
Hard
50
EX
100

Joystick Joystick Joystick Joystick
EX-Sonic Boom
Hits twice, and it's a great way to keep pressure on your opponent. It's also faster than the Hard Punch normal version of the Sonic Boom, meaning it's VERY quick.

This attack works well against fireball spammers, because your EX-Sonic Boom can take one projectile and still keep going, plus its speed can really throw them off.

Light
130
Medium
140
Hard
160
EX
180

Joystick Joystick Joystick Joystick
EX-Flash Kick (Somersault Kick)
*Armor Breaking*
The EX version of this attack increases damage, range and priority — it also hits twice. This is a good, "Get the heck off me!" move.

Super and Ultra Moves

Super
345
Ultra
346-503

Joystick Joystick Joystick Joystick Joystick Joystick
Double Flash Kick (Super Somersault Kick)
Very, very few practical uses for this attack. You can use this to punish your opponent when they leave themselves open, but you're best off spending your Super meter on EX moves.

Joystick Joystick Joystick Joystick Joystick Joystick
Flash Kick Explosion (Ultra Somersault Kick)
Guile does a series of three Somersault Kicks resulting in big damage if they land. Unfortunately, it's really difficult to land this in most matches unless your opponent makes a big mistake.

Combos

Not a complete list of combos, just most of the useful ones.

Jump in Hard Kick, Crouching Light Punch 2x, Link into Crouching Medium Punch, Cancel into Hard Punch Sonic Boom

Jumping Hard Punch, Crouching Medium Punch, cancel into Light Kick Flash Kick
You can sub in a Jumping Hard or Medium Kick at the start of this combo.

Jumping Hard Punch, Standing Hard Punch, cancel into Hard Punch Sonic Boom, hold away and press Hard Punch
This old school combo still works when your opponent is in the corner, if they're not there, you can get the first three hits any time.

Cross up with Jumping Light Kick, Crouching Medium Punch, cancel into Light Kick Flash Kick

Level 2/3 Focus Attack, Dash, Crouching Light Punch, Link into Crouching Medium Punch, Cancel into Flash Kick

Crouching Light Punch, Standing Medium Punch, cancel into Sonic Boom

Standing Light Punch, Crouching Medium Punch, cancel into Sonic Boom

Crouching Light Punch, Crouching Medium Punch, cancel into Flash Kick

Normal Moves

This is not a complete list of all of Guile's normal moves, just the ones we think are noteworthy.

Joystick Joystick Joystick
Overhead Punch
Comes out pretty fast and has good range for an overhead.

Joystick
Anti-air Kick
A surprisingly effective move to counter air attacks.

Joystick Joystick Joystick
Crouching Uppercut
Still one of Guile's best options for countering jump in attacks.

Joystick Joystick Joystick
Bazooka Knee
This makes Guile leap forward with his knee out. Good for quickly moving forward and playing a 'zone' game.

Joystick (In the air)
Cross Up Knee
The only known way to cross up the other fighter with Guile while jumping in. This move isn't as effective as it was in Super Turbo.

Video: Guile Trial Challenge: Street Fighter 4

Video walkthrough of Guile's Trial Challenges in Street Fighter 4. Watch ►

Movie courtesy of Kalelulen4

Walkthrough: How to complete Guile's Trials in Challenge Mode

If you're having trouble with the 4th combo of the 4th Trial, Canceling into a Super Flash Kick from Guile's normal Flash Kick, check out this video for an explanation.

Going through all 10 of Guile's Trials will give you a pretty good idea what his core combos are and how to use most of the moves.

While some of the Links and Cancels are difficult to pull off, getting through these will really help you improve your execution, so try your best and keep practicing.

If you're struggling with understanding any of these notes, make sure you check out the video over on the right so you can see the moves being executed.

Normal: Trial 1 • Towards + Medium Punch.
• Towards + Hard Punch.
• Towards or Back + Light Kick.
• Towards or Back + Medium Kick.
• (Up Close) Towards or Back + Hard Kick.
• Down-Towards + Hard Kick.
• Jump, Light Punch + Light Kick while in the air (Air Throw).
• Jump, Back + Light Punch and Light Kick while in the air (Air Throw).
• Crouching Medium Kick, Chain into Towards + Medium Punch.
Normal: Trial 2 • Sonic Boom.
• Flash Kick.
• Double Flash Kick (Super).
• Flash Kick Explosion (Ultra).
Normal: Trial 3 • Crouching Medium Punch, Cancel into Flash Kick.
• Crouching Light Punch, Cancel into Sonic Boom.
• Standing Hard Punch, Cancel into EX-Focus Attack.
• Crouching Medium Punch, Cancel into Double Flash Kick (Super).
Normal: Trial 4 • Jumping Hard Kick, Standing Hard Punch, Cancel into Sonic Boom.
• Jumping Hard Punch, Crouching Medium Kick, Chain into Towards + Medium Punch.
• Jumping Hard Punch, down-towards + Hard Kick, juggle with EX-Flash Kick.
• Jumping Hard Kick, Standing Medium Punch, Cancel into EX-Sonic Boom, Cancel into EX-Focus Attack.
• Jumping Hard Kick, Crouching Medium Punch, Flash Kick, Cancel into Double Flash Kick (Super).
Normal: Trial 5 • Standing Light Punch, Link into Standing Medium Punch.
• Crouching Light Punch, Link into Crouching Medium Punch.
• Towards + Hard Kick, Link into Crouching Medium Punch.
Hard: Trial 1 • Crouching Light Kick, Link into Crouching Light Punch, Link into Crouching Medium Punch, Sonic Boom.
Hard: Trial 2 • From full-screen's distance throw Light Punch Sonic Boom, follow it, Jumping Hard Kick, Standing Hard Punch, Cancel into Sonic Boom, Towards + Hard Punch. Hard: Trial 3 • Focus Attack, Towards + Hard Kick, Link into Crouching Light Punch, Link into Crouching Medium Punch, Cancel into Flash Kick.
Hard: Trial 4 • Jumping Hard Punch, Crouching Medium Punch, EX-Sonic Boom, Cancel with EX-Focus Attack, Flash Kick Explosion (Ultra). Hard: Trial 5 • Crouching Light Kick 2x, Link into Crouching Light Punch, Cancel into Double Flash Kick (Super), juggle with Flash Kick Explosion (Ultra).

Other Resources

Contributions to the guide by HajimeOwari, NO ROUNDS, Battosai, CFAY, Tricktoshi, Gilley, Sambo and Defcon.

Posted by NO ROUNDS on August 19, 2008 at 3:58 p.m. #1

If u press foward and short he does the like dashing knee like in super sf2 great for closing the gap and he also has air throws... foward and throw for slam... back and throw for backbreaker (great priority, must be done in the air) "THEY CALL ME NO ROUNDS"

 

Posted by red on August 20, 2008 at 11:36 p.m. #2

yo still there..no rounds?

 

Posted by NO ROUNDS on August 28, 2008 at 1:37 p.m. #3

What up?

 

Posted by rushx5 on September 19, 2008 at 10:22 p.m. #4

note that guile's backhand (F + HP) and flash kick's range have been decreased relative to SFII

 

Posted by maraxusofk on September 25, 2008 at 3:28 p.m. #5

can u still charge buffer or partition in sf4?

 

Posted by kimbo on October 6, 2008 at 6:02 p.m. #6

i am trying to learn guile but i can never pull off any of my specials like sonic boom or flash kick mid-combo, any adavice on how to do it?

 

Posted by William F Guile on October 11, 2008 at 3:07 a.m. #7

suggestion would be to hold Down and back on the the joystick while hiiting LP and MP and then press up and Kick and Forward and punch, depending whether you plan on using a sonic boom or a flash kick. Sonic boom is safer if opponent blocks. I'm still learnning the game at present

Having used Charlie and Guile throughout the SF series this appears to be the best way of pulling it off.

Hopefully this answers your question.

 

Posted by William F Guile on October 11, 2008 at 3:07 a.m. #8

suggestion would be to hold Down and back on the the joystick while hiiting LP and MP and then press up and Kick or Forward and punch, depending whether you plan on using a sonic boom or a flash kick. Sonic boom is safer if opponent blocks. I'm still learnning the game at present

Having used Charlie and Guile throughout the SF series this appears to be the best way of pulling it off.

Hopefully this answers your question.

 

Posted by kimbo on October 11, 2008 at 12:40 p.m. #9

thanks ill try it out next time i play

 

Posted by William F Guile on October 17, 2008 at 8:39 p.m. #10

Not sure if anyone already knows this from the previous SF games, but guile can execute the bazooka knee by holding Back and then hitting LK.

This way you can launch another sonic boom straight after you do this move. this can be an effective zoning strategy.

 

Posted by kimbo on October 23, 2008 at 4:03 p.m. #11

i been tryin what you told me on hyper fighting on the 360 live arcade and its helping a lot with my combo game

 

Posted by William F Guile on October 25, 2008 at 7:23 a.m. #12

Good to hear. There are a number of other advanced strategies that I and others have employed as well. You can mix a zoning strategy and a offensive strategy, if your opponent becomes defensive and starts turtling you.

For instance, if you are say 1/4 screen distance from your opponent and you can launch a LP sonic boom and your opponent blocks you can dash (F F) and then use a normal attack such as F + MK (jumping sabot) or F + HK (stab kick) to add some offensive pressure. if timed correctly, the F + MK or F + HK will hit the opponent while they are blocking the Sonic Boom.

F + MP (overhead) can be used as a mix up if opponent blocks low. Wised up players will catch onto this so be aware.

If they jump over the sonic boom rather than block, you have the Crouching HP as an anti-air attack as outlined in the strategy section outlined.

Lastly, I'll provide you with an advanced combo (using Guiles Ultra moves (not EX moves) that requires plenty of practice and hand coordination. There will be other players who know how to execute this but here goes:

1 Jump in HP, Hold Down-back on the joystick straight after you jump in.

2. Press LK, then LP (you can add an extra LP if you wish I tend not to)

3 Double Somersault or Somersault explosion.

The tricky part part is executing the Double Somersault or Somersault explosion. The idea is to move the joystick to Down-forward at the same time you press LP and then immediately move the joystick to Down back then Up + kick.

Timing is everything with executing this combo, so you will have to invest plenty of time (and money) in practising this.

 

Posted by sydney-guile on November 26, 2008 at 3:27 a.m. #13

I've been absolutely owning with Guile. He is nearly impossible to attack with almost no recovery time on Sonic Boom. Most of Zero2 Charlie's offensive patterns work real well like.

As above, sonic boom + crouch HP makes almost any player want to turtle, which means more sonic booms until they die. If you can read your opponent and manage to land an air throw inbetween booms, you will find yourself against a totally confused turtle.

Once you have them turtling, practice your BnB combo (the triple HP one, though I substitute jump HK) and zoning with above mentioned back-LK + sonic boom + HK follow up + BnB again. Since they're turtling, don't feel bad to walk up and throw them too. Another anti-turtle move is after a couple of offensive combos, use the focus attack - people fall for it pretty often while turtling.

 

Posted by karlo.medallo on November 29, 2008 at 7:52 a.m. #14

I was playing guile all the time in sydney too... name it... galaxy world (both in market city and george st.) and timezone. However, I am really having a hard time with him as some characters now are using dash cancels to ultra and i really haven't seen it with guile in an actual game. I really envy what ryu, sagat, ken... etc. can do with dash cancels but it's just that guile is really my favourite character. and as Gilley mentioned in one of his posts, down-forward + HK then EX Flash Kick works too.

 

Posted by William F Guile on November 30, 2008 at 4:08 p.m. #15

I had people who have done this to me as well (ie dash cancel to ultra) but the other day I managed to blocked Sagat's tiger uppercut when he dash cancelled otherwise i'd be eating his ultra.

I got nailed by an ultra about 3-4 times by one of my mates so far after getting hit with a focus attack. At times it is unavoidable.

Guiles focus attack lacks range and i tend to connect when an opponent lands a jumping attack. after that i use and EX flash kick if i have available super.

Guile can also dash cancel his Flash Kick, and I used this occasionally (not all the time as it consumes your super metre which i try to save for his EX moves). after dash cancelling the flash kick, throwing your opponent is one of the main options available. I dont think he can cancel into his ultra after dash cancelling.

Also, look on youtube as it shows some of guiles combos involving his super to ultra. Specifically, the ultra is the juggle finisher after connecting his super. this one is his most damaging combos. If you do not have a full super metre, then pulling this off will not be possible.

 

Posted by sydney-guile on December 20, 2008 at 10:38 p.m. #16

I can't even pull off the regular Super > Ultra on computer, I didn't think it could be done. If you watch those vids again, you'll notice he also does a medium kick crossover... I assume those vids are older versions.

I've found my best strat is to corner them and wait... the offensive turtle.

RE: Ultra/dash-cancels, in most of my Guile games, I end up giving the opponent an ultra by mid-round; Guile is not strong enough for a full offensive so I just turtle from there on in. First half of the round is combo time, after that just chill and ex-boom.

I haven't come across a Guile-Nemesis, noone actually stands out to annihilate him. Although generally weak, he's my safest (and best) char.

 

Posted by William F Guile on December 23, 2008 at 3:49 a.m. #17

The Super > Ultra can be done check this link out-- not sure if you have seen it yourself

http://au.youtube.com/watch?v=rBP--Xi...

I personally haven't done it myself as my super metre is never full due to using the EX sonic boom and the EX flash kick and dash cancelling if the opponent blocks a flash kick (I see this as a "get out of jail move" on wake up).

Dash cancelling a sonic boom is also possible and during combos this creates additional mix ups....Credit goes to the people who came up with this idea on the forums.

But yeah your style of using Guile is probably the right way of using him in general (ie Offensive Turtle), but I am trying to add a bit more flash to Guile's game.

Oh yeah, when I played against shotos, some of the common situations i get into are firing a LP sonic boom and if they jump over it, I either do the following:

1. Crouching HP

2. Straight into the Focus Attack. The moment the opponent lands a jump attack, they are likely to be hit with the Focus attack. If you connect the focus attack, dash forward and throw or combo them. I usually try to throw them into the corner. (Again credit goes to the guys on the forums).

Thats where your strategy of cornering them and waiting comes into it. I hope this may add some polish to your game.

The two options above are somewhat evil mix ups.

As for match ups, Blanka and Abel are by far my toughest.

Although everyone Knows Ryu's game well, a good Ryu player will kill you if he gets you into a corner given that he has the ability to fireball you to death and dish out an endless line of bone crunching combos. This has happened to me a number of times, and I have learned what not to do Vs him

Against Ryu, I try to zone and contain him the best i can. That is, if he cannot get close to you that often to combo you (ie forcing him to play a defensive game), it generally means that you are controlling the tempo and playing the match on your terms, which is what you want to do as a guile player. I like to hear your thoughts on this too

 

Posted by Jhay on December 24, 2008 at 4:06 p.m. #18

Sorry for sounding like a scrub, but one of the hardest things for me to do in Street Fighter is Guile's super. To do it, is it a hold, then tap and tap, or is it a hold and then roll type or move?
I guess what I'm asking is, when you do the move, do you hold then tap the directions like Chun-Li's special, or can you hold and then do a rolling motion like with Zangief's SPDs?

 

Posted by William F Guile on December 24, 2008 at 9:53 p.m. #19

RE: Guiles Super

I'll try and explain it the best I can in executing this and it is not as simple as tapping or doing a 270 or 360 motion on the stick.

You charge Down-back as you would when executing a Flash Kick or Sonic Boom. Then you have to move the to stick to down forward, then back to down back, and lastly Up and kick. This has to be done in one smooth motion.

If try and doing it using a tapping method It won't work. I hope this helps explain it

 

Posted by Jhay on December 25, 2008 at 11:41 a.m. #20

It helps plenty. Thanks for explaining it! :]
Maybe now I'll be able to use it; I've been using the tap method all this time.

 

Posted by kimbo on January 2, 2009 at 2:19 a.m. #21

F Guile if you have hd remix for 360 hit me up wit your gamertag, id like to play you and itll be good to have ppl added for when 4 is released on consoles.

 

Posted by sydney-guile on January 6, 2009 at 3:29 p.m. #22

Will F - To do the Super (not ultimate) also try doing two flash kicks, so Hold DB, UF + kick, DB, UF + kick again. If the first kick lands, he'll flash kick, then super for three hits.

 

Posted by William F Guile on January 7, 2009 at 8:32 a.m. #23

Np, luckymunky78. I won't be online until later this month for a while as im overseas atm.

I also discovered that SF4 is already out on PS3 in Hong Kong which is where i am atm so i managed to play around for a bit to sharpen up my skills (my friend who is living there has the game and is already one step ahead of me). I got to practise same dash cancelling moves to ensure I have some mastery over it. Pity i have to wait til Feb to get the game on xbox :(

I tried out some of the new characters like Dan and Rose on my cousins PS3, And Dan doesn't appear to be that bad as his LK flying kick move appears to be safe on block and is almost simular to sagats tiger knee.

His EX Gale kick is good too and the animation is different from his standard Gale kick. However I am at my most comfortable with the charge based characters like Guile and Balrog, although there are times when i muck up on the Down-Back charge and miss bnb combos.

Sydney-Guile, i saw the flash kick to super recently, and saw that the ultra will miss. But hopefully i'll get to have some online games with you as well!!

 

Posted by sydney-guile on January 7, 2009 at 1:19 p.m. #24

Hope so! I've managed to play some of the top 20 in Australia now, Guile is definitely bottom tier. Having said that, it doesn't mean he's (or I'm) crap, it just means all things equal, I will tend to lose more due to lack of combo punishment ability after someone makes a mistake.

Having huge trouble against high level Rufus, El Fuerte and Balrog.

 

Posted by William F Guile on January 7, 2009 at 6:13 p.m. #25

I would say he is more toward mid tier, but a good rufus and abel provide me with massive headaches as they set you up with the following:

- Abel C HP then Ultra or the rekka combo then dash cancel followed by the HCB command throw
- Rufus - mix bag of diving kicks, LK to HK chain and then ultra etc etc.

Haven't played against any good El Fuerte so far, although i think that infinite loop could be abused.

I'm sure there are ways of winning with Guile but obviously relying heavily on sonic booms against certain characters won't win you many matches, but I have seen other Guile users utilise normal attacks, focus attacks, and dash cancelling to win.

At times Guile may need to rushdown his opponent (as opposed to zoning and turtling), obviously he can't do this to everyone of course.

 

Posted by sydney-guile on January 9, 2009 at 10:48 p.m. #26

Fair call, however I normally use those tactics against projectile characters.

I played against a decent El Fuerte, I couldn't pick when he was crossing over, throwing or frontal attacking, though this just may be inexperience to fighting him. Anyway, I switched to Blanka and he didn't win again.

Any links to vids of good focus attacks/dash cancels? Until I can add these to moves, I'm better off with Balrog.

 

Posted by sydney-guile on January 10, 2009 at 6:37 a.m. #27

Just played against high levels again, let me make myself more clear.

All of the top tier characters have:
* pokes that turn into combos.
* 4 to 6 hit combos that end in special moves.
* EX specials that juggle. I only know Guile's Super juggle, feel free to point out more.
* decent anti-crossover, whether by normal moves or EX, eg. dragon punch, EX-psycho crusher, EX-dash punch, lariat.

I had trouble today fighting against Ken who mixed up C.LP, C.LK, C.LP, C.MK, Ex-Hurricane Kick; C.LP, C.LK, C.LP, Dragon Punch > cancel > ex-Dragon Punch; and kara throws.

With constant poking, if one of his pokes land, its a combo for him. Two consecutive Ex-hurricane combos and I end up dizzy, Focus Attack > dash > Focus Attack again > dash > HK, Heavy Dragon Punch > cancel > Ultra (if he has it).

Balrog, Ryu, Sagat, Akuma, Bison (dictator) etc, I can win but it takes me a lot more effort to do the same 1/4 life damage they do with one combo (except Akuma).

This is generally the reason why I lose when I play against high-levels. I can't attack because one counter poke and I'm combowned, then I have to deal with a cross-over on wakeup/throws/fake cross-over. The safest counter-poke I can think of is C.LP, C.MP + boom, but the damage is poor.

With the above in mind, this means I spend my time boom/J.HK/Air throw zoning and hoping to land a BnB. While I'm not reliant on ex-booms (too close and you get combowned), this does win me quite a few high-level games.

When I play this guy though, my win percentage is about 7% against his Ryu/Ken/Balrog/Rufus. He also came top 5 in the Aus comp a few months ago, and has gotten better. He regularly has wins > 20 against the best players I've seen here. The best players here generally play better than the YouTube high-level videos (they're pretty old).

Maybe he's just better at reading me than everyone else, but I generally have between 45%-90% win rate with Guile against everyone else.

I've seen the link you posted above (before it was removed), I just can't replicate it. I've tried a few times and it just completely misses even though the animation hits, so I assume it can't be linked. I think the boom cancel combos are a waste of gauge, too situational and little damage.

At the moment, due to the lack of awesome Guile players (or that he actually is bottom tier) for me to copy from, I'm learning Boxer and Ken.

I discovered today that you can sometimes get out of cross-overs with bazooka knee. I also got to try out Focus > dash > B.HK (upside down kick), C.LP, Ex-boom.

Got any good focus combos to share?

 

Posted by sydney-guile on January 10, 2009 at 6:38 a.m. #28

Post too long...

Against Blanka:
* Don't boom when close.
* Only ex-boom after barrel rolls and keep him zoned.
* His cross-over game isn't much to worry about and he has no projectile to chip with so he's actually at a disadvantage.
* His barrel roll will generally trade if you are jumping.
* Your C.LP has priority over barrel roll.
* You can attack and crossover Blanka if you're good at attacking, but don't wake-up crossover.
* If you land two flashkicks in the beginning, he will be forced to approach you, right where you want him to be.
* Don't start the round with a jump, or eat barrel roll.

My summary of Guile: Turtle, poke, chip, zone and lucky BnBs. Against mid-level players, boom + air throw is hilarious, followed by BnB + offensive turtle.

 

Posted by William F Guile on January 11, 2009 at 4:58 p.m. #29

After landing a focus attack :

- EX Flash kick

- Dash forward and throw

- Dash forward, then C LP x 2, C MP, Sonic boom, Dash cancel, C LP x 2, C MP, Flash Kick. (This one is subject to how much super metre you have and after reading gilley's forum posts and testing it on my cousins PS3 during my stay in Hong Kong). I can't quite do this in my sleep just yet.

- Dash forward, then C LP x 2, C MP, flash kick. If you do not have a sufficnent super metre, then this combo can be used.

Dash cancelling a sonic boom from mid range can close the gap between you and your opponent quickly, and can sometimes catch them off guard provided you are not predictable with it. The sonic boom acts as a shield, and you can try some follow ups if they are sitting there blocking. These include F+MP, throw, attempted cross up etc.

If you use this on a blocking opponent in combos (eg C MP then Sonic boom, Dash cancel), this potentially creates some dangerous mix ups like throwing, overheads etc. This is all theoretical of course, so going out and implementing this will take some time and practise.

Juggles:

- LK Flash kick (if opponent jumps in), then Ultra or EX Flash Kick or EX Sonic Boom (ensure you start charging after landing the flash kick).

The ultra juggle finisher is trickier due to timing, but the EX flash kick or EX Sonic Boom is easier to pull off.

Against people who like utilising pokes like Ken, Akuma etc, I prepare to focus attack them (not guile specific but everyone in general) if they are within hitting range to snuff their momentum. If they crumple, then do any of the focus attack follow ups. Be careful of guard breaking moves like Ryu's hurricane kick, dragon punch, chun Li's lightning legs or Blanka's Barrel Roll.

RE: Counter-poke C.LP, C.MP + boom -- if you have two bars of super, dash cancelling the SB would enable you to go from defense to offence and change the momentum, but if you do not have two bars of super you will of course have to use pokes etc to build up your metre. This of course will depend on the situation.

Thanks for the tips Vs Blanka, It has worked for me quite considerably.

 

Posted by sydney-guile on January 12, 2009 at 2:02 a.m. #30

I take back my comments regarding bottom-tier.

http://au.youtube.com/watch?v=lato8Fm...

Assuming all this is plausible on street machines (i.e. not updated console version), I'm going back to Guile.

I'm especially liking the double HP combos, they're almost equal to everyone else.

Glad anti-Blanka tips worked, I've yet to come across a Blanka that can beat me consistently due to lack of projectile resulting in chasing me the whole game.

 

Posted by William F Guile on January 14, 2009 at 4:07 p.m. #31

The above things i mentioned in the previous post are all possible, and of course using all of the above tips will depend on the situation. The combos in the link you provided are great, but I will probably practise the advanced ones once i get the game on XBOX.

I do agree with you that the sonic boom dash cancelling can be a waste of your super metre, however i still believe that there is still a place for it. Against Zangief, this can be suicidal as he can lariat through the SB and hit you.

Its only a waste if you dash backwards instead of dashing forward towards your opponent, as the whole purpose of dashing forward after dash cancelling is generally to continue on the offensive. Of course, EX moves should not be neglected.

Oh, Vs Blanka watch out for his slide as it goes under projectiles but given Guile has almost a instant recovery from firing sonic booms, focus attacking him after he does the slide is likely to discourage him from using it, especially if you end using any follow ups if he crumples.

Lastly Blanka can sometimes interupt your blocked stringed combos using his electricity.

 

Posted by sydney-guile on January 14, 2009 at 9:20 p.m. #32

Tried a few of those combos on arcade, didn't work as planned.

Back to giving up on Guile for combo work. Two specials and lots of regular attacks, he's still good but hes just not a show-boat comboer.

 

Posted by William F Guile on January 15, 2009 at 4:56 a.m. #33

I agree, although the combos do look flashy they are usually harder to pull off in the heat of a battle.

Today i managed to pull off a C LP, C MP Sonic boom > dash cancel > throw. The throw didn't count as a hit but my plan was to throw them into the corner (i stuck with the bnb combos most times as i tried to win rather than show-boat). Timing can sometimes be very tight on executing the combos i mentioned, and they are not easy so practise and persistance would be the key.

I'll be trying to practise them more once i get the game on XBOX, I have the Hori Arcade sticks on which to do it..you can do the same if you are getting it for the console..

I managed to sonic boom > dash cancel and cross up with J LK, C MP then Flash kick on an opponent today, but i didn't do this too often as my opponents caught on. I tried that against a Zangief player which was suicide lol as I ended up eating a lariat followed by a meaty crossup . So today i was experimenting a little bit.

I was fortunate enough to play mainly the mid level players as i managed to string some wins together, and get some practise. Focus attacks were what i was using more often, and it paid dividends.

I also played somebody who is on the high level and it was something like 3 wins - 2 wins in his favour. During this time, I got roasted by Abel who i still have trouble against as he is very fast and mobile for a big guy.

But now, I'm practising with Balrog and Abel, but also plan on using Dan and Rose on the Xbox Version.....Although Dan is more the slapstick character rather than a serious fighter.

 

Posted by sydney-guile on January 15, 2009 at 8:02 p.m. #34

RE Electricity/Lariat through strings, this applies to almost everyone, shotos can DP out. Maybe my timing is off but it's very annoying to be DP midway out of a combo.

Four Ex-booms that land will do more damage than a dash-cancel continue attack combo. It will have less stun but at the end of the day ex-booms suit my play style more. It also helps set up the mentality of being zoned by countering a jump with it (too far for FK or C.HP).

Against Abel, try practicing against comp and not attacking. Soon as he rolls, throw, he cannot counter. Otherwise, high-block so as not to get kicked. Anything else, boom and jump kick. If they're good at EX past boom, just jump HK + C.HK and keep running.

Three characters I spend the entire game running from, Zangief, Abel and Rufus. Great thing is, they can't catch me either (well cept highlevel Rufus). No shame in turtling against grapplers! (They say "all you do is turtle!", you say "all you do is try to grapple!")

The DF.HK into Ex Flash kick looks great, gotta try and make that happen more.

Balrog is great, faster paced than Guile but plays quite similar and is more combo friendly. Just remember overhead (Charge B, DF+P[hold]) chains into C.LK, C.LK chains into headbutt, headbutt chains into Ultimate/Super. Against Guile, a good tactic (that works the first few times) hold back, dash forward (to bait for a sonic boom) and complete Ultimate. Hold back, forward dash, back, forward + punch.

My main place is filled with low-mid levels so I'm going to try Ken now... kara throws are hilarious, combos are easy and great stunners.

All in all, the damage between a J.HK + C.HK vs a five-hit boom combo is minimal, its the extra stun that makes the difference... and since we usually cannot be on the offensive against good players, it doesn't make sense to bother with it except to show off or if you're comp stomping/low level stomping.

 

Posted by William F Guile on January 20, 2009 at 4:41 a.m. #35

You've made your point there, and I do agree about the damage output using Ex-booms. As for Ex sonic booms, I tend to save one or two super bars in a close game, particularly if it gets to the final round.

using this to dash cancel is of course not a wise move, so it really depends on the situation at the time.

Now its just a matter of waiting for the game to come out on consoles. happy gaming!

 

Posted by sydney-guile on January 21, 2009 at 2:32 p.m. #36

more on anti-Abel, treat him like Zangief, stay in the air at 3/4 screen away and boom zone. Same with Rufus.

Abel is a bit safer to crossover so feel free to attack and run again.

 

Posted by William F Guile on January 28, 2009 at 7:51 p.m. #37

not sure how many Akuma players that you have played against, but i seem to be able to handle him pretty well in spite of the number of special moves and combos he has available.

The ones I have played against love to jump in - air fireball or jump away - air fireball and try to set you up with tick throws and combos. Generally it is easy for you to see this coming so I try to J HK and meet him in the air before he can release an air fireball. Even if I trade hits with the fireball, it will hurt him more than it will hurt me.

His S HK is a double hitting spin kicks that moves him forward which i see many akuma players use to apply pressure and set up combos.

Getting too defensive would result in him pushing you into a corner and dishing out combo after combo, so my game plan is to try and knock him out of the air (if he is using air fireballs), and then use lots of LP sonic booms and EX sonic booms and continue to push him back and force him into a defensive frame of mind.

If you know your timing, Akuma will get hit with EX sonic booms on the way down if he tries to keep you away using air fireballs.

 

Posted by berwyn on January 29, 2009 at 4:33 p.m. #38

or you could EX flash kick him alternatively. it goes through fireballs if timed right.

 

Posted by sk on January 31, 2009 at 4:45 a.m. #39

man i played with guile and i got my a$$ handed tooo

 

Posted by CCiNO on January 31, 2009 at 8:47 a.m. #40

Does Guiles Ultra / Super have to be charged? I noticed in the Guile Combo Vid, the guy pulls of a Flash Kick, then immediately goes into the Super (at the 1:40 mark):

http://www.youtube.com/watch?v=lato8F...

Also, I was playing the game in Hong Kong for a month before I came back to the states. They had those mini guides with all the characters and moves listed. For Guile's Super they did not have the * to indicate a charge action for DB.

Has anyone pulled off the super / ultra without charging down back first?

 

Posted by William F Guile on January 31, 2009 at 6:12 p.m. #41

From past Street Fighter games You would need to charge Down back to execute. However going from Flash Kick to super the motion is like this (same as Street Fighter EX):

Charge Down back > Up forward + K > Down back> U + K

In most matches you won't be doing this too often as you are better off spending you super metre on EX moves and dash cancelling (takes two bars).

 

Posted by PooJabber on February 1, 2009 at 1:21 a.m. #42

Man SONIC BOOM IN THE ASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

 

Posted by guile on February 9, 2009 at 4:38 a.m. #43

ive been playing a few days now and i am getting better. but at the place i go has a lot of comp. so i cant practice as much as i would like.

also, a lot of sagat and ryu players there. i havent seen many guile players so its hard to learn from and playing such a low tier player is starting to take its toll. i think i might start playing someone else.

 

Posted by William F Guile on February 9, 2009 at 7:54 p.m. #44

Mate all you need is practice (read the forums too) and I don't think Guile is Low Tier either. Once you begin to learn some of his advanced tactics and learning when to use his normal attacks, then your opinion might change.

I did feel the same way about Guile initially until I was placed under the wing of an advanced player. Guile takes more skill and effort to win, Ryu and Sagat players clearly have an advantage of seamlessly chaining damaging combos (eg Dragon punch > Dash cancel > Ultra).

Winning with Guile does require patience and thinking. Once you get your skill level up, you will find that most of Guiles matches are more than winnable.

 

Posted by sydney-guile on February 10, 2009 at 4:30 p.m. #45

Not to be an ass, but "I don't think Guile is Low Tier either" and "Guile takes more skill and effort to win, Ryu and Sagat players clearly have an advantage" is clearly contradictory. Ultra comboability, stamina, frame rates and outright damage comparisons make him low tier :)

He's not crap, but he ain't easy to play. Infact, due to his recovery from LP-SB, I think he is the most unapproachable character in the game. However, due to the above factors, he ends up being bottom-tier because you have to play near perfect games to win expert opponents... One Sagat combo = half your life.

(no longer directed at Will)
I've improved my Guile game and its purely thanks to learning to block/tech. Play against people who don't miss 6-string combos, you'll learn to block real quick. Learn your crossover block, then block down. If you see overhead, block up (they all have a few frames warning). Learn to read the incoming throw and tech it.

Also learn to read the wakeup-overhead and ultra it.

Also learn the shortcut to Ultra by swinging a "d" or reverse "d". Read SRK forum.

Also learn to stop attacking and just wait. Seriously. In some rounds, I'll be winning with 10% extra life and I'll happily sit there and wait 20 seconds because that will ensure I don't lose my advantage causing me to chase them and subsequently just dying outright. This will also help stop trading pokes which is against Guile's favour.

No you can't do ultra/super without charging, however you can fit a dash in there with the "d" method ultra/super.

Make no mistake or it will cost you the round. Alternatively, if you want a mistake buffer, play Sagat... arguably, mistakes build your ultra to make you win anyway.

 

Posted by sydney-guile on February 10, 2009 at 5:13 p.m. #46

Oh and BTW Will, I've been using Boom Cancels. Great for close-up baiting and rushdown. I wouldn't use it on anyone better than me but on people equal level its funny.

Also been practicing FADC air-throw, great for taunting.

I've even managed to air-throw Blanka out of rolls/dash like Gilley. Watch them turtle after an air-throw out of a roll. Hilarious.

 

Posted by William F Guile on February 10, 2009 at 6:43 p.m. #47

I have also been in situations where I throw out a flash kick on wake and dash cancelling it in case they block it. If the opponent does block it I attempt a throw, although the good players would tech it on reaction on some occasions/

I now only use boom cancelling if i have lead or want to do something unexpected, but I usually do this once in during the match.

Not sure if you agree but if you block your opponents cross up, they usually do one of the following:

- a weak attack then throw attempt-
- straight into a throw attempt
- and like you said an overhead.
- a stringed combo ended with a special move.

more often the case if you block the cross up, they will try for the throw.

but now as the game evolves, I had to change the way i use guile. Another Guile player gave me good advice and ideas during the past couple of months on pushing my gameplay to the next level, one of them is using focus attacks more often from both a defensive and offensive perspective.

Other tips i got were the use of DF+HK and S MK as anti airs and when to use them. S HP was something i never utilised enough, and it is a good normal attack as at hits crouching opponents. But hopefully we will continue sharing ideas.

executing an ultra incorporting a dash (ive seen this before)is used to get out of fireball traps. I'll be getting the game very soon as i have placed a preorder for the XBOX version, so i'll be trying to look at discovering more advanced tactics

 

Posted by Charlie Gnash on February 12, 2009 at 12:47 p.m. #48

Took me literally 3 days of practice to be able to consistently pull off Guile's super/ultra.

 

Posted by de bunk da junk on February 19, 2009 at 10:47 a.m. #49

hahahahahahaha 3 days to practice with guiles?

my gawd this is the problem wiv you kids...you lack the skillz to play these games. pretty soon ill see you all resorting to using cheats!

puffs!

 

Posted by BIG Fluffz on February 20, 2009 at 1:10 p.m. #50

Yo stret fita iz tha bomb

 

Posted by Riezman on February 21, 2009 at 6:31 a.m. #51

Help me, I have been trying to do his ULtra Combo for more that 3 hours and i managed to do it once

Tell me how to do his Ultra

 

Posted by wtf???? on February 21, 2009 at 9:09 a.m. #52

why do i seem to be the only one that cant pull off anything other than normal moves?? im pressing and doing everything im suposed to. maybe its just bollocks instructions

 

Posted by William F Guile on February 22, 2009 at 3:05 a.m. #53

@ Riezman

You must charge Down-back on the stick for around 2 seconds and then move the stick to Down-forward then back to down back then Up + 3K. Must be done in a smooth motion without fail.

 

Posted by Pegazou on February 22, 2009 at 6:19 a.m. #54

he is the best !!

 

Posted by guy on February 22, 2009 at 7:31 p.m. #55

what are some tips in his air throw? what do they have priority against? if someone is jumping in with a kick or punch can i throw them anyways?

 

Posted by William F Guile on February 22, 2009 at 8:02 p.m. #56

If you anticipate a jump in from say sweep range and you bust the LP+LK, you are likely to grab and slam them before their attack comes out.

If your opponent attempts a cross up, you can jump straight up and bust out the the air throw

 

Posted by Resboro on February 23, 2009 at 3:04 p.m. #57

Can you combo into his super/ultra? I'm trying to link it after a cMK and it doesn't seem to work.

 

Posted by William F Guile on February 23, 2009 at 7:50 p.m. #58

Thats because it can't be done

 

Posted by yflow on February 24, 2009 at 10:06 a.m. #59

Resboro:

You can combo into super, but not ultra. You have to be very quick, though.

Also, as far as this page goes, I don't think the timing for the charge moves are two seconds any more. I love playing Guile, and I really wanted to in SF4, but I don't think I'll be able to get him down. It feels like there's almost three seconds now in which to charge. Does anyone else think it's different? A couple of my friends have said the same thing.

 

Posted by yflow on February 24, 2009 at 10:09 a.m. #60

Another thing:

• Jumping Hard Punch, Standing Hard Punch, cancel into Hard Punch Sonic Boom, hold away and press Hard Punch •
This old school combo still works when your opponent is in the corner, if they're not there, you can get the first three hits any time.

As I recall, it wasn't "hold away and press Hard Punch," but it was towards and Hard Punch. The spinning back knuckle puts more range on it so that he can reach out there and get the hit.

 

Posted by drews on February 24, 2009 at 11:16 a.m. #61

im having hard time playing with balrog players using guile..any tips you can share ? i think he's too overpowered in this game..

thanks in advance

 

Posted by William F Guile on February 24, 2009 at 2:58 p.m. #62

Boxer has some moves that goe through fireballs like the headbutt and Turn Punch. EX's moves allow him to absorb a single hitting projectile so be on the watchout for that.

When I use Guile, I use pokes like S HP which has deceptive range and hits crouching opponents. Also use S HK as well which will make contact to the opponent if slightly outside sweep range, as Guile will be stepping forward when he does it.

If really up close, I use poke strings like C LP > S LP > S HP, then I use either an EX sonic boom or normal one. So use plenty of normal attacks when he is up close watch for his tick throws. If he is dash punching you a lot, Focus attacks may help, from memory he only has two armour breaking specials,

I use Boxer as well as Guile so hopefully this helps you out.

 

Posted by antilleswd on February 24, 2009 at 3:45 p.m. #63

William F (and others),

Anyone on PSN who wants to spar/practice, look me up. I'm using Guile as main and trying to improve my game.

 

Posted by William F Guile on February 24, 2009 at 4 p.m. #64

my account is LuckyMunky78 but i play it on the Xbox..... look me up and add me and hopefully we'll get some games on

 

Posted by Slothrox on February 25, 2009 at 4:24 a.m. #65

Hey all.
I'm having real problems beating Guile when i come across him.
I Main Sagat or Ken
Any tips for taking him down?
Thanks

 

Posted by drews on February 25, 2009 at 8:42 a.m. #66

@ William F Guile
thanks for the tips,it worked with the poke technique..the crouching HK also helps..

btw, im able to pull up this combo during the game:
jumping HP > crouching MP > cancel into somersault + super double somersault producing decent damage.

any tips for consistently doing somersault cancelling ? im doing some mistakes achieving this, any proper timing for it? some cancels into dash motion, most players are doing this ending up with a dirty throw.

 

Posted by William F Guile on February 25, 2009 at 4:15 p.m. #67

@drews

To do it consistently, do the flash kick finishing with UF +K then quickly do DB > the U + K. must by done smoothly to pull it off. I usually don;t get the chance to use this as Iam using my super metre for Ex moves and dash cancelling.

During online battles and in the heat of battle, I made plenty of fundamental errors and especially vs power hitting characters I paid the ultimate price. Of course, every good player will make mistakes and bad decisions

A good Honda landed the headbutt and the command throw on me when I made basic mistakes, Im hoping to play him again as he provided a good challenge.

 

Posted by I suck on February 25, 2009 at 5:37 p.m. #68

right when the match starts how do people just throw out sonic booms? like the don't charge. How do you do this?

 

Posted by guy on February 25, 2009 at 5:55 p.m. #69

im still trying to main guile. im still having problems against good ryu/sagat players and came across a tough match on ken.

my combo abilities are getting better but i need to work on tech-ing throws and being able to air throw much more smoothly.

im getting owned on cross ups and being zoned way to easily.

 

Posted by William F Guile on February 25, 2009 at 8 p.m. #70

sounds like you need to strenghen you zoning game. remember that you cannot match fireball with fireball with Ryu and sagat over a sustained period.

 

Posted by drews on February 25, 2009 at 9:38 p.m. #71

@ guy,
the first time i played this game, lots of players are doing crossover moves (eg: zangief, ryu,etc.) and this pissed me off since it's hard to block it.

one effective way to counter is to crouch then hit them with MP, it will make it harder for them to land the first hit as per the advise on this site. hope that helps..

to all,
any ideas how to tech throws ? this is also one of the reason why i keep on loosing challenge games, if my opponent keeps on doing it. not a clean fight for me, just a thought. cheers!

 

Posted by yflow on February 26, 2009 at 5:12 a.m. #72

@I suck:

They do charge the Sonic Booms. They're doing it while the announcer says "Round 1, Fight," or whatever.

 

Posted by tommyjesus on February 26, 2009 at 11:15 a.m. #73

is it considered cheap if i just turtle with guile all day?

 

Posted by DrunkNGulie on February 27, 2009 at 3:45 p.m. #74

The hard thing for me with guile is crouchin lp into sonic boom, into super combo. I can get his super combo into his ultra, but it would really help if i could get that sonic boom to super working. Anyone have some tips?

 

Posted by Bruce on February 27, 2009 at 5:47 p.m. #75

To "I Suck" aka comment #70

all u have to do is hold back while the countdown to the match is going. Then right when the countdown hits 0 press forward + punch and ull do it right at the start.

 

Posted by Bruce on February 27, 2009 at 5:47 p.m. #76

To "I Suck" aka comment #70

all u have to do is hold back while the countdown to the match is going. Then right when the countdown hits 0 press forward + punch and ull do it right at the start.

 

Posted by i suck on February 27, 2009 at 9:53 p.m. #77

oh wow thanks you guys. I feel stupid hahaha I didn't know it was that easy

 

Posted by Help! on February 28, 2009 at 12:23 a.m. #78

Hi guys, i know this question is abit stupid but how do u cancel from e medium punch into a light flash kick? I cant seem to get the first 3 Hit combo that is stated in this website. Does it mean i hold down den press medum punch n light kick as i move e joystick to the upward position? I always get 2 hit combo as there is not enough charge time after the first air kick.

 

Posted by Fusiongt on February 28, 2009 at 2:29 a.m. #79

#80 - I'm not sure why the combo says light flash lick instead of medium, since I think it's easier (and more damaging) to quickly go from medium punch to medium flash kick. While holding down + away, once you throw medium punch you should already be doing the motion to up so when you hit the medium kick butto it'll do the flash kick.

 

Posted by Hmm on February 28, 2009 at 7:45 a.m. #80

Hmm sorry but how do u guys do a super cancel for guile. Example from a normal flash kick into a double flash kick? I seen some videos but i still cannot seem to do it.
Hope that someone would kindly teach me lol
Thanks

 

Posted by MikeyZeroG on February 28, 2009 at 2:57 p.m. #81

Any air throw tips? I love the air throws, and when I'm facing a weak opponent, I tend to concentrate on them. It's great for taking out Ken/Ryu's spinning kick. I've gotten Ken after a blocked fierce dragon punch, but the timing is difficult -- I need to figure that one out.

 

Posted by William F Guile on February 28, 2009 at 8:36 p.m. #82

read post 58

 

Posted by Nemesys_Syndrome on March 2, 2009 at 10:11 a.m. #83

Learn how to charge partition your sonic booms. This may sound a tad bit advanced but it helps greatly and turns Guile into an offensive mix up machine.

By charge partitioning, you can throw sonic booms while dashing forward. Or basically create a neverending onslaught/barrage of punches/kicks and force your opponent into the corner. It's dizzying but very effective.

Hence, the true way to use Guile.

 

Posted by Noobie on March 2, 2009 at 11:51 a.m. #84

What does cancel into means?

Example : Jumping Hard Punch, Crouching Medium Punch, cancel into Light Kick Flash Kick

Best regards,
Bobby

 

Posted by ... on March 2, 2009 at 12:29 p.m. #85

cancel means cancel the move animation so that the special move comes right out after the normal attack...
you will know if you have done it correclty because they will not be able to block the combo if you connect with the 1st hit

a nice combo to do is...
Jump FP-->Stand FP--> Sonic boom-->Super Cancel--> Ultra
ultra doesn't do its max damage but it looks reali nice ;)

 

Posted by Noobie on March 2, 2009 at 1:05 p.m. #86

and how do you cancel your move animation? are we talking about a fodc here?

how do you execute sonic boom-»super cancel -» ultra
sonic boom (back(2), forward+any punch) super cancel(???) ultra (downback, downforward, downback, upforward +3K)

and don't you have to charge 2 seconds for you ultra? how is it possible to connect with it right after a sonic boom...

I'm sorry for being a noob but I'm new to this fighting game and i like it :)

 

Posted by Noobie the 2nd on March 2, 2009 at 3:06 p.m. #87

yea i was wondering about that also. about "cancel" is cancel mean do the next movie before the punch animation lands or do it right after the punch animation lands.or the punch animation finish? this goes with all the all the combo with "cancel" in it and not fADC

ex. • Cross up with Jumping Light Kick, Crouching Medium Punch, cancel into Light Kick Flash Kick thanks.

and what is the BnB combo.

 

Posted by Shade on March 2, 2009 at 3:47 p.m. #88

Does anyone know how to do Guile's Flash Kick into a Double Flash Kick? Its on the trial mode and I can't pull this combo off.

 

Posted by William F Guile on March 3, 2009 at 5:44 a.m. #89

@ Shade
This was already discussed here so have a read of all the posts and you will find it.

@ Noobie the 2nd

BnB is short for "Bread and Butter". BnB combo means its a combo that most advanced players know and like to use frequently.

 

Posted by de bunk da junk on March 3, 2009 at 6:22 a.m. #90

stop being so f*cking lazy you whiny punks.

READ EVERYTHING ON THIS PAGE AND ASK YOUR PARENTS TO MAKE SENSE OF IT...CONSIDERING THEY AINT AS DUMB AS YOU LOT.

all the questions have been answered already.

if you want too see a FULL GUILE COMBO VIDEO....including the 15 hit combo which is NOT in the challenge mode..

when you make a post just add my name so i know you wanna watch it and ill add it.

GUILES FLASH > DOUBLE FLASH KICK

to do guiles flash kick into double flash kick, or either his super or ultra, just make sure one of your buttons are lk+mk+hk, then do the normal flash kick....

the instance the flash kick is executed,
MAKE SURE YOU HOLD "DOWN" ON THE PAD/JOYSTICK

it is essential that you get into the habit of doing this. your sub-conscious will tell you otherwise, took me awhile to get this in habit too.

so once the flash kick goes press down immediately. as you land, just before THE OPPONENT LANDS, go into the motion of super which is as above.

what i suggest you do first is, go into training, apply super bar as infinite..and pull off as many consecutive supers as you can until you can do it comfortably.

ALWAYS PRACTICE IN TRAINING!!!

 

Posted by HyperSonicXtreme on March 3, 2009 at 10:02 a.m. #91

GOD his supers and ultras are kinda hard, but I'll get used to it.

 

Posted by Noob the 2nd on March 3, 2009 at 12:24 p.m. #92

@de bunk da junk

i think u ment to say HOLD the down/back not just "down".

and all the video i have seen when guile do his flash kick into a Super OR ultra he NEVER do a full flash kick and come down and do a super. IT is always right between when he does his flash kick before he goes up in the air then his super come out.

IN other words the super or ultra comes right after hes flash kick come out not when he come down after his flash kick animation ends.

 

Posted by de bunk da junk on March 3, 2009 at 6 p.m. #93

@ - Noob The 2nd...

Yes. Correction noted. DOWN BACK AS STATED ABOVE.

Now, can i just say, about your flash kick comment. If that is really what you have to say, dont bother playing Street Fighter 4, or pick a character like Ken. Someone simple to get to grips with. Forget about Guile.

You obviously havnt seen many videos of Guile. Nor have you bothered to look for 'Guiles Challenges' videos or something similar.

If you BOTHERED TO READ - THE - SITE - And applied a little logic and common sense (which you clearly lack), you would have found THIS -

http://www.youtube.com/watch?v=23Tkp5...
(In this one he goes striaght into the super after just executing a flash)

AND THIS

http://www.youtube.com/watch?v=lato8F...
(In this one he lands then does the super)

Hopefully this should tell you that....

Once you do the flash kick, you can wait as ive said above and then do the super...

OR

Do the flash kick and immediately follow the SUPER controls and punch the buttons.

NEXT TIME READ THE FRIKKING SITE!!

Anyway, screw Guile, ill kick anyones ass with cheap tactics. It might be boring to you, but my scores go sky high so screw y'all!!

n0000000000bx

 

Posted by ... on March 4, 2009 at 12:58 a.m. #94

the combo i said is pretty advanced and needs to be practiced quite alot, its done like this....

Jump towards opponent
whilst in the air hold back and down
while u still in the air use fierce punch
as soon as u land use another fierce punch
now press -->(still holding down) and press fierce punch for a sonic boom
then do the 2nd part of the super motion(no charge required because the sonic boom motion you put in counts as a charge to your super)
as soon as your super comes out...
charge your ultra and use it when the opponent is coming down.
...
...
...
Kind of long winded here but you get used to it with practice :)

GUILE FTW!

 

Posted by Ponder Stibbons on March 4, 2009 at 4:58 a.m. #95

Any good strategies against Ken? Keep on getting my ass handed to me. I think i loose the games when he gets to close to me.

 

Posted by drews on March 5, 2009 at 12:17 a.m. #96

Hi to all guile experts,
Im having problems being cross overed from aracade mode games. I'm being owned by this mistake. What would be the best defense or escape goat from this ?

I'm using guile as my main character, please advise.

thanks in advance!

 

Posted by ... on March 5, 2009 at 5:36 a.m. #97

Re: drews

as soon as you get knocked down charge down immediatly
this will then allow u to always do a reversal flash kick
...
cross ups with guile can be avoided with a well timed flash kick, dont bother charging sonic booom as you will lose your chrage.

 

Posted by Guile Master on March 5, 2009 at 6:48 a.m. #98

I am the master of Guile...

Those who dare to challenge me will always fall,

I will perfect you both rounds...

Okay I'm not that good but I win most fights with him.

 

Posted by Noob the 2nd on March 6, 2009 at 6:49 a.m. #99

@de bunk da junk

u dumb the 2nd one shows that the other opponets is already up in the air and the normal flash kick hits it. that makes it 1000Xs MORE easy to go up and do the super.

the first video is what i said on my first post to u. the flash kick comes Right after the super Without guile going stright up and coming down..

 

Posted by rashburn on March 7, 2009 at 1:49 p.m. #100

I am trying to find out if Guile still has the suplex in this one. I've been looking for it but haven't found it.

 

Posted by ljay103 on March 9, 2009 at 9:56 a.m. #101

that's my ps3 tag, but guile does have his suplex. just press LP+LK together. GREAT FOR TURTLERS!

Tips:
Light Sonic Boom and dash forward
- For people that like to get up and try and counter, jump in with an HK just as the Sonic Boom hits, Crouch MP, Light Flash Kick Cancel, Double Flash

- For people that are smart, crouch+HK and they will think they are safe, but once they get up from turtle, Double Flash Kick their face.

- For more turtlers, just go up to them as they block the Sonic Boom, and throw them across the screen.

Many people like choosing KEN, RYU, AKUMA (GOUKI), these people like to SHORYUKEN as they get up, get close to them so they think you are going to attack and they'll react with a SHORYUKEN, SUPRISE THEM WITH AN AIR THROW, or perform a quick turtle so you block and react with a DOUBLE FLASH for his ULTRA COMBO.

Those that like to play from the far part of the screen and HADOUKEN spam you, use an EX Sonic Boom to demolish them. It comes so fast that no one will know what him em.

Use a barrage of attacks even though they are blocking, hit em high and low to confuse them, they'll eventually let down their guard for a hit.
- Try F+HK, D+MK > F+MP, B+MK, SONIC BOOM, F+HP, dash forward, D+LP x2, dash forward, B+THROW, THEN REPEAT
*Guile requires strategy, so mix it up a little bit, everyone is so wrapped up with their own character they dont know his moves. Do the TRIAL Challenges and learn everybody move's just so you know how to block and counter.

*Find me and add me on the PS3 Version: LJAY103

"Together we can make Guile the most dangerous character in Street Fighter (He's always been dangerous" - Even though the HADOUKEN Players have 4 moves or more, Guile's 2 moves can destroy them!

 

Posted by LJAY103 on March 9, 2009 at 11:18 a.m. #102

also read the frame data! It is very usefule and you will be able to determine what moves are the strongest and how much time it takes to perform the move, how long the opponent has time to react, and how much time you have time to recover. Guile has a slow recovery time in general, that is why, to make things easier, I suggested that you attack one after another to not only confuse your opponent but to save your @$$ if your opponent is planning a super or ultra attack combo to retaliate.

It's risky, but if you attack like I explained above, his attacks will counter (if timed right), most super combo's and some ultra's.

It is fun to anger the opponent, most of the opponents I played online start to panic. They expect to see a Guile that turtles and sonic booms and flash kick at every opportunity. Change the game, make him an offensive character. Getting close and throwing makes the opponent angry, panic, and perform moves that you can easily block and counter with a throw.

I love playing against AKUMA (GOUKI) players. They love to AIR HADOUKEN and use the FIRE HADOUKEN at their disposal. EX Sonic Boom's, some forward dashes, and some air throws will do the trick. The SECOND you see that punk start up a RAGING DEMON, I dont care how far you are, use Guile's ultra or super combo (if you want to be flashy). If you just like to see them waste it, jump back, holding B and throw a sonic boom in his Face.

I'll come back time and time again to give you Guile fans some tips pertaining to different people.

 

Posted by ljay103 on March 9, 2009 at 2:08 p.m. #103

i've been receiving comments on another website with people complaining about ABEL, VEGA (Claw), GOUKEN, BISON (Red Dude).

Abel is a good character, and the only advice I can give you is, when you see that dude roll, pop a light flash kick. The good thing about SF4's flash kick is that it starts off LOW and 99% guaranteed hit with a low attack.

Vega is a character that does the most damage in the air. Anti Air tactics is the best way to go. Flash Kick, Air Throw, and D+HP.

Gouken has the hadouken that goes straight and then shoots another diagonal. EX Sonic Boom and some dashes will allow you do some damage face to face.

Bison and Seth, have that teleporting, if you anticipate that they teleport behind you, prepare yourself to either get attacked or you can prevent that by charging up a flash kick.

Blanka and E. Honda, have charge moves as well and need a good charge. They both attack you horizontally which can be prevented by keeping their distance using sonic booms or ex if you want. Blanka has anti-air move which I see is used alot, stop him with a Light Sonic Boom or a Heavy Flash Kick. They light sonic boom will set you up for a nice ground combo. E. Honda is similar.

Everyone else isn't much of a problem as long as you strategize your Guile gameplay. MIX IT UP! If you dont, you'll get defeated.

PS - I would consider SAGAT a "hadouken" player, EX SONIC BOOM to counter his "TIGER". Block his TIGER UPPERCUT, and throw him, he's slow so take advantage of it by utilizing the LP and LK's. BAZOOKA Knee followed by a sonic boom works nicely. D+HK and a sonic works works as well. Dont keep your distance with that guy.

 

Posted by drews03 on March 10, 2009 at 12:32 a.m. #104

@ ljay103,

thanks for the tips. do you know how to cancel sonic boom then dash quickly ? i saw that in the youtube video, this will be a good technique to add offensive pressure to opponents.

how about with balrog ? any useful tips you can share ? its hard to counter his special moves, fast recovery time. and does decent damage.

 

Posted by Smurf on March 10, 2009 at 10:36 a.m. #105

For some reason i can not do any combos for any of the characters. I know im tapping the buttons right. Is there some kind of setting that i need to do first. Because this is some bull dude. plz help

 

Posted by samba on March 10, 2009 at 6:51 p.m. #106

iv been sitting here practicing for super or ultra moves for hours and i havnt even done 1!!....what am i doing wrong?...this is what i am doing..:

BACK&DOWN then FORWARD&DOWN then BACK&DOWN again and then FORWARD&UP and kick (INTO FLASH KICK).....

i do it in a smooth motion and he does the flashkick...but no combo :(

 

Posted by HELP on March 10, 2009 at 10:29 p.m. #107

I have no idea why, I practiced for a half hour and executed guile's super flawlessly.

I HAVEN'T DONE ONE ULTRA THOUGH. I HAVE NO IDEA WHY IT WON'T DO IT.

It's the same motion except i only have to push the 3 kick buttons at the same time, right?

FOr some reason it doesn't work... :(

 

Posted by ljay103 on March 11, 2009 at 8:44 a.m. #108

@ drews03

Usually, to cancel anything that has more than one hit, the easiest way to do it is a FOCUS attack, just quickly press MP+MK.

I haven't cancelled a sonic boom yet. I usually use a sonic boom to finish a combo and apply pressure. For instance D+HK, then sonic boom right after. If they block use a F+HP, if they dont block, punish them with a throw or a double flash.

Tips for Balrog (Boxer), well he usually has charge moves and that annoying head butt. With my online experience I haven't seen any experienced (REALLY GOOD) Balrog players, but to defeat him with ease, I over use the Light Sonic Boom and follow it, if he turtles like Blanka, Honda, or Bison, suplex his @$$. The second that you see him block, dash forward and throw him. EX Sonic Booms are lovely because you can anticipate when Balrog is gonna move, use that to keep distance and follow with a deep HK, (crouch) MP, Light Flash, Double Flash combo.

 

Posted by ljay103 on March 11, 2009 at 8:50 a.m. #109

TO SMURF, SAMBA, and HELP.

D/B (charge), [move forward like you are doing a sonic boom, (D/F)], then quickly go back to D/B, moving into U/F+K.

TIP: I think its easiest to perform it on the D-PAD rather than the analog, the analog makes it easy to slip up.

The ULTRA is the same motion with just 3 kicks. On the PS3 I use L2 (Default). If you mess up the motion you might perform an EX FLASH KICK.

 

Posted by ljay103 on March 11, 2009 at 9:17 a.m. #110

Match for the night:

Last night I played online against Sagat and Akuma (go figure). I also played Cammy.

Sagat used a barrage of high and low TIGER attacks. When I would jump in they would either TIGER UPPERCUT or TIGER KNEE. Tiger uppercut was used to counter me cause they know that I would be jumping into combo; Tiger knee to either get out the way and change positions. After a sonic boom i'll usually jump kick you to follow it. When I figured he knew what I was doing, I dashed towards the opponent and performed a D+HP.

Akuma Akuma, lots of air fireballs and ground fireballs, the only thing that helped me is countering it with Medium and EX Sonic Booms. Heavy Sonic Booms are too fast and if you mess up you are vulnerable because Guile's F+HP has a slow recovery time. If your opponent loves to keep you away with all that stuff, jump over horizontal fireballs and dash under the air fireballs.

Cammy liked to Cannon Spike as she got up. When you knock her down, get close to her to try and get her to do a move where you can block and counter with a throw.

From my posts you can see that Guile is just an all-around kick-@$$ dude. Simple is the best way to go. He has alot of moves that will fake anyone out: F+HP (after sonic boom), B+MK (when they try to follow you, alternatively you can sonic boom their face), D+HP or Light Flash Kick as they jump in, D/F+HK then D+HK (when they go from turtle position). Like I said earlier, SIMPLE!

I will admit that Akuma's ULTRA got me, but with less than 5% of health, I destroyed Akuma WITH NO SUPER or ULTRA COMBOS. ALL SIMPLE MOVES, and Sonic booms and Flash Kicks here and there. *sigh* Im at work at the moment and I want to go home and PLAY!

OH YEAH! FOR THOSE NEEDING HELP PERFORMING THE SUPERS! ITS A TWO MOTION PROCESS. D/B (1ST MOTION) - D/F,D/B,U/F+KICK (2ND MOTION).

TIP FOR CANCELLING FLASH KICK TO DOUBLE FLASH. PERFORM A FLASH KICK AND QUICKLY MOTION THE D-PAD/ANALOG IN A CLOCKWISE MOTION REALLY FAST ALONG WITH KICK. YOU'LL BE PROUD OF YOURSELF!

 

Posted by LJAY103 on March 11, 2009 at 9:30 a.m. #111

OK I'VE BEEN READING PAST POST AND SOMEONE JUST GUILE IS LOW TIER. YEAH HE HAS TWO SPECIAL MOVES AND THEY ARE BOTH CHARGE MOVES. BUT "WILLIAM F GUILE" IS RIGHT, TAKES MUCH MORE PATIENCE AND SKILL TO USE HIM.

To be honest, anyone can use ANY character and own. One of my beginning online matches was handed to me by a DAN player. Who would've thought DAN was such a badass? I do use everybody. My favorite is just Guile and Fei-Long, both hard characters to use.

 

Posted by russelbutt on March 11, 2009 at 10:26 a.m. #112

@ljay103

there's an easier way to pull off guile's super and ultra: DB(charge), DF, DB, UB*

see, instead of going to UF* for the final command input, as long as you enter in any UP command, it will register as a completed motion. i learned this trick back in super street fighter II. it'll make doing his double flash kick feel like a modified quarter-circle forward, half-circle-back motion.

think about it. just try it. ;)

 

Posted by Azza on March 12, 2009 at 3:24 a.m. #113

Any pointers on how to use Guile to beat Vega and M Bison that are flying claw my head, and flying stompping my head? Very annoying!

 

Posted by Azza on March 12, 2009 at 3:25 a.m. #114

PS. Flash kicks and MK not working well for me...

 

Posted by sbw on March 12, 2009 at 10:56 a.m. #115

to Azza- forget flash kick with dictator(bison) and vega. you need to jump back and fierce k or p or air throw(lp+lk together). when you see them coming for the headstomp or wall bounce. Air throw is great to keep them grounded. Once or twice and they'll think twice before trying that tactic again.

make sure to punish vega's roll with a flash kick and dont get into the poking game with him as he'll out poke you with his crouching medium punch. I bait vega into wall bounce's with sonic booms and punish with a jumping backwards fierce or the air throw.

as far as bison is concerned on the ground he's got long strings that he can chain so you need to block and be patient. remember that if you cant punish a headstomp by jumping back, wait til he lands and punish him. I punish his psycho crusher with a flash kick. I can go on but I think this will set you up enough.

 

Posted by drews on March 12, 2009 at 11:54 p.m. #116

any tips in countering akuma's dive kick ? flash kick wont work here..damn!

 

Posted by Shadaloooooo on March 13, 2009 at 8:29 p.m. #117

Guile is most likely the most American man on the planet....after Captain America.

 

Posted by MikeyZeroG on March 13, 2009 at 10:03 p.m. #118

SBW -

Thanks for the tips on how to counter Vega & Bison. I have trouble against the those guys, plus Honda's sumo stomp. Please elaborate on how to counter those moves that hit directly overhead -- I find these characters to be one of the few weaknesses of my Guile.

 

Posted by Spectro on March 14, 2009 at 7:13 a.m. #119

Would giving Guile a special slam (not a powerful 360, but a right/left HPHK that would hurl opponent into air to set up special/ultra combo) and more power on his fierces and Ultra give him a better balance with his offensive game?

I only ask since it just seems strange to me that Capcom would decrease the overall potential of one their franchise guys...especially since they used Guile during their marketing campaign. I imagined a Guile that is used in the right hands would be a beast.

Hopefully, there'll be more offensive Guile mojo on the future patches.

 

Posted by Crysalim on March 14, 2009 at 11:48 a.m. #120

Kind of surprised to not see this combo on this page:

Jump in HK/HP, low MP, flash kick > super cancel into double somersault

This is the bread and butter Guile combo to punish fireball spammers and people that you dizzy (which you should be doing with Guile if your mix ups are good)

I play Guile as my main on xbox live, and it is very easy to punish mistakes as him. Practice the super combo until you can do it with your eyes closed, and it will win you many matches, trust me.

Note that you cannot do this with the ultra. ONLY the super will cancel out of a regular flash kick (and obviously you can't do it after an EX, you won't have enough meter)

Other very useful tactics:

LP sonic boom into spinning backfist from close range (you don't have to dash for this, you just need to time the backfist correctly)

Low MK into standing MP on opponent wakeup (this is his target combo, learn it very well as the MP almost always hits if they block the MK) - you can follow this up with a low HK regardless of whether the combo hits or not (the HK will not combo though), and if the roundhouse connects you can do more mix ups on their wakeup.

A good technique to counter people when you're getting up is low jabs. If they connect, keep jabbing until it hits 3 times and then flash kick. If they don't connect, use a sonic boom or backdash and continue your zoning. If someone is trying to wakeup throw you, this will always work, and you get damage out of it instead of teching. Note that if you have a full super, you can easily punish them with 3x low jab, flash kick, double somersault to make them very scared of trying wakeup on you again.

Guile has the tools, you just need to not play him like a shoto!

 

Posted by Crysalim on March 14, 2009 at 11:57 a.m. #121

A couple things I forgot to mention:

Guile's Ultra will combo off of his Super. The timing for this is very strict, and requires lots of practice, but you can do half a person's life with the following combo:

Jump in HK/HP, low strong, flash kick, super flash kick, ultra flash kick

Do not go for the ultra unless you are confident it will hit, or you will be punished. Reading some other comments, I notice people are having trouble doing the super and ultra, so here's some tips:

It is very important that you sync your kick/3 kicks with the up-forward motion. Unlike other moves, the buffer is not forgiving with this at ALL. The easiest way to know if you're doing this right is to go into training mode and turn on the button input. If you correctly sync your kick with the direction up-forward, you will see it in the notation on the left of the screen.

If your up-forward and kick do not sync, they will show as two separate lines!

If you're trying to do the ultra on a stick, you just need to practice hitting 3 kicks together at once. Again, training mode will tell you if you're doing it right.

As for comboing the super from a regular flash kick, this will take the most practice of execution out of all. The trick with this is to do a flash kick by charging down-back, and using the up-forward direction when you finish charging, along with a kick. The super has a special property that will register the up-forward as the down-forward motion in the super, and from there you just need to tap down-back, up-forward, and a kick to cancel it.

So basically, you're doing this: charge down-back, up-forward + kick, down-back, up-forward + kick

This motion will not work for the super unless comboed after a flash kick.

 

Posted by Crysalim on March 14, 2009 at 12:08 p.m. #122

Ok, last post, I promise.

If you are trying to combo the ultra after the super, note that you must link it after the super is completely finished, and you land back on the ground. Try to do it immediately after you land, and make sure you started charging again right after the super started.

If you don't get it out because you did it too early, that's ok, you miss a bit of damage. But if you get it out too late, that is MUCH worse, and you will eat a free close combo when you land! So make sure you do it as early as possible, even if you risk not landing the ultra, so you aren't punished.

The ultra is great for when you know someone is going to do wakeup games on you. However, do not let the opponent read you! If you are constantly countering their wakeup game, they will walk up to you and block instead. Make sure to mix up countering their wakeup game, and blocking while doing a tech throw. Note that if you are holding down-back when you tech, you will NOT go into a throw animation if they don't throw you - you'll simply do a low jab or short, which is unpunishable (not if they're doing walk up shoryukens tho)

Most of all, don't give up on Guile because he isn't as easy as a shoto. The game just came out, and shotos are getting heavy play because they're easy, but once the game matures they will become very predictable, and go the way of Cable in MvC2.

When fighting Sagat, make sure you punish those tigers with an EX sonic boom. This will give you time to dash into mid range, where you can then flash kick tigers, or do a heavy jump in combo.

One of Guile's toughest matchups is Blanka. Since Guile is very reliant on mid range pokes and combos, Blanka can very easily predict your move and counter it with either a jump in or a slide. You must play reactively against Blanka - do not attempt to take the offensive unless you fluster them.

Many people are using Dictator now (american M. Bison), and since Guile has to charge down back a lot, you are going to see headstomps. The only 100% way to counter a headstomp is to anticipate it, jump backwards, and combo them on the way down. A simple jumping HK into low HK will do a very decent amount of damage, and they will not headstomp again (if they're smart). Do NOT try to outpoke Bison, as he has the highest priority normals in the entire game! You can reactively low strong or flash kick them, but don't get too aggressive.

 

Posted by J on March 15, 2009 at 2:16 p.m. #123

How do I cancel the Flash kick into the super (like in normal trial 4)? Whenever I try it my fingers explode. :(

 

Posted by MikeyZeroG on March 16, 2009 at 2:53 p.m. #124

J, check out the post right above yours.

Crysalim, don't worry about over-posting -- your posts have been awesome. You hit the nail on the head: Blanka gives Guile an especially tough time. When I flash kick Blanka's verticle ball, I get hit too. I also have a tough time against skillful Gouken players -- I've learned not to jump into the diagonal fireball, but any other suggestions would be helpful.

Oh, and skillful Dhalsim players have really gotten the best of me -- I best checkout the Dhalsim faq for his weaknesses.

On the other hand, I always seem to own Zangief -- I just keep my distance, jumping hard kick into his spin move, and anticipate the green hand move with a flash kick (gotta be quick though).

 

Posted by Crysalim on March 16, 2009 at 5:58 p.m. #125

Thanks, ZeroG. I don't have any good tricks for Blanka unfortunately, but I have started to get a feel for a few things.

I haven't had lots of experience with the vertical ball so I can't talk there, but I've seen a lot of players with impeccable timing of the horizontal arced ball (charge back, forward and a kick)

This move is particularly nasty, because at the right range, it crosses you up! In this game you can't block crossups the same way as in old games - you need to hold forward to block them, and lots of characters can now take huge advantage of this. The only thing I can do against the arced ball is to stay out of the crossup range - either stay farther away, or closer. The range at which it crosses up is roughly halfway across the screen, but each kick goes a different distance. And, like you said, flash kicking these balls isn't easy.

As for Gouken, you really need to zone well against him. Mix up your jab and fierce sonic booms to mess up his timing against the dashing dragon punch move (which goes thru fireballs), and just make sure not to jump a lot, so he can't trick you into getting air hadoken'd. Gouken actually has really crappy normals, so if you can get in close range, low roundhouse/target combo/low strong him all day. You can also flash kick his normals if you read them coming, but be careful not to do it if you're at point blank range, or you can easily be punished. Short flash kick (low kick, in other words) is the only flash kick that is not punishable at the right range. You need to hit them from as far away as you can (about 2-3 Guile character widths away) for the blockstun to keep them locked down long enough for you to land safely.

Dhalsim is someone that you need to anticipate. Thankfully, his slowness helps a lot in this area. Spam low jabs to hit his outstretched limbs, and if your opponent is trying to mix you up with air yoga teleports (this is considered the best strategy for Dhal), just flash kick or fierce/low fierce them on reaction. Don't be afraid to jump at him either, because most of your jump moves will outprioritize his if you time them correctly, especially jumping low kick.

 

Posted by Crysalim on March 16, 2009 at 5:59 p.m. #126

And yeah, Guile is one of the few characters that can easily handle a Zangief without trouble. One more trick I abuse against giefs is walking up to them and jumping right as they get up (a lot of gief players will try to piledrive you when they get up), and you simply hard kick them on the way down into a combo. After they get wind of this, they will start using lariats instead, so you just walk out of spd range and low hard kick.

I don't have the courage to attempt flash kicking green hands though :) I do a lot of jumping straight up, since gief can't punish this easily at all.

Finally, to the person who couldn't do his super - practice doing regular flash kicks in training mode first. Only after you can do those with 100% accuracy should you try to learn the super. It is the hardest motion in the game, so don't feel frustrated if you can't do it! Also, it may help to learn how to do Blanka's or Chun Li's supers first. They will teach you the timing of the charge back - tap forward - tap back - tap forward and kick/punch motions, and from there you simply need to apply that same exact timing to Guile's motion. Good luck.

 

Posted by MikeyZeroG on March 16, 2009 at 6:02 p.m. #127

Note that when I said vertical ball, I meant his horizontal arced ball.

 

Posted by William F Guile on March 16, 2009 at 8:53 p.m. #128

@ Crysalim

EX flash kick the green hand if you are anticipating it, this is provided you have a down-back charge. EX flash kick has invincibility on start up.

if he does the green hand to destroy your sonic boom and is within range, back fist him with F+HP or S HP.

I play Blanka from at least half screen, EX boom him if he does a beast roll and watch out for the ex one

@ drews post #118

if akuma is diving kick you, block and be prepared to tech if he attempts to throw. I usually rush him down as many players will use his HP red fireball.

 

Posted by sonic buffalo on March 17, 2009 at 12:10 a.m. #129

can anyone tell me how in the hells o you pull off a flash kick into an super double flash imean i can pull off double flash in ultra flash but wtf is the charge window really that short if it is goddamn gimme a step by step on how to pulloff

 

Posted by ljay103 on March 17, 2009 at 9:43 a.m. #130

@ SONIC BUFFALO

NORMAL TRIAL 4 - If you can do that you can do it with an ULTRA

The trick is when you do the flash kick, IMMEDIATELY rotate the analog clockwise (starting from the top) and when reach the top again, hit all three KICKS.

 

Posted by ljay103 on March 17, 2009 at 9:47 a.m. #131

Guile has an AIR throw, take advantage of it. Playing against Akuma is a no brainer and is totally easy. As he comes in with his dive kick, D+HP or FLASH KICK or if you can anticipate it, catch him in the air and take him down.

 

Posted by DBL168 on March 17, 2009 at 6:44 p.m. #132

@ ljay103

I've tried many times to do the normal trial #4's first combo ( jhk,shp cancel into sonic boom ) but just can't seem to get it rite. Is there a trick to do it or a special timing ? Do you need to have the stick to do it or is it possible on the ps3 pad ? also is it easier on the analog stick or d pad ?

 

Posted by tony_tiger87 on March 17, 2009 at 7:25 p.m. #133

im not sure if this is mentioned above but i thought id be abit extra..

after a FULL focus attack (holdong down MP+MK for the longest possible), dash forward (forwardx2), vertical jump(up) and do a throw in mid air using (LK+LP+back) and if timed right, u shoud do an air back breaker on guiles shoulder..

it looks good and takes a little more life..

 

Posted by tony_tiger87 on March 17, 2009 at 7:26 p.m. #134

o n heres a link that shows u most of guiles combos.

he is wicked!

http://www.youtube.com/watch?v=lato8F...

 

Posted by de bunk da junk on March 18, 2009 at 6:48 a.m. #135

@tony_tiger87

i think nearly everyones seen that video because....
eerm, if you even bothered to scroll up and read (which must be really difficult for you)

you'll find this video has been linked a few times.

 

Posted by tony_tiger87 on March 18, 2009 at 11:10 a.m. #136

yeh i didnt av the time n read all the comments

 

Posted by ljay103 on March 18, 2009 at 2:12 p.m. #137

@ DBL168

Normal Trial #4:
Jumping HK
D+MP
Flash Kick (immediately after connecting the flash kick, make rotate the ANALOG in a fast counter-clockwise motion+K)
Double Flash Kick

Watch the video on YouTube, his explanation is simple but he shows you what you need to do.

Also, to avoid doing a SONIC boom instead of a Double Flash Kick; (this only applies to D-PAD players) any UP direction + K works fine.

When doing Normal Trial 4 you want to perform the clockwise motion on the analog as fast as humanly possible as soon as the regular flash kick connects.

To do the combo, ANALOG is easiest. I usually play with the D-Pad but for that combo I use the analog. Because im used to the D-Pad, I never use that combo in a ranked match.

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

 

Posted by DBL168 on March 18, 2009 at 7:03 p.m. #138

@ljay103

thx for explaining that part of normal trial #4, but i was having trouble passing the first one of #4, jhk, shp cancel into sonic boom, i just can't seem to cancel the shp into the sonic boom, is there a timing trick and should i do it on the analog stick ?

 

Posted by ljay103 on March 19, 2009 at 9:52 a.m. #139

@DBL168

1. Put Dan in the corner
2. Jump in with HK
3. When you connect the hit hold B
4. HP
5. F+HP (for Sonic Boom)

Here's a Detailed explanation from GAMEFAQS.COM
(1) -> [ Jump ] Heavy Kick
-> Heavy Punch
-> Sonic Boom
* (jump-in) (hold B) j.HK > (close) B + HP x F + P

Here you just have to really check how fast you're pushing Back when
you jump forward if you're having trouble with this combo. Basically
you have to be holding Back right when you jump off of the ground
meaning you aren't even off the floor yet and you're holding Back
already. After the j.HK, when you land the rest of the inputs should
be really fast. You shouldn't be pausing at all or you might not cancel
the s.HP into the Sonic Boom.

 

Posted by ljay103 on March 19, 2009 at 2:14 p.m. #140

MATCH FOR THE NIGHT VS. KEN

Really skilled Ken player. I was Hadouken Spammed for a while and he would anticipate my jump and get me with a jumping HK or a Shoryuken (HP). When I got Ken to the floor he'd mix it up doing a Hurricane Kick or MP,HP,Shoryuken. By mixing it up he would throw me around, throw me across the screen and continue spamming. Well maybe the Ken player was skilled at spamming. ROUND 1 went to KEN.

As the fight started he jumped in and was countered by an EX Flash Kick. Went close enough so he would do a SHORYUKEN that I blocked, and threw him around the screen. Followed a Light SONIC BOOM and dashing forward, as he blocked, threw him across the screen. Blocked yet another SHORYUKEN and countered with a DOUBLE FLASH. Performed some high and low hits using D+MP -> EX SONIC BOOM, F+LK, F+HP, D+LP, B+MK, F+HP, THROW, Light Flash Kick, D+HP. FINISHED WITH ROUND 2 AND 3. Throwing helps out alot.

 

Posted by MikeyZeroG on March 20, 2009 at 11:08 a.m. #141

As I get more Battle Points (3200), I'm playing guys that are giving me a tough time. Particularly, E. Honda and Vega. If I anticipate Sumo Drop, I can jump back and hit him with a hard kick or avoid it. If I don't have time to jump back, how do I counter it? I get spammed with it and get hit 50% of the time.

With Vega, I can sometimes jump back and counter his dives, and sometimes I can't. Any tips would help. With Bison, I can usually avoid the overhead flaming fist now.

 

Posted by ljay103 on March 20, 2009 at 11:50 a.m. #142

@ MikeyZeroG

Honda is tricky with that Sumo Drop. I have never encountered it, but I would definitely try a D+HP. A HK Flash Kick gives you good range, just beware of the distance they all jump at because if you miss, you are wide open. You can also try LK in the air. With Bison, I know that an AIR THROW works. I am curious as to why you dont have anough time to avoid it, they are all charge characters.

BTW - Did you ever live in Japan?

 

Posted by DBL168 on March 21, 2009 at 12:18 a.m. #143

@ ljay103

Thx alot dude, I passed normal trial #4, 5 and Hard trial #1, now working on hard trial #2. Your tips help alot and also I went out and got a fightpad. The pad really helps me alot with the trials and I could do more combos now. When fighting online I realised when both guile and ryu or ken jump in the air and both kick guile loses most of the time... does it occur to you too or is there a way to beat them in the air ? does air throw work against their kicks ?

 

Posted by jerseyfame on March 21, 2009 at 11:52 a.m. #144

Ive done all Guiles trials and I realize that his moves make sense. Guile is strong fast and has a projectil and anti air attack.

Ken and Ryu need 5 moves just to compete, while Guile has two.

I have allotted over 500 wins with just him against Sagats, Ryus, Kens, Bisons, Chun Li's and Zangiefs who were brutal all because I learned his trials.

MY attacks are so relentless they rarely get a chance to stop blocking and fight back. When they do, they eat my fist.

Using Guile offensively and utilizing his normal moves and air throws makes him virtually unattackable.

Guile is king! Best player in the game! He should be god tier.

Try me if you think Im lying.

Jerseyfame on xbox live.

 

Posted by Oculus-Orbis on March 21, 2009 at 9:43 p.m. #145

jerseyfame, I don't know about "Best player in the game"
(all things being relative to skill, and such), but the strategy you describe is how I believe Guile is best played.
His DEF-game is wicked, but he has a f'n powerhouse offensive game(especially now with that overhead F+MP)
Guile and Dhalsim have been my mains since 'world warrior'.
Heard many call me a cheater due to my touch-of-death/handcuff FTW combo. lol
Though, due to the garbage 360 pad, I haven't been able to play as him in sf4 seriously yet. When I get my Joystick though, I will seek you out brother.

 

Posted by drews03 on March 23, 2009 at 9:52 a.m. #146

@jerseyfame
great feedback there using guile as your main character.if im battling with skilled players like ken and ryu, im being owned by crossups leading into life sucking combos.

i fought up with a skilled akuma player keeps on doing dive kick and it keeps me to set up my offensive game.

pls advise for any counter attacks.. thanks in advance

 

Posted by jerseyfame on March 23, 2009 at 10:39 a.m. #147

simple....drews03

dont play their game make them play yours. You have 99 seconds there is no hurry to punch them in the face!

To beat a shotokan clone all you have to do is be an athlete. Guile has gracefull forward and backflips that can hurdle a projectile while leaving him out of range to get hit with an uppercut or a low sweep upon landing.

Akuma is a jerk and has an air hadouken to boot. So instead of leaping towards your enemy, just walk forward. You will find that the air hadouken passes right above your head. Then squat and use jabs and standing medium kicks followed with low sweeps for a relentless assualt, always have a sonic boom charged to counter any tricky tactics, like "wake up uppercut" or akumas anoying roundhouse kick that hits twice. Flash kick their face from squatting jab position when they try to leap away from your flurry.

Guile is lightning fast and ex flash kick beats all. AN EX sonic boom will stifle his spamming. Remember Guiles super isnt necessarry for him to win. Its just style points so dont focus on it, u can take unnecessarry damage trying to pull it off. Remember your air throw and play patiently, BUT ALWAYS STALKING HIM. Dont turtle, Akuma loves that and will chip u to death. Instead jab, throw and kick your way to victory. Akuma cannot out box the crafty and illusive Guile.

Good luck.

 

Posted by ljay103 on March 23, 2009 at 11:23 a.m. #148

@ DBL168

An AIR throw works 99% of the time. Make it fancy, make them cringe and do a backbreaker instead of an air slam. Haha once you do that, follow it up with a bunch of ground attacks and make them panic. F+HK, D/F+HK, F+HP, F+MP, D+HK, or just walk up to them and suplex the hadouken outta them. Look carefully before you initiate the LK+LP, when ken or ryu's foot look like they are about to hit guile, initiate the throw and you should be good. Its easiest to work with then they are at their highest point in their jump, you can do that as well.

 

Posted by ljay103 on March 23, 2009 at 11:30 a.m. #149

@ drews03

like mentioned above, guile is "the man with two moves", everyone expects a sonic boom and flash kick, take em by surprise with the moves I listed above, a combination of low, mid, and high attacks will make them panic. when you are that close to them, they panic because they dont have a charge move to block & counter. They need to motion the d-pad/analog stick to do their move and are afraid that in the process they'll get destroyed. put pressure on them by doing those moves and if they continue to block, hit them with a standing jab which they will mostly block but then continue with a throw, they wont expect it. Just like how i play tekken. when i got people that constantly block, i throw a couple jabs, then i throw them. same concept works in sf4. another thing to add to jerseyfame is while akuma is doing his air fireball, a dash right under it works perfectly, and if you have your D/B charged, get him in the air with a super or ultra combo, maybe dash right under the fireball and hit LP+LK as you come up, if you are fast you'll catch him.

 

Posted by Twinhawk on March 23, 2009 at 1:06 p.m. #150

HEY jersey and ljay, im relatively new yo SF4 and started the game by using RYU and KEN, but Guile is my ultimatme favourite now thanx to ure little tips, he may not be the fanciest player, but he takes his opponents aggressiveness with a pinch of salt ;) !!!

if u have any tips on how to get his ultra to work a little easier for me, let me know as i find it quite difficult to pull off.

my main tactic is at the beginnning of the ggame, have a charged sonic boom, jumping HP, crouching MP finished with either a swooping kick or flash kick!!!!

real fun to do!!!

 

Posted by ljay103 on March 23, 2009 at 2:21 p.m. #151

@ Twinhawk

If you are new using Guile and revealing all of your tips, you might get smashed by other people that are reading this forum that aren't Guile players. But if you can mix it up and ALWAYS change your tactics, they cant read you. Just a tip when you post on here.

Great you are using guile, its good to see someone that isn't using a SHOTOKAN CLONE (as someone mentioned above). Dont get my wrong, RYU and KEN are awesome but why not change the game up a little bit. I've played against really good CAMMY's, GEN's, DHALSIM's, and even E. HONDA's. Of course Guile owned em all...but they were good nonetheless. Just a tip: the combos listed in the TRIAL CHALLENEGES are really good.

As for Guile's Ultra/Super, Charge D/B (Motion 1), then D/F, D/B, U+3K or U/F 3+K (Motion 2). Its nice to do it all in one fluid motion. Once you get to TRIAL CHALLENGE (NORMAL) #4 you will learn to do a flash kick cancel into a super. Its hard to explain but there's a guy online on YOUTUBE that is able to explain how to perform this combo. If you look at my other posts you should see a link on how to do this. Once the flash kick hits, rotate the analog stick in a clockwise motion and hit K after you finish 1 complete rotation starting from U or U/F. let mee know how this works for you!

 

Posted by ljay103 on March 23, 2009 at 4 p.m. #152

@ twinhawk

just a suggestion, when i say mix it up, i mean when the match starts, throw a sonic boom forcing them to cross you up and catch them with an air throw, just a thought =D but that's what i mean by mix it up. Everyone expects a guile player to turtle or jump in with an hk. instead jump in pressing LP+LK you'll definitely get em'! have fun!

 

Posted by too all guile players out there on March 23, 2009 at 9:01 p.m. #153

i read to all the comments and i ran to a comment that bugs me the most is that SOMEONE mention that guile flash kick come out fast and beat everyone. which makes me sad to hear because i KNOW for the FACT KEN dragon punch go through flash kick. NO matter how fast you can pull it out, if ken use his is dragon punch which most likely be with the Hard button after your flash kick or at the same time, his dragon will go through you. not to mention that ken dragon punch can come out before ken hit the ground after he is kick in the air.

 

Posted by jerseyfame on March 23, 2009 at 9:41 p.m. #154

And thats why I hate shotokan clones....why is it that Ken can do an uppercut without even touching the ground?? This really grinds my gears and thats why I take such pleasure in dizzying Kens in 5 hits! VERY SATISFYING AFTER A HARD DAY!

lol.

Guile is balanced. He is responsible for his messups and has no cheating instant moves. He has to prepare all his attacks and execute.

A Guile win is worth triple a shotokan clone.

I.....M.....O

over and out.

also there is an even easier way to launch Guiles super but you have to message me on live to get the answer

Jerseyfame

 

Posted by drews03 on March 24, 2009 at 12:43 a.m. #155

thanks jerseyfame and ljay103.
i saw one video where after doing a focus attack > dash > and using ULTRA. i don't see charging applies here, any tips how to pull it off ?

see link: http://www.youtube.com/watch?v=gN65be...

btw, dagger_g is a solid and one of the best guile player i've seen in youtube so far.

 

Posted by ljay103 on March 25, 2009 at 8:35 a.m. #156

if you guys didn't know, there is a way to pull off moves which make everything alot easier to pull off combos. you can hold a punch or a kick, do the motion of the move, and then release the punch or kick.

EXAMPLE:
Jump in with HK (HOLD), D/B+MP, U+Release HK - it takes some getting used to but its very useful. Use this method of performing special attacks. It'll help you out on the TRIALS and even IN GAME.

 

Posted by twinhawk on March 25, 2009 at 8:57 a.m. #157

hey jerseyfame, thnx for the tips pal ;)

ive bin playin with guile for about 4 days now tryin to perfect most his moves.
my friend has bin bison for yrs and i came up against him and reli didnt get embarassed, im managing to kill off his air moves with flas kicks etc.!!!

ill add u on xbl jersey and u caan giv is a few tips pal!!!

 

Posted by Twinhawk on March 25, 2009 at 8:59 a.m. #158

@ JERSEYFAME

ure friends list is full!!!

add me on either GT: EU Twinhawk
or GT: Twinhawk

 

Posted by jerseyfame on March 25, 2009 at 9:34 a.m. #159

Friendslist full huh...I gotta do some spring cleaning.

Ill add u twin hawk. and we can spar.

*thumbs up emoticon*

 

Posted by LJAY103 on March 25, 2009 at 10:12 a.m. #160

anyone play sf4 on PS3?

 

Posted by EU Twinhawk on March 25, 2009 at 10:14 a.m. #161

here, how do ya do the normal trial 4 first one?

 

Posted by ljay103 on March 25, 2009 at 12:54 p.m. #162

@ EU Twinhawk

• Jumping Hard Kick, Standing Hard Punch, Cancel into Sonic Boom.

JUMP IN WITH HK (WHILE HOLDING B), HP, F+HP

*YOU CAN CHARGE THE SONIC BOOM WHILE HOLDING B IN THE AIR

 

Posted by EU Twinhawk on March 25, 2009 at 1:11 p.m. #163

cheers ljay, jersey came on to give me a few lessons!!

i managed to beat 2 kens in a row YEOOO!!!

lol

trials are hard as fuk lol

even the hard trial one for guile is hard, like when i press while crouching the following , they dont seem to link:

LK,MP,HP ????? hard to do i think

 

Posted by ljay103 on March 25, 2009 at 2:29 p.m. #164

@ EU Twinhawk

easiest way to do HARD TRIAL ONE for guile is to cross up with an LK, D/B+LK, D/B+LP, LK, F+HP

once LP hits, hit MP you'll link it.

 

Posted by EU twinhawk on March 25, 2009 at 5:48 p.m. #165

@ljay

can uexplain tht a little simpler please, im still gettin used to SF terminology.... ;)

 

Posted by ljay103 on March 25, 2009 at 6:28 p.m. #166

@EU Twinhawk

There is a way to do it, its called a health bar trick. When you land the first attack, wait for a split second, then go for the next attack. The next attack should hit before DAN regains energy.

* Hold DB for 2 seconds, Crouch LK > Crouch LP > Crouch MK CANCEL F + HP

1. Get up close and hold DB
2. LK
3. LP
4. MK
5. Once MK hits press F+HP

As you do 2-4 watch the health bar, you should watch the HEALTH BAR and do the health bar trick.

Q: What's this health bar trick?
A: Hit the opponent and look at the opponent's health bar when you do. You'll see a light appear from the timer that slides towards the character's portrait. That's the timing for when you recover so you need to time your attack so that
your next attack hits right after the light disappears for it to count as a combo, otherwise your opponent will be able to block your next attack.

http://www.gamefaqs.com/console/ps3/f...

 

Posted by DBL168 on March 25, 2009 at 10:57 p.m. #167

@ ljay103

thx for your tips bro, i've air throwed some ppl tonite and managed to beat a 5000+ sagat with my 2000 guile, i msg him nice game and he got really pissed and replied with a whole page of profanity... lol At the moment i'm stuck on hard trial 3, can't seem to cancel into the flash kick fast enough, any tips on that ? btw i play on ps3 and my psn id is DBL168, add me if you like and gimme some private lessons...

 

Posted by Jerseyfame on March 26, 2009 at 5:08 a.m. #168

That Sagat player was mad because he lost and felt he should win everytime he picks Sagat. He probably had a transparent offense and no defence. He should curse himself out...with his high priority, ridiculous projectiles, uppercuts and tiger knees.

Sad cus Guile only has two moves. Dudes like him should lose all their battle points at once.

 

Posted by ljay103 on March 26, 2009 at 7:57 a.m. #169

@DBL168

Im not sure about private lessons, im still in training myself. hahah. maybe we can exchange pointers. air throwing people like sagat is feels great, you have this feeling like you already won. everytime i do a couple air throws, i can tell my opponent gets mad, because they try to jump in, dash, or do whatever they can to get in front of me and throw me, then i'll let em eat a EX Sonic Boom or a EX/HEAVY Flash Kick. So how many points have did you get for beating him? how many points did he lose?

@Jerseyfame dude you are right. hahah sagat has a strong stamina and 4 moves, yeah he's slow, but he can be deadly. i think anyone is deadly under the right hands. but yeah he should curse himself out. "oh look at me, im angry because i cant slide my finger on the opposite side and block. hahaha

damn! i got lost to two ken's last night! they were good players and didn't hadou-spam me. the person had some really good combo's and techniques. im surprised i played a really good E. HONDA also.

 

Posted by MikeyZeroG on March 26, 2009 at 8:25 a.m. #170

@ljay103

How the hell did you know that I lived in Japan??

 

Posted by MikeyZeroG on March 26, 2009 at 8:38 a.m. #171

My game has really improved -- I stole 100 BP off a guy who had nearly 5000 BP yesterday (I have about 3400) -- I would have loved to see his face as his Akuma tried to chip damage my Guile with a fireball FTW, but I did my Ultra, passed through his fireball and caught his outstretched hands to land the full Ultra. Moments like that are so sweet.

Two issues I encountered yesterday:

1) I was dominating Zangief, and then he won the next two match-ups by spamming his cross-up move (light punch?) and comboing me -- I had trouble escaping. I usually am able to frustrate Zangief players by keeping away and anticipating the green fist with a flash kick.

2) High-level Dhalsim players are generally just tough, and I need some general tips.

 

Posted by ljay103 on March 26, 2009 at 9:32 a.m. #172

@ MIKEYZEROG

DUDE, WE WENT TO SASEBO WAAAAAAY BACK IN High School (FOREIGN LANGUAGE FESTIVAL) HAHAHA. I remember you use that screen name 7 years ago.

Anyway, onto your issues.
1) With Zangief, throw an LP Sonic Boom and force him to jump and attempt to cross-up, anticipate by performing an AIR THROW, dont worry cause the recovery time isn't as bad, especially against Zangief. Just to be safe, throw a couple crouching LP's to avoid geting thrown, but quickly do a LK Flash Kick cause if not you might just get spinning pile-drived.

2) Dhalsim players, I cant really answer that one, never encountered any. I think because he is slow, you should take advantage and fight using a lot of LP, LK, HK tactics. Guile's double sweep is good. What works best that i've used against Dhalsim in Arcade Mode (HARD) is the D+MK > F+MP > D+LP > Throw/Flash Kick

 

Posted by ljay103 on March 26, 2009 at 9:33 a.m. #173

@mikeyzerog

i went to school at KINNICK over in Yokosuka, JAPAN.

 

Posted by DR Jam on March 26, 2009 at 11:47 p.m. #174

I DID IT!!! Yahoo!!!
Guile is my fave and he is the character that I've completed the whole thing first. Others have come close (Level 4, Hard of course, I'm done with all the Normal Trials).

Now, it's only a matter of time. Like usual, I'll be taking things by bits. The keep is to not try to the point of frustration. Just back out after 10 mins or so of failure, go to another character, or mode.

 

Posted by TIM THE ENCHANTER on March 27, 2009 at 3:44 a.m. #175

GREAT GAME,UNFORTUNATELY IT'S REALLY TOUGH WITH THE SIX AXIS CONTROLLER FOR PS3 REALLY STRUGGLING WITH GUILE. O.K I'M NEW TO STREET FIGHTER BUT JESUS,THIS IS RIDICULOUS.(COMBO TRIALS ULTRA+SUPER CANCELS)

 

Posted by MikeyZeroG on March 27, 2009 at 11:50 a.m. #176

@ljay103

I've actually just started using this name -- I made it my Xbox Live name cause my preferred name was in use. We didn't go to school together -- I lived in Nagoya, Japan for a year in college (the year 2000).

 

Posted by MikeyZeroG on March 27, 2009 at 11:53 a.m. #177

I'm still having trouble with cross-ups. I'm able to block them well, except for Zangief -- he will cross me up with his splash move, and when I block he does a couple low kicks and then grabs me while I forced to block.

The same thing happened in Turbo HD. How can Guile best deal with cross-ups? What is his "get the hell off me move," because in cross-ups they usually jump in close over the flash kick.

This is against fairly high level players -- I've got over 3600 BP, and I'm usually playing guys in their 4000s.

 

Posted by ljay103 on March 27, 2009 at 1:21 p.m. #178

@MikeyZeroG

wrong mikey then. i knew a breaker named mike back when i was in hs 2000-2004 over in japan.

well about your zangief problem, just hit HK as you jump straight up. dont cross up, you'll get eaten by zangief's splash. a simple U+HK should do it. the only thing about this is that you have to do it as you jump. if you hit HK at the highest point of the jump you'll take some damage.

or

if you super bars in your arsenal the "get the hell off me" move is an EX FLASH KICK which works like a charm. i never had any problems with it.

just keep in mind that zangief doesn't have a projectile but i believe his green hand can absorb it (at least the first one). keep your distance and throw EX Sonic Booms. at least he'll get hit by one of them if he absorbs the first one.

if you throw a LP sonic boom, zangief's jump is quick (he falls down faster), so if you throw a LP sonic boom, the slow speed will make it difficult for zangief to jump over, and if he manages to make it, ensure you have a flash kick charged.

hope these help

 

Posted by ljay103 on March 27, 2009 at 1:24 p.m. #179

@MikeyZeroG

sorry i didn't read the last part, yeah i have issues with kens and ryu's crossing me up with an HK up close and my flash kicks tend to miss. i have to anticipate the kick, if he looks like he's gonna jump over me, hit me low, then get a combo on me, i hold B+MK. if he doesn't look like he'll jump over me, i'll use the D/F+HK. let me know how it works out for u.

 

Posted by ljay103 on March 30, 2009 at 9:10 a.m. #180

@MikeyZeroG

I know what you are talking about now, I played a high level Zangief and lots of throwing. The first round got me, Zangief is freaking strong. He did a 360+KK and then I couldn't stop him. The green hand wasn't a problem. I kept my distance, changing the Sonic Booms from LP, HP, MP, EX, HP, LP, etc. and air threw him when I had the chance. Upon wake up, Zangief waits in front and does a Spinning Pile Driver, and its confirmed that the EX Flash Kick is good to go and is really the GET THE HELL OFF ME move.

GUILE WINS!

 

Posted by ljay103 on March 30, 2009 at 9:14 a.m. #181

you know whats crazy? talking about techniques against other characters, but forgetting what its like when you play a mirror match. GUILE VS. GUILE - tough match. DBL168 was a great match and I thank him for having a couple matches.

Against Ryu, Ken, etc. you can kind of read it, but it seems that EVERY Guile player has their own different technique, and ways of attack. Maybe it shows how awesome Guile is.

I think because I have this mindset, every Guile player I face, I tend to panic. I know Guile is kick-ass in the right hands, but when I face another Guile, its panic all over again cause you know you cant make a single mistake with this guy.

 

Posted by yflowq on March 30, 2009 at 3:34 p.m. #182

Why is the Knee Bazooka motion shown as forward + light kick? The thing that's good about this move is that you can use it with back + light kick so you can charge while moving forward.

 

Posted by DBL168 on March 30, 2009 at 11:49 p.m. #183

@ ljay103

Thx 4 the compliment, u were a really good guile player too. But i'm still working on getting better as i can't consistently combo ppl and finish my hard trials. I still have trouble against good bison, blanka, abel, zangief and honda players and really good ken/ryus. I look forward to playing you again so we could improve our game.

 

Posted by ljay103 on March 31, 2009 at 8:34 a.m. #184

@ DBL168

Thanks! After you left I played against a good Bison and got handed to me, I was searching through other players and found him available again, so I played him and won. The thing with Bison is the whole D, U+K (Headstomp), He'd use the fierce one to make it seem like he's going after you and make you panic into a flash kick, but quickly punch after taking off. so while i was doing a flash kick trying to counter it he was on the floor doing either an EX PSYCHO CRUSHER or a D+HK (Slide). Watch for the teleport too because while he's teleporting he can easily charge an EX move or worse an ULTRA. I conquered the headstomp by keeping my distance and forcing him to use the HK headstomp so he goes faster across the screen enabling me to perform a backbreaker. Keep your distance with Bison, i used sonic booms to control his psycho crusher and scissor kick. When he teleports, throw an LP sonic boom and dash so that you are aligned with it and if he teleports behind you and decides to psycho crusher you, you can dash back and jump outta the way.

Blanka - Pisses me off. EX Barrel Roll goes right through my LP Sonic Boom. If you know him down, and set yourself up to throw, you get shocked as he gets up. You are going to have to play classic guile with him, Sonic Boom to keep distance, EX Flash kick for anti air. Same goes for Honda and Zangief. Try to avoid D+HK with these guys, as they block your sweep they can charge up for an attack during or after your sweeps. D+HP is very useful.

Abel - His roll can be countered with a throw. As he rolls toward you, take him out with a throw. Abel is bad ass, i just dont know how do it, when i get into one of those RAG DOLL throws, my confidence is lost. HAHA. JAB JAB THROW works pretty well against him especially cause as he rolls, he's vulnerable. Use his moves to counter it. Play defensively with Abel.

Ken/Ryu - Those guys all have different techniques so its hard. When you played as RYU, you played different from other people. I play a little more defensively with these guys.

 

Posted by DBL168 on March 31, 2009 at 11:52 a.m. #185

@ljay103

thx for your tips, sometimes i find that a good offence is the best defence with bison or blanka. I find that dashing after the lp boom or jumping with it to attack with jhk works against bison or blanka as they try to counter with the scissor kick or upward body roll. I still get kicked alot in the air by ken/ryu if i try to air throw them during an aerial encounter. Have you checked out gilley's airthrows/ reversals video on youtube ? he can just airthrow anything. I'm still stuck on hard trial 3 as i can't get the flashkick off fast enough... i want all the guile icons man...

 

Posted by ljay103 on March 31, 2009 at 1:32 p.m. #186

@DBL168

With some characters, its true! LP BOOM with a F+MK works nice, especially if they attempt a D+HK on you. I'll check out the airthrows/reversals. If he can do it, its probably really possible to do. There are some times where i'll get kicked in an attempt to air throw, but not so much. Its really just anticipation. If you do happen to land that JHK like you said dont forget to add the D+MP, FLASH KICK.

 

Posted by cat on March 31, 2009 at 6:54 p.m. #187

how come they have given every other characters extra moves, except guile?

 

Posted by ljay103 on April 1, 2009 at 7:39 a.m. #188

@ cat

i believe everyone got new moves, even guile. even though i dont think its a SPECIAL move, the F+MP is great, especially for turtlers. his target combo is REALLY useful. ok who am i kidding? GUILE IS THE MAN WITH TWO MOVES, he doesn't need anymore! THE LEGENDARY MAN WITH 2 MOVES. i mean you cant really complain, RYU got his FIRE HADOUKEN taken away and now he has to use part of his super meter to do it. there isn't more to say except guile still owns with 2 moves. lol

 

Posted by ljay103 on April 2, 2009 at 7:38 a.m. #189

i think i need to learn someone else. im sure everyone knows how to do ryu's and ken's super moves. im not expert with them, but i am familiar with their moves. my guile is pretty good and so is my fei long, but im thinking that it would be cool if i learned a rufus or someone unexpected. kind of like in Marvel Vs. Capcom 2 i use AMINGO (well with GUILE and NASH of course) or in Tekken i use MOKU/TETSUJIN, ROGER, LAW. There is no way i'll pick El FUERTE, he seems cool, but his habanero dash pisses me off just looking at it. any suggestions?

 

Posted by MikeyZeroG on April 2, 2009 at 9:27 a.m. #190

I played against an El Fuerte player, and I was owning him, but he kept doing that splash and he just did it over and over until I was dead - I didn't know how to counter, and I didn't have time to get up and get the hell out of there.

The same thing happened with Zangief -- I usually love playing Zangief -- keep my distance, vary the speed of the Sonic Booms, jump in and combo as he does his spin move to avoid SBs.

But once they figure out they can keep doing the cross up splash, knock me down, and then just do it again and again, they win. This happened the other day -- I owned him first match, got a PERFECT against him second match, and third, fourth and fifth match he kept doing that to me - know me down with cross up and keep doing it.

Flash or Ex flash doesn't work well for get-the-hell-off-me move, because it misses a cross-up and makes him vulnerable. Crouching fierce won't hit in time if their timing is right -- they will hit you with it just as you are getting up.

I know this post makes me sound like a newb, but I'm actually pretty damn good with Guile -- I was 3700 BP before taking a dive, and I've taken out guys in the 4000 (I'm not saying BP proves anything, but still...)

 

Posted by ljay103 on April 2, 2009 at 11:19 a.m. #191

@ MikeyZeroG

yeah that damn habanero dash sucks, it pisses me off so much that instead of playing defensively, like i said, i hate it so much i go all offensive. i hate the squeaky sound and him running like an r-tard. i punish him for even picking el fuerte with HP/EX/LP Sonic Booms, F+HP, F+MP, F+HK, FLASH KICKS, ULTRAS. ahhhh i hate him more than SETH, i dont know why, maybe i really dont like el fuerte in the game. hahah.

Did you try air throwing El Fuerte? His anti-air throw is nice, but i believe LK in the air can stop that. D/F+HK (guile anti-air kick) works well against that. if he's doing that damn splash, keep your distance and throw LP Sonic Booms hoping he'll splash right into one. i usually wait and block, and right after, jab a couple times before giving him a nice suplex or throwing across the screen. online players suck with el fuerte, or at least i haven't encountered one that good. the CPU is a really good el fuerte. also try jumping back and kicking. guile's strength is when the opponent is stuck in a corner. try to get him in a corner and mixing it up with sonic booms, regular attacks, and throws. hope this helps.

 

Posted by JerseyFame on April 2, 2009 at 4:42 p.m. #192

Im going to suggest a stoppage of posting Guile startegies here. We are a unique club of Guile players, so dont put it past those annoying hadouken spammers that they come here and study our strategies and go and practice counters for it.

Dont doubt that.

I suggest we keep the Guile strategies general and instead send messages via PSN or XBOXlive on in depth strategies.

I posted a while back some strats on how to use Guiles ground game to beat sagats by exploiting forward medium kick and using pokes to set up sonic booms followed by throws and all of a sudden the Sagats everywhere got tougher....as if they new my forward medium kick was coming after the double jab. My intuition tells me that event hubs is bigger than we think and some cheap hadouken spammers are reading this right now to cure their difficulty with the mighty Guile.

Ive developed a whole new strategy with Guile since then and have been winning consistently. I call it Shin-Guile...I use his moves in a sequence that keeps him safe but also makes him illusive instead of a giant target with two moves. Now he fights more like a fei long believe it or not. Quick strikes and ferocious counter ability.

Ill share the knowledge but not on here.

over and out.

p.s.
I hate KEN RYU SAGAT ABEL AKUMA CAMMY GOUKEN AND THAT CHEESY ASS RUFUS PLAYER FROM CHINATOWN FAIR ARCADE WHO KEPT HEADSTOMPING ME....YOU LOSERS HAVE NO STYLE!!!!!

 

Posted by ljay103 on April 3, 2009 at 7:32 a.m. #193

@JerseyFame

wow, i see where you are coming from. the only reason i wasn't so worried is that, if they read it, i know it wont be such a huge problem. but you are right, they did get tougher. sounds cocky but they can read all they want, but i think, no no no, i know, GUILE IS STILL UNSTOPPABLE. Shin-Guile sounds pretty neat. LJ_103@hotmail.com see ya

 

Posted by sonic hurricane on April 3, 2009 at 9:22 a.m. #194

why dont you guys just do what they do? i go on ryu and ken forums all the time. i hit CTRL+F and type in GUILE and see what kind of tactics they have against guile.

 

Posted by EU Twinhawk on April 3, 2009 at 10:17 a.m. #195

hey guys, here, i just played a zangief and an akuma, for one i cant stand playin against zangief but AMUKMA is suppsoed to be easy, this guy was nearly defeated each time but his ultra even if i am pressing backwords i just cant defend!!!!

HOW DO U DEFEND AKUMA ULTRA?

 

Posted by sonic hurricane on April 3, 2009 at 10:27 a.m. #196

if he's doing it as you get up, just jump up or jumpr forward. akuma's ultra is unblockable you have to get away or throw an SB

 

Posted by JerseyFame on April 3, 2009 at 10:33 a.m. #197

You cant defend it...thats why its annoying.

Try being more patient and just leap over it. You would be suprised that even if he is right in front of you...you can still leap over it if you have not input any commands.

Also a trade secret is jab him. He will freeze and probably begin spamming hadoukens in frustration...back knuckle his mouth.

Try it.

 

Posted by ljay103 on April 3, 2009 at 12:51 p.m. #198

@ JerseyFame

great tip, i agree. i love getting hard hits on those guys. hahah i love D/F+HK, ROUNDHOUSE KICK TO THE TEETH! i had issues with guys spamming the fire hadoukens. an ex sonic boom can do so much and then it still goes for 1 more hit. a fire hadouken is 3 hits, ex sonic boom is only 2. so just be wary when trying to counter that, i simply get away from it. i was on lunch and played an akuma. he was spamming fire hadou's like no other. guile's bnb combo worked well as well as ground attacks.

 

Posted by Josh on April 4, 2009 at 11:56 p.m. #199

You can link Guiles Super into his Ultra but you have to do his super with Medium kick not heavy kick :D

 

Posted by ljay103 on April 6, 2009 at 7:56 a.m. #200

WOOOOOOOOOT one of Guile's simple moves is pretty much indestructible. If you mix it up right, they dont stand a chance. Not saying it directly but here's a hint, it looks like its hitting high but will smack a turtler on its head.

Guile's hard challenge trial 2 is so sweet. Worked on a couple people because as they try to HADOU-Counter they get eaten by the jumping HK. *sigh* ITS GOOD!!!!

 

Posted by sonic hurricane on April 6, 2009 at 11:10 a.m. #201

@ljay103

u r a great guile player, do you know how to use anyone else besides guile and fei? it was great playing against you and i did learn alot. lol i guess my gouki, ryu, and ken need some work.

 

Posted by ljay103 on April 6, 2009 at 12:54 p.m. #202

@Sonic Hurricane

Its not that they need work, you play really well with them. I've just played so many online matches with them, that I know how they play. You aren't such a bad guile yourself. Be careful with those Hadou's cause with anyone on this forum will know when to counter with a Sonic Boom or even "eat-n-dash" while you are wide open.

 

Posted by sonic hurricane on April 6, 2009 at 1:34 p.m. #203

@ljay103

thanks 4 gettin' online and showing me a couple things. im sure with practice i can step my game up.

"SOOOOOOOOOOOONIIIIIIIIIIIIICCCCCC HUUUURRRRRRRIIIICAAAAAAANNNNNNE"

 

Posted by JerseyFame on April 7, 2009 at 10:43 a.m. #204

So I have 4100 battle points and instead of the competition getting craftier and more aggressive. All I face is hadouken spam.

Thats it.

Nothing else. No combos no mystery to their offensive.

Just jump over you, hope to cross u up, uppercut. Thats it.

I cant believe it. Thats all?????

I have yet to fight a Ryu in this battle point range who doesnt hadouken spam and then hope you jump in on him so he can uppercut you and then do his super.

Thats it man. Nothing deeper than that. I fought a Sagat who hid on the other side of the screen just like a noob would...I rung his bell a few times with some deceptive techniques and he retired to the other side of the screen and began spamming all over again. Just like the Ryu or occasional akuma. Nobody has any heart. Noone has any aggression...its all fireballs and running away.

I hope you guys dont put to much value in the battle point system. A good opponent is someone who gives you a match. Not someone protecting battle points by not even fighting you.

Jerseyfame on xbox live...Im not afraid to lose. Im gonna play my game because I believe in my skills. I will not hide from you and believe me. Im going to be the aggressor. The game is street fighter not street hider. Shout out to all Guile players everywhere.

 

Posted by kreole on April 7, 2009 at 12:35 p.m. #205

jerseyfame, did you ever get my message about removing me from your friends list and sending my new nick the friend request? i don't play with "kreole" anymore. :P

 

Posted by ljay103 on April 7, 2009 at 1:02 p.m. #206

@ jerseyfame

new players are also doing the same thing. i dont play much but when i do, i do play pretty well. i lost 104 BP to a akuma hadouken spammer about a week ago. i added the person to my friend list and played him again. i was able to figure out the game play and beat him with simple moves.

i got really pissed off last night cause the last two games i played that night were against ken and akuma, there was a ken who had completed all the HARD TRIAL CHALLENGES and had the matches set up at 5 rounds or whatever. my guile destroyed the first two matches. the ken jumped into my ultra at 5% health and right when the screen went to guile's face. it froze and the punk just left the game.

the match against akuma was no cake walk either. lots of hadou's and teleporting then repeating. as i would get close, they would teleport. so i had to anticipate the teleport and ultra or ex flash kick. same thing happened. at the very end of the match, he had like a small percentage of health and backed out.

dont get me wrong, nothing wrong with hadou-players but when it comes down to nothing but spamming, i want to throw my controller out the window, even if i do win.

to be honest, this morning i picked akuma and did the exact same thing to everyone i was playing and won with no problems. it wasn't exciting, the only exciting part is if they get close then a D+MK, raging demon would do the trick. geez it seriously takes no skill to spam.

yeah after losing to a couple spammers with low bp and me losing like 100+ bp, i gave up on the point system. sometimes i'd choose rose just to deflect that $H!T right back to them.

sorry if this is too long, damn jersey, maybe i should get an xbox and we can play!

 

Posted by William F Guile on April 7, 2009 at 11:32 p.m. #207

for those who like to add me my account is LuckyMunky78 (ensure you put a capital L and Capital M)....like most of you here i have good experience with Guile, but I rarely find myself in Guile VS Guile battles.

 

Posted by sonic hurricane on April 8, 2009 at 7:38 a.m. #208

@ William F Guile

is that on playstation? or xbox?

 

Posted by Twinhawk on April 8, 2009 at 10:36 a.m. #209

im still at the trials ere, how do you cancel?
eg normal trial 4 , first combo, ???

 

Posted by ljay103 on April 8, 2009 at 11:28 a.m. #210

@twinhawk

haha you are still on that? i thought u finished that a while back. ok jump in with HK while holding back and as you land hit HP and once you see dan get smacked, F+MP. When it says cancel, you perform another move before the move is complete.

I guess its easier explaining it in frames (taken from FRAME DATA), LETS JUST SAY for Guile to do an HP (close) takes 5 frames to start the attack, 4 frames to hit dan in the face, and 15 frames for it to recover. That comes to a total of 24 frames to initiate and complete that move. You are going to have to perform the sonic boom at the 9th frame - which is when guile hits dan in the mouth.

Practice: Get in close with Guile and hold D/B, hit LP while you are crouching and then when the attacks lands on dan, complete the motion with F+MP. if you can see a 2 hit combo, you have just successfully cancelled an LP to a SONIC BOOM.

Its like when you see RYU/KEN do a D+MK to HADOUKEN. Thats an example of a cancel. Do you play on PSN? add me at LJAY103

 

Posted by twinhawk on April 8, 2009 at 12:30 p.m. #211

@ Ljay, no m8, just play on live, i gave up there on trials and just played live lol, i got rather good, mainly bcuz i know how other characters play, i dont reli use combos , im quite conseravtive and counter most ppls attacks with my own :)

 

Posted by ljay103 on April 8, 2009 at 12:36 p.m. #212

@twinhawk
sounds good, too bad i dont have an xbox. i think short 2-hit and 3-hit combos can get the job done. you know how people play? that's good. im so used to RYU/KEN/SAGAT/AKUMA/GOUKEN that when i play people like HONDA, BLANKA, BISON, SAKURA, and ROSE i have a really hard time playing against them.

 

Posted by William F Guile on April 8, 2009 at 9:38 p.m. #213

@ sonic hurricane

I have an xbox so if you have it on ps3 then its a shame really.

I was credited on contributions to the boxer guide in eventshub and he is one of my mains as well. Those who like charge based fighters will find Boxer quicker to learn than other fighters.

overall i think Guile vs boxer matchup is an even one, even though boxer was more weapons at his disposal. you can rip most shotos apart once you know when to use his moves and abusable tricks :)....

Guile is solid and he only needs two specials to win.... he is the thinking mans fighter. even if he cannot chain his ultra as easily as others (other than a lvl2 focus attack)all he needs and basic bread and butter combos to win.

 

Posted by Mistabishi on April 9, 2009 at 1:05 a.m. #214

Hey Guys, Great reading all these discussions points on Guile, I've been playuing with him since the game came out - but im starting to take it more seriously now and need some advice....I havent mastered spitting out BnB combos yet as im still struggling not to automatically hit HK(sweep) after a jump attack. Its driving me mad - i keep telling my fingers not to press the button but it happens 70% of the time!!! ARGH

Has anyone got any good tips on an easy first BnB combo to learn first?

Cheers

Catch me on PSN under Mistabishi

 

Posted by ljay103 on April 9, 2009 at 7:19 a.m. #215

@ Mistabishi

instead of hitting D+HK when you land. Do Guile's target combo. Even if the block the low MK, 99% chance they wont block the MP. You can also mix it in with MP and Sonic Boom. Hope this helps. If you read post #213 you should be able to grasp the concept of cancelling. Its not that bad but in a nutshell, you have to do the flash kick immediately after hitting MP.

 

Posted by sonic hurricane on April 9, 2009 at 7:22 a.m. #216

@ William F Guile
Yeah more people play on XBOX. Speaking of that, I got a buddy that wants to go online and doesn't know the first thing about how to do that. I dont own an XBOX so I couldn't answer any of his questions.

1) Where do you create an account on XBL?
2) Do you have to pay for it?

Sorry I know this is all noobie but like I said, I dont own one and he wants to get into street fighter.

 

Posted by ljay103 on April 9, 2009 at 7:28 a.m. #217

OH YEAH I FORGOT TO ADD, I ADDED BISON TO MY ARSENAL. Its insane, no one knows how to fight against Bison or counter my attacks. I played with Bison for the first time online and got my ass handed to me by Vega. Yeah dont ask how, but everyone else I played didn't stand a chance. Im not bragging but its fortunate that there is a character out there I can use instead of Guile. It seems as if the infamous headstomp has priority over alot of things.

PS: Ken/Ryu/Akuma's Jumping+HK has priority over Guile's HK; Use HP instead. If you catch a someone in the air and knock them back down, beware cause they follow up with their wake up moves ex: shoryuken, tiger uppercut/knee, fei longs fire kick.

 

Posted by saikotik on April 9, 2009 at 9:49 a.m. #218

@ ljay103

u r a scrub. you talk about tactics on attacking the opponent but when i played you all you did was counter everything i did.
yeah you beat me, but with what tools? sonic boom/jab/uppercut when i jumped in, sonic boom when i throw a hadouken, throw (air)/ultra on a missed shoryuken, jab on a hurricane kick, tech counter when i attempt to throw you. you used no focus attacks or supers.
come to think of it. maybe i just suck. i was kidding about u being a scrub. good game, great guile, think you can give me some tips - i gotta get away from the whole ryu ordeal.
you are pretty good, i was expecting that you would have alot of BP why isn't it up there?

 

Posted by @ lJAY on April 9, 2009 at 10:07 a.m. #219

YEH , i get tht aswell, i reckon i could defeat a 2000BP ryu and ken as im onli 500BP and sagat, their basically same character, but i find BISON really hard to cope with, aswell as cammy!

 

Posted by @ Ljay on April 9, 2009 at 10:15 a.m. #220

im onli a 500BP guile, but i beat every single KEN & RYU these days, soooo predictable, i just w8 for them to do their predictable shryouken, then just counter !!!

dude. get on xbox!

SATAT = EASY
RYU = EASY
KEN = EASSSSSSSSSSSSSSSSSSSSSY

lol, I PLAY THOSE GUYS THT MUCH i find other characters hard to beat aswell, eg bison & CAMMY

 

Posted by MikeyZeroG on April 9, 2009 at 2:43 p.m. #221

I'm excited -- I have my fight stick set to arrive today (FINALLY!). I had it pre-ordered from Amazon. I've been playing Guile ever since Turbo HD came out, mostly because I can consistently do charge moves with the controller, but fireball motion moves are too iffy.

I love playing Guile (I've only met a couple Guile players who give me a run for my money), but now that I my stick, I think I'm gonna give C. Viper a go too. As a kid I loved Ryu/Ken, but I just can't bear to play them with all the Xbox Live players maining them.

I wonder if my Guile game will improve with the stick?? I've gotten damn good with the controller, and LOVE surprising people by pulling off the ultra at the drop of a hat.

That's my favorite part of the game -- catching people with the Ultra. Of course, if it's not timed just right, they have time to block. I HATE when I Ultra while my opponent is in mid-air, but they still have time to land and block!

My FAVORITE thing to do: A fireball character sends a close-range fireball - I pull off the ultra, going through the fireball and just barely catching their out-stretched hands. It looks sweet as hell, and I can imagine my opponent crapping himself :)

THAT'S how you use Guile's Ultra dependably. You anticipate the fireball/special move/jump attack/etc. Most characters save their Ultras for combosmost use it in combos, or just randomly. But Guile's Ultra is a very effective counter move. Sometimes you just get one hit on your jumping opponent, but you mostly have time to recover before they do.

I typically pull the Ultra at least one each match, if not each round -- it's also good to chip damage for the win (though I often use ex flash kick for that).

 

Posted by jleadership on April 13, 2009 at 7:11 p.m. #222

JerseyFame

I saw your comment about entering the tourney and it's good to see a fellow guile user there. I also stopped disclosing my secrets because people will take them and use the against you.
I really don't care who wins the fight club as long as it's a guile user. I may have something nasty in store for fire ball spammers. Then again I may say f it and use rog.

People really think they are good with god tier characters. Mark my words GUILE will move up the tier list with or without capcoms help.

Until the 25th and (or) the 26th.

Over and out.

 

Posted by DStroyer4 on April 14, 2009 at 12:09 a.m. #223

Hey fellow Guile players. Now that I've had this game awhile I'm going to throw in my thoughts.

I've mained Guile since I was a teenager. I used to go to arcades all around the Chicagoland area and gamble on SFII:CE. I competed in tournaments, but never won a major one. I wasn't great, but pretty good. I guess what I'm saying is, I know this character backward and foward. There's a lot of dedicated users on here that may disagree. Experts like Gilley might think differently as well. But, to me, Capcom screwed us. Guile stinks. I won't waste anymore time, I'll just tell you why.

1) The Reverse Spin Kick no longer breaks crouching blockers. I've heard a lot of praise for that lame chop in the target combo, but I hate that move. It's weak and has no range. It's only necessary because they ruined the Spin Kick. That move is so slow, it it's become barely functional. This one change has made it much more difficult to pin people down. Since I play aggressively, this particular change really annoys me.

2) The Flash Kick is damn near useless. Shotokans can crush it with a jumping foward or roundhouse. If you do get lucky and trade, it only does normal damage if they land right in front of you. In most cases, the crouching heavy punch is stronger and more reliable. It's very rare for someone to be so bad and so inexperienced that they jump into the Flash Kick's narrow wheelhouse. Only the EX version serves as an adequate air defense. But I sometimes end up trading with that. This move has been devestating for over a decade and it's an insult to us all to see it come to this. Unless

3) The throw damage has been lessened. Now this decision was probably made because of people complaining about being repeatedly thrown. Me personally, I never had a problem with this, nor have I heard compelling reason to change anything. If you let someone walk right up to you and you don't hit them, well, you should lose. But fine, they wanted to lessen the damage. The problem is, the air throw damage. Back in SF II (Guile of course, didn't appear in 3) if you landed 4 or 5 air throws the fight was over. Frankly, I think it should be. Air throw traps take serious skill. This severly hurts his offense, seeing as how the Flash Kick sucks. If they had added a command throw for Guile (command throws can't be tech'd and are much stronger than basic throws) this wouldn't be a problem.

 

Posted by DStroyer4 on April 14, 2009 at 12:09 a.m. #224

4) Crossups are completely unreasonable in this game. This game has a lot of annoying quirks like SF EX. This is one of them. Now, you could always cross people up. But it wasn't nearly as easy to do. It's like they bugged their own game. You all deal with it. Every shoto is going to do the same thing: spam fireballs and try to cross you up when you get inside. You can tell when something is cheeseball because everyone bases their whole game on it. The problem is that Guile's air defense is so bad, they've changed the jumping arcs to make it much easier to cross people up, and they've made holding toward your opponent to block it very unreliable. I used to NEVER get crossed up. Now, sometimes it's unavoidable. To add another thumb in our collective eye, Guile's crossup doesn't work worth a crap.

5) Guile's Ultra is absolute garbage and you never have a super stored because you NEED the EX moves so badly. Guile has THE WORST Ultra in the game. Now, I won't focus on the command being exponentially more difficult than the other Ultras. It's not important because it just takes practice. Those of us that go back to Super SF II can do it in our sleep. The problem is that it has this weird lag in it's startup. I can't count the number of times I've watched people stare bug-eyed at that piece of trash Ultra while in mid kick only to have it blocked on startup. Then, as an air defense, it just won't do any damage. Don't you love watching Ryu dragon punch you into his Ultra? How about Ken using his Ultra as an air defense and aautocomboing you out of 1/3 of your health? Or Abel juggling you into his ridiculous autocombo Ultra? You get my drift.

Personally, I don't think this was an accident. I don't think Capcom is nearly that incompetent. For some reason, Capcom felt the need to weaken Guile. Don't get me wrong, he's hardly unplayable, but then again, who is? I'm sure you guys saw our reps at Nationals, right? There's no Guile! There's 3 Boxers, a Zangief, a Dhalsim, and even a Crimson Viper but no Guile. It makes me sick. No Americans want to use our character.

This game isn't bad (even though I think Alpha 3 is better), I'm not saying that. I think the changes they made to Dhalsim, Zangief, and Boxer have really helped balance out the game. But, Guile got screwed, bad. And I think we should tell Capcom to fix it. Thanks for taking the time to read this. I look foward to hearing what you guys think.

 

Posted by Guile Master on April 14, 2009 at 5:08 a.m. #225

I'm so good with Guile that you would pass out before we hit the second round.

 

Posted by ljay103 on April 14, 2009 at 12:35 p.m. #226

@ guile master

do you play on PSN?

PSN Name - LJAY103

bring out the guile!

 

Posted by jleadership on April 14, 2009 at 6:50 p.m. #227

Expect me to hit you up ljay103.

 

Posted by dbl168 on April 15, 2009 at 1:10 a.m. #228

any tips on fighting balrog ?

 

Posted by ljay103 on April 15, 2009 at 7:36 a.m. #229

@ jleadership

no problem man! i'll be on later on tonight around 10PM PST

 

Posted by ljay103 on April 15, 2009 at 7:41 a.m. #230

@dbl168

dude sorry about last night, i had husband duties. haha we're still 50/50. yeah i played with bison, tried to mix it up a bit. people are starting to figure out guile. guile is still my main, along with bison! he's pretty beastly. but about balrog. balrog is a charge character obviously and his buffalo head butt is crazy cause like guile's flash kick, he can use it against a ground attack. when using guile, sonic booms to keep distance and force him to jump right into a backbreaker. some people like to cross up with balrog which always gets me, but when i see rog in the air i'll flash kick. when he is full screens distance, mix up your sonic booms. if he goes for the attack go straight into an ex sonic boom. throw as much as you can. later bro!

PS guile's jumping HP has alot of priority, USE IT!

 

Posted by William F Guile on April 16, 2009 at 1:09 a.m. #231

@ dbl168

Here is a post that I posted on the SRK website recently so hopefully this can help you out as well as others

As a Boxer and Guile player, I seriously believe that a Guile VS Boxer match up is an even one as the fight can go either way. I say this as during a number of online battles I used Boxer and played against another good Guile player who had a solid defensive game. I even fell for some of Guiles old school tricks.

Boxer usually has to take the initiative and stop Guile's zoning game as he will not win this battle if he allows Guile to control the spacing.

Once you get close enough there are plenty of ways boxer can deal out damage with C LP his "go to" move as well as his tick throw setups, however Guile has good range of normal attacks to deal with up close fights if boxer closes in but you have to pick you moment as to what attacks to use.

For all Guile players, if fighting up close watch out for the following:

* HP Headbutt - this will go through fireballs and lead to an ultra so be careful of not getting predictible with sonic booms

* string combo ending with the dash swiing blow (overhead), this will result in a C LK > Headbutt > Ultra (if he has it)

* a blocked string ending with a dash upper is likely to be a throw attempt if the dash upper misses (when you are ducking).

* EX rush punches will absorb single hitting sonic booms and nail you. The EX rush upper is the one to worry about as a C LP > CLK > HP Headbutt > Ultra can be linked from the EX rush upper. I did this to the Guile player I was playing on 2 occasions, but he was smart enough to adjust his gameplay.

* His C HK comes out quick so if you get knocked down, good Boxers can keep you guessing as to what is coming next. He has no cross up so that is one less thing to worry about

Oh I hate the Guile Vs Guile battles, as I find myself playing a hell of a lot differently compared to playing different characters. I win some and lose some on this, and I believe it all comes down to who is more patient.

Hopefully the boxer tips help

 

Posted by MikeyZeroG on April 16, 2009 at 12:30 p.m. #232

Tip for fighting Dhalsim:

About 75% of the time, Dhalsim players like to throw out a long kick as soon as the round starts. I always do a light flash kick right away on the 1st round (if they're smart, they won't do it again 2nd and 3rd round). It always beats the kick, knocking them down. It feels good cause you know they're thinking, "How'd he know I was gonna do that."

 

Posted by ljay103 on April 16, 2009 at 12:34 p.m. #233

dhalsim has this nasty combo that i've seen on youtube. still haven't met a dhalsim player online. but the combo starts with a teleport then HP before he lands, then i think it was a LP then B+MK followed by a yoga fire or even an ultra. its pretty crazy. just wanted to add that in there for those that might have issues with dhalsim should they come across him.

 

Posted by MikeyZeroG on April 16, 2009 at 12:42 p.m. #234

Dstroyer4, I think we played online huh. It was a close match, if I recall.

I have to majorly agree with you on two points:

Guile's Ultra, though not useless, is pretty weak, and I hate the delay. It takes skill to catch a character while he's vulnerable, but sometimes they're STILL able to block it.

I'm still having difficulty with cross-ups. I can be killing a Zangief or even an El Fuerte, and then get trapped in repeated cross-ups and lose. What's up with that?

How do I deal with cross-ups like this? I used to be able to anticipate and block the opposite direction. How do I deal with El Fuerte's repeated splashes? This didn't happen in HD Remix...

 

Posted by ljay103 on April 16, 2009 at 2:55 p.m. #235

@MikeyZeroG

You can try to avoid a cross up by pressing B+MK and do a Sabot Kick going back. Repeated crouching LP's can stop a cross up but you may get hit with the first one. I try my best to stay zoned as much as possible, when i see a jump i'll throw a couple Sonic Booms here and there. When you see a cross is going to happen, HP in the air usually has priority.

Fuerte's splashes. Like i said in my earlier posts, i dont know what it is about El Fuerte, but i come out aggressive, that' habanero dash is dumb and i hate the sound. i dont like turning off sound because i like to hear guile flash kick people's face. i play aggressively against fuerte, haven't lost yet.

 

Posted by DStroyer4 on April 17, 2009 at 4:58 p.m. #236

@ MikeyZeroG

Whattup man? I'll send you a challenge next time I see you online.

Those are 2 of the things I'm talking about. Why would they intentionally bug their own game with this nonsense.

For the Zangeif splash, I'm assuming you're having trouble after getting knocked down. Then, he'll try to cross you up for the rest of the round. What I do is focus attack to absorb the splash then release it and chop him across the screen. This technique is even easier with Fuerte since he can't follow up the splash to break your armor.

Every now and then, the EX Flash Kick will land if you time it perfectly.

 

Posted by MikeyZeroG on April 18, 2009 at 5:51 p.m. #237

@DStroyer4

Yeah dude, Zangief and Fuerte knock you down and keep crossing up. I'm def gonna focus attack next time.

 

Posted by JerseyFame on April 19, 2009 at 10:27 p.m. #238

Guile pissed me off so much tonight...Im putting Street Fighter away for a few days....I made it to 4700 BP and I started counting mistakes....

My mistakes vs my opponent.

I would make 4 unforced errors and that would decide the match...my opponents would make at least 7 or 8 and my retaliation wouldnt even finish them off...I lost 2 fights with my opponent having zero life. WTF?

Since when does Guile have to hit someone 20 times in a round to defeat them...I am almos flawless with airthrow traps...I have 90% efficiency in landing my airthrow, and I will do 3 in a round and STILL my opponent is walking around....In street fighter 2....2 guile airthrows pretty much sealed the match.

On top of that How does my fierce jump in kick lose to a standing medium punch....but vice versa i lose on that tradeoff...I cannot figure for the life of me how to save myself from crossups without retreating...trying to fight out of it has been unsuccessful 100% OF THE TIME.

I devoted the last two weeks to mastering every tool Guile has...sadly even being able to pull any of his moves at any time...shoto hadouken spam or zangief splash...or worse Gen jump over crossups still destroy Guile...where is my dizzy meter???? How many times do I have to sting RYU before he gets dizzy.

Trying to learn Guile is hard...but I expected a Grand Reward after learning him. I have said it once on the tournament posts and Ill say it again....

NO GUILE PLAYERS IN THE NATIONAL TOURNEY....

Thats no coincidence friends. Thats for a reason. Play Guile because you love his skills...not because you hope to win. A cheeseball rufus headstomp Gauntlet can wipe out weaks of combo training and situation study. Guile is weak. Hands down. The end.

Hey capcom...if you allow Ken to do two uppercuts back to back with no recovery...and RYU can throw you after you block ONE of his jabs...Sagats uppercut takes the same damage as Guiles Super....tell me

whats Guiles glitch...what can he do thats "magic" so I can exploit it...

If you Guys dont answer the verdict will be simple.

GUILE HAS BEEN NERFED

Good luck Guys...winning with Guile only gets harder as you rise in ranks.

JerseyFame 4700BP xbox live

 

Posted by dbl168 on April 19, 2009 at 10:44 p.m. #239

yo jerseyfame i have some questions to ask u, hit me up noname1689@hotmail.com

 

Posted by stunforce on April 20, 2009 at 2:07 a.m. #240

My favorite character in the whole game and I've been playing the Street Fighter series since SFII. It seems like he's a little nerfed though. Can Capcom make him a little better in the next game (Street Fighter 5?!)

 

Posted by St4rgalaqtic on April 20, 2009 at 5:33 a.m. #241

Just pray for a tweak in gameplay in the form of a patch, cause its most likley that you will not see street fighter 5 until your around 40 years old.

 

Posted by ljay103 on April 20, 2009 at 7:53 a.m. #242

@ JerseyFame

Dude, relax, we all know Guile has been nerfed. I stop cross ups and Zangief's splash with simple moves, LK or LP or HP in the air and its able to stop him. You make a reasonable arguement about Ken's two uppercuts or ryu's throw. You pretty much need to know how they play in order to win, and the only way to do that is seach, research, and scout. It sucks, but i've learned to play against anyone with a Shoryuken because everybody uses them. I used Flash Explosion against a Cammy last night and she had no red in her life gauge, threw an LP sonic boom and she did that little rolly thing in the air then as i blocked low, she did a cannon spike and was able to hit me while i had 10% of health and finished it. I could have done a flash kick, but that was my mistake. the point is, if you cant see red in the life gauge, they just lost! that didn't happen in this case.

 

Posted by Megan Fox's Ass on April 21, 2009 at 12:44 p.m. #243

Some Guile Vs. Matchup info would be awesome if you guys looked into this! After all, Blankas and Rogs have quite an advantage on ol' Guilly!

 

Posted by jleadership on April 21, 2009 at 3:40 p.m. #244

Hey Jersey,

I have gone through the same ish and I think they nerfed him on purpose. I love him , but I just can't take him serious anymore.

Try using the rog. After a week or so you will enjoy streetfighter again, trust me. He is easy to use, but there are alot of options with him and personally he is the biggist beast in the game.

Guys: Don't get mad at me for this, but why should you fight an uphill battle when everyone is out performing you in every way. Guile use to be the man but for some reason they toned him down big time. A freaking jump strong puch can knock you out of a flash kick(WTF).

I HOPE GUILES WEAKNESS IS SOMEHOW JUSTIFIED...

 

Posted by MikeyZeroG on April 21, 2009 at 8:13 p.m. #245

I'm not sure if they're tweaking the players, but the Championship path comes out this week (4/24), so maybe they've heard us.

I've put a lot of time into Guile, and I don't want to quit now. That said, how frustrating is this: Several matches where I'm owning Gen, and then he crosses up, goes into Super, then into Ultra for the win.

 

Posted by JerseyFame on April 21, 2009 at 10:12 p.m. #246

They could leave Guile the same strength...leave his flash kick weak...and even stick me with that stupid overhead punch in place of the awesome upside down kick that was not crouchable....

but please....capcom please....please....

make Guiles super move the elongated half circle like hd remix....if you make his super easier to do, I will never, EVER complain again....all these shoto clowns would have to back off and respect the flash explosion....but they dont...cus they know just like we know...that super NEVER comes out when you need it....ever. So the crowd us and apply pressure because the move is unreliable and they dont have to worry about it.

Of course I know you wont do this...but my Guile has 5000 battle points in his weakened state. I would have 10000BP if he was his old street fighter 2 self...and I think thats why you guys nerfed him...

Plain and simple Guile players out there, they nerfed him because Guile ALWAYS whooped Shoto ass...WHy do u think they left him out of Street Fighter 3....it was a spiteful way of saying Screw all you guile players that made us shoto guys look like amatuers.

Im pissed about Guiles crappy gameplay but Im proud that I can still manage some wins. Good luck Guile players....you have your work cut out for you.

 

Posted by dont give up guile on April 21, 2009 at 10:25 p.m. #247

i say this is because i want to woop you guys without trying. its so funny why people are still playing with guile. all guile players out there knows that he sucks and yet try to use him and beat people with it. i can just use ken Med.kick and cross all guiles players out there and combo with hard dragon punch all day and in 2nd round do my supper to make it goes faster. i rarely use ultra because i dont get enough damage form guile players who always get cross up with my 2 easy combo.

i think they try to do a flash kick that dont whiffs ALL the time when i jump over their heads.

 

Posted by dont give up guile on April 21, 2009 at 10:27 p.m. #248

i ment to say that flash kick allways whiff when i jump to cross them up.

 

Posted by ljay103 on April 22, 2009 at 11:02 a.m. #249

@ dont give up guile

guile doesn't suck, it just takes an incredible amount of skill to use him. alot of new guile players probably aren't used to cross ups or how to counter em, but it can be done. its painful to watch a ken/ryu/sagat/akuma miss or have their shoryuken blocked, then get eaten alive by flash explosion or simply get air thrown. jersey was right about shoto's getting whooped in SF2. There are alot of good players out there and i think that anyone can be up top with any character. i've seen good dan's, dhalsim's, and whatever but it all depends how you play. once someone figures out your cross up, the gameplay changes and it turns to keep away which forces you to anticipate a jump in forcing you to shoryuken and then get punished for it, cross ups are useless at a good distance for obvious reasons. playing keep away forces you to jump in and getting punished with an air throw or forcing you to dash in and get ex sonic boom'd. so i dunno, maybe you have to play a good guile.

BTW, your med kick cross up can be countered with a LIGHT PUNCH or STANDING HARD PUNCH, and guile has a D/F+HK to knock you out there air. and if you think about doing a shoryuken when you land, you'll only get punished. everyone has played ken/ryu/sagat/akuma like 88% of the time playing online. everyone knows how they function.

 

Posted by DStroyer4 on April 22, 2009 at 1:35 p.m. #250

@ everyone

As I said before, I've mained Guile since the 90s and I'm telling you, we shouldn't be going through this b#llsh!t. No character should, unless it's some joke like Dan.

@ JerseyFame

Yeah, I just looked at the comments on that other board and saw that you had already made the point that we had zero Guiles in the tourney. Inexcusable. I had 4200BP, lost to a gang of crossups to Gen, Zangeif, and Ryu. Then I switched to Balrog and won 3 matches in a row. I've NEVER used Balrog online. That's how bad Guile is. I can switch to another character and win just by having an effective air defense. Plus, the Dash Straight links to the Super like Alpha 3. Imagine that, being able to store supers because you don't NEED your EX moves. I feel the same way you do. You chip away at someone the whole fight. Have a perfect going on, then they land like one combo and even the fight. It's ridiculous. I start almost every match WAY ahead. If I get knocked down 1 time, they cross me up or some b.s. like that for half my bar. I haven't beaten Rufus in weeks for this very reason. Everyone has some super ridiculous combo except Guile. Even if you watch Gilley's Combo video. Notice, almost none of that sh!t hurts. Plus, the degree of difficulty on most of it is extremely high. All so Ken can cross you up, land, and chain it into a heavy punch and a heavy punch dragon punch. That's like a quarter of your bar. Or what about half the characters being able to link into their Ultras. Everyone has some cheeseball crap they can pull but Guile. Capcom screwed us all. If I had known about this, I would've never bought this game and just kept playing HD Remix.

@ jleadership

I'm starting to think like you. Capcom did this on purpose. I don't know if it's to screw American players or what, but I refuse to believe that they don't realize that the Flash Kick doesn't work and the air throws are weak and pointless. As I stated earlier, I switched to Boxer and immediately started winning. When I used to hoop, one of the techniques I used when training in the summer was to do all my drills wearing winter gloves. Then, when you shoot and handle the ball without the gloves, it feels like you have improved senses or something. You just develop a tremendous amount of control very quickly. That's what using Guile is like. Playing basketball in mittens.

@ ljay103

You know your sh!t. So maybe you can explain this to me.
1) What good does it do chip someone out of the air in the context of Street Fighter? Seriously, is there a single character in this game whose air defense moves are as weak and/or unreliable? I noticed when I switched to Balrog that people don't even try that crossup sh!t anymore. Why? Because they risk getting nailed with that Buffalo Head. Against Guile, the worst that will happen is you trade with the crouching uppercut.

 

Posted by DStroyer4 on April 22, 2009 at 1:35 p.m. #251

2) Your explaination is what we mean by he sucks. You literally have to be twice as good as your opponent to win with Guile. You have to be able to force him into doing exactly what you want at all times or you will suffer horribly. And sometimes, his priority is so bad in this game, even when you know what's coming you trade or get stuffed. I never had this crossup problem on any game. Not CE, not Super, not even in a versus game. Everyone in this game is either warping through projectiles, or flying all over the board, or chaining into their Ultra (I know Guile can do it, but it's weak as hell and impractical since you need your EX moves so badly), or crossing you up, or all of the above at the same time. That's what we mean by he sucks. It's not that he can't win, it's that it takes an extraordinary amount of effort to win.

 

Posted by ljay103 on April 22, 2009 at 2:25 p.m. #252

@DStroyer4

1. Well chipping someone out of the air is beneficial because if you can chip them out of the air before they complete their "cross-up" combo, you've just saved yourself from taking a good amount of damage because the cross-ups are easy to do and deal a good amount of damage, especially to guile and his stamina. Guile's air defense isn't great, i'll admit it, but that's the skill part. You are right, it takes much more effort to win because you cant counter as great. For example, someone would think a flash kick is good against a cross up, but really, it sucks because by the time they attempt to cross you up and you do a flash kick, you do a flash kick without even getting close. your back is turned as you land to get punished. Either way, anti-air game sucks with guile.

2. Now I understand what you meant by he sucks. Its like Dan, I think Dan is hard to master and you have to use alot of effort to win. True, you do have to force the opponent to do things. Even if you force your opponent to do things, you also have to know the things they could do, and the things you should do to counter. Priority is horrible as well. Guile's HK in the air is just horrible. I'm used to HK in the air, until I found out HP works really well. Well, i'll give you a strategy I use for cross-ups - and frankly, I dont care if Ryu or Ken players read this cause guile isn't as strong a player as he was, but he is more versatile, but for cross-ups, avoid blocking low because that's how they get you. When they attempt to sweep, jump back while charging up a sonic boom, throw it, and get back in the game. Like I said earlier, Jabs work good, because they like to dragon punch/tiger knee as they land, block high while charging up the ultra just as they land to get the complete amount of hits for the ultra. I know im not really helping to answer your question, but hopefully some tips will help you deal with the cross-ups. U+LK isn't that bad either, if you dont mind trading hits, and i can guarantee that you'll see a dragon punch as you both land. What do you mean by warping through projectiles? Are the doing a FADC and dashing in? If this is the case, mix it up with EX SONIC BOOMS. Yup priority sucks, HP in the air has a lot of priority and a standing LP also. Oh and before i forget B+MK will sometimes get you out of a sticky crossup. If they are dumb enough to try to cross you up in the corner, EX flash kicks will do the trick.

I am starting to add Seth to my online gaming. I've already added Bison and he owns online. Seth is cool cause i like to mimic the way he plays in the arcade mode.

 

Posted by dbl168 on April 23, 2009 at 8:13 a.m. #253

guys, i'm still working on my hard trial # 3, anyone passed all of them ? any tips on canceling into that last flashkick ? I got the first 4 moves in but can never cancel into the last flashkick... why is it so hard ?

 

Posted by ljay103 on April 23, 2009 at 1:07 p.m. #254

@DBL168

dude long time no see, even online. ok well to do this one, i did the flash kick with LK. It depends on what kind of kick you have to do.

you can jump in with guile and hit HP then a standing HP but you cant use an HP SONIC BOOM to complete a three hit, you have to use LP SONIC BOOM to finish.

So just like with hard trial #3 i know for sure you cant use HK FLASH KICK. I did it with LK.

 

Posted by Jerseyfame on April 23, 2009 at 2:29 p.m. #255

I just sat and watched Muteki Guile, Tomo and Kurahashi as well as some even older vids and watched as Guile was able to backknuckle after a sonic boom and also Rolling Sobat after a sonic boom to chain for a two hit. The amount of damage caused was considerable. I watch as his high / low elementary combo did sever damage and then finally his super move which did ridiculous damage.

After watching it...I reflected on my experience with Guile...and charlie. I never, ever felt like I was going to lose. I mean, Ive lost...Im not perfect but I always felt like my opponent played me with respect and that at any given time i could take a match.

More recently on HD remix. I owned with Guile. I felt like I could beat anyone from T Hawk to Sagat, I was unafraid.

Now when I watch people play Guile or watch Street fighter vids on Guile, I dont see any of the Muteki or Kurahashi techniques. the bold in your face sonic boom wars or the swift ground game. Instead I see alot of running away.

Opponents who play guile dont even go for the hadouken spam like they used to...instead they are brave enough to walk you down and jump in on you!!! Jump in...what fool would jump in on Guile in the past.

So I am calling for an evolution Guile players...Im calling for a change. We will have to drastically change Guile gameplay. Sadly we have to abandon the older style and develop a newer one. Frankly I believe Guile can compete even though he is weak...but the best of the best will have to represent. To use this new version of Guile you need infinite patience and you need to be a mind game prodigy.

They screwed us on his skill level...but you can never keep a determined Guile player out of a fight.

Hope for a patch, play for the win.

JerseyFame on Xbox Live

5004BP all with Guile.

 

Posted by ljay103 on April 24, 2009 at 7:47 a.m. #256

@JerseyFame

dude, its simple guile is just bad ass, so bad ass that they had to definitely nerf him down in stats. i mean, if you can with with 2 moves, you simply just have to gain alot of respect. i mean, i respect the fact that they had to toughen up dhalsim, EVEN DAN! they even added a move to fei long, who was already a formidable opponent but they thought they needed to toughen him up some more and gave him that low kick that flips him over. at least if they were going to keep guile the same, raise up the stats. zangief's stamina is wayyy up there but they compensate him because of his speed. dhalsim is slow as $H!T and they didn't raise his stamina, but i guess its because he can teleport. sagat is slow, and he's strong and his stamina is great.

i do however understand why they kept akuma's stamina low - he'd pretty much be unbeatable with the air fireball spam and fire hadou. 3 different hadou's, hurricane kick, teleport, dive kick, and that jumping other thing similar to cammy's and gouken's. they compensated him?

ryu doesn't have any new moves. you now how to use ex hadou to get it fire. his stamina is great, his attack level is good, his ultra/super can be linked easily. he is one of the main characters of street fighter, BUT GUILE ISN'T?! they put him in the same category as cammy?

rufus, he's a new character i understand, but i wonder how a fat guy like that is so fast and people with a different body type like sagat and zangief are slow as crap. they slowed sagat down cause he was too quick before.

ahhhh what are they thinking? i mean, this is just theory but i believe that guile's new gameplay is going to be tough. for instance, check out the stun stats, he's the same as dhalsim for crying out loud. as far as gameplay goes, to win with guile you have to master EVERYBODY so you know the moves and what you can do counter. NOT ONLY THAT but you have to anticipate everything. i had less than 4% of health left, and this ryu had a little more than 25% of health. i seriously had to anticipate his jump kick, and counter with a flash, i threw a sonic boom and followed with a jump kick and prayed he blocked low just so i can take off 2% with an F+MP. ex sonic booms and an air throw were performed successfully. how ridiculous is that. i mean i finished it with a three hit flash explosion. which knicked him for the win. i was seriously hoping that the last kick as he says "STRIKE!" would seal the deal, and it did thankfully! i understand that he's meant to be a tactical fighter, but with projectile opponents its tough. i know the anime has nothing to do with the game, but they made guile so bad ass in the anime, and as it went along in the SFII, CvS, Marvel vs. Capcom, Capcom Fighting Evolution/Fighting Jam series' it was true, you knew that guile was great. I guess SFIV he became a real wuss.

 

Posted by Madness on April 24, 2009 at 12:51 p.m. #257

'I don't know why people hate on guile. I mean, look at his weaknesses! Can most of those things even be considered real weaknesses? Most guys lose with him because they became impatient and opened themselves up to attacks that would have been obvious otherwise. There's a reason he's only got 2 moves and that he is easier to dizzy, it's because he's got everything he needs to be beastly once you get past his "weakness" '

Reposted for truth.

 

Posted by ljay103 on April 24, 2009 at 1:13 p.m. #258

@ madness

that's exactly what we are saying. they toned him down alot cause he's so beastly.

i mean his main weakness isn't his stamina, its not that bad, but his stun is a weakness, and if you have shoto's throwing hadou's or srk's to play keep away, its tough because you risk getting stunned when trying to get through.

his other weakness' are that his special moves dont deal as much damage, which forces you to play as a spammer, and when you do that, your oppenent tends to read you like a book.

i'll be honest, i rarely have any of these problems at all, but im saying for an "average joe" that isn't too good or bad with guile. i mean even really good players have problems, i have them at times, but not too much.

you cant play turtle guile in sfiv, you have to be an aggressive-defensive player to stand a chance. be the aggressor and then anticipate, block, and counter. if you cant guess right, everything else falls apart.

zangief is slow, and is super strong, an HP SPD is almost equivalent to guile's double flash. gief has strong moves and stamina is up there, i think to compensate for his speed.

guile isn't slow, but two moves isn't enough, he doesn't take damage like a champ, and gets easily stunned. if only capcom had a good explanation, i think we'd all stop complaining.

 

Posted by DStroyer4 on April 24, 2009 at 1:48 p.m. #259

@ljay103

Yeah, you're right. Anything to not take damage. Since I stay spaced well, I almost never get crossed up when I'm standing. It's when I get knocked down. Usually, I won't get hit for the first 20 seconds of a match. After 1000 fights, it's obvious what people are trying to do. But the first mistake, it's basically over. If I get knocked down, it's a crossup festival. Every character I can think of has some reversal that keeps them from being crossed up AFTER knockdowns. That's what makes what they did to the Flash Kick so inexcusable. You don't see Zangief's splash stuffing Ryu's Dragon Punch, do you? And he has a thousand moves. Honestly, I don't think there's anything you can do if Zangief or any shoto jumps such that they land on your back shoulder as you're getting up (regardless whether it's a tech recover or not). Focus attacks only work if THEY screw up and land in front of you. Down+any punch just get's stuffed. And the Flash Kick either get's stuffed or whiffs entirely. Which then you end up eating some kind of ridiculous counter. And don't let me talk about that horrible, slow starting, weak @ss Ultra. I dropped people out of that piece of garbage 3 times in one night. I don't even bother using it anymore. So, any idea how to counter a well-timed crossup? Keeping in mind, NO OTHER CHARACTER has to deal with that.

 

Posted by ljay103 on April 24, 2009 at 2:31 p.m. #260

@DStroyer4

well for a well-timed cross-up (which by the way pisses me off so much), if you get knocked down and you get up, hold back to block or press U/B+H or LK, chances are they might perform a shoryuken, if not they will attempt it again, at this time meet them in the air and knock em out with an U/F+HP (has priority over U/F+HK - ken/ryu). If they get the first hit, hold D/B even though you get hit and at a given opportunity make them work to cross you up by throwing them across the screen.

Usually for a cross up, they'll get the first hit if you dont block, but chance are they will attempt to hit you low, that's why i say hold D/B, while doing this they try to finish with a hadou or shoryuken. you can trade hits when they do a hadou or you can throw on a missed/blocked shoryuken.

i mean i was saying earlier in my posts, JUMPING HP has priority over their HK and you can perform an air throw. This is right before they cross you up.

If they have already crossed you up you can only BLOCK and HOPE they miss. Ryu's usually cross up and throw or c.lp > c.lp > hadou. Ken's usually cross up then c.lk > c.mk > hadou/srk.

 

Posted by tom on April 24, 2009 at 2:59 p.m. #261

dude !!!! KEN hard KICK will win most of the time when u go up with guile hard punch. try it and do it. yes guile jump in hard punch will work but if you time it right.

the way u make it sounds that, guile jump in hard punch will always take more priority than ken hard kick which is faults.

have anyone notice if there is a trade with ken hard kick you as guile always take more damage than him no matter if u are the 2nd one to react to ken.

 

Posted by DStroyer4 on April 24, 2009 at 3:34 p.m. #262

@ljay103

One more thing. By "warping" I meant that almost every character in the game has a moves that go right through projectiles and many of them go right through strikes. I was going to list them, but it's the whole roster.

@JerseyFame

I just watched some videos at http://www.streetfighterdojo.com/sf4/... and now I'm convinced. Capcom did this on purpose. These guys are supposed to be experts and they're struggling to win for the same reasons we're p1ssed at this game.

@ everyone

I'm mad as hell. I keep hearing all this talk about stupid stuff. People want Sagat toned down, more stamina for Akuma, crap like that. Really? That's the problem? I've never been beat by ANY character in this game because that particular character has a special advantage. Never. Really, if you removed Guile, pretty much everyone is balanced. As bad as Gen is, he can chain his Super into his Ultra. And not like Guile where it doesn't hurt. I did that to someone online and couldn't believe how wasteful landing that Ultra was. So, even though Gen is EXTREMELY difficult to master, he does have moves for all occasions. And, he can turn a match around with his Supers.

What do we really get with Guile? We get a series of down grades. Including, in no particular order: decreased jumping distance, neutered cross up in a game where the made it EASIER for everyone to cross you up, neutered Reverse Spin Kick (for a time it was an overhead, now we have that lame @ss chop), neutered Flash Kick (the man with 2 moves now has 1), weak air throws (a prime example of this game not rewarding skill), a useless Ultra, and for some reason below average stun resistance.

I think fixing the Flash Kick is the most important issue. But, you guys might disagree. I have no problem putting the case together for fixing the damage they did to Guile. But I don't know where to take it. Who should I contact? They're making tournaments and stupid stuff like that while Guile remains a disaster. I'm insulted and I'm ready to do something.

 

Posted by dbl168 on April 26, 2009 at 12:57 a.m. #263

So anyone noticed anything different with guile or other characters after the update ?

 

Posted by MikeyZeroG on April 26, 2009 at 7:35 a.m. #264

@dbl168

I didn't notice any changes -- I doubt they did any character tweaks.

 

Posted by phill on April 26, 2009 at 11:37 a.m. #265

hi i just bought street fighter iv on ps3, its the first street fighter game that i have tried. im stuck on charging attacks so far i hav not been able to do even one, im currently trying to do guile's sonic boom but to no success. ive tried like this website has shown by holding left down with either the analog stick or d-pad for 2 seconds which cause my character to head left on the screen and then i let go and tapped right and then punch, it didn't work, what am i doing wrong? im using a ps3 controller by the way.

 

Posted by tom on April 26, 2009 at 8:47 p.m. #266

@phill

phill sir u are funny. use the analog stick would be my first choice. if u use the d-pad you might have some issue. but you said u hold left and down which cause you guile to move across the left screen which is NOT suppose to happen if u HOLD left and down. you should be crouch down blocking instead if u input that command. either way

start out by just holding BACK for 2 sec and slide your thumb forward then hit punch. dont TAP. or DONT LET GO. /slide it fast forward.

you can also do it by hold down BACK/DOWN (you should be crouching if u do this right) to charge also, to charge both UP and /down moves. just /slIDE your thumb forward punch for sonic boom or UP KICk for flash kick.

if u go online be sure to INSTALL your game into your hardrive. its in the game setting and HIT INSTALL for faster loading time.

p.s guile sucks if u want charge character i suggest anyone except guile and vega.

 

Posted by JerseyFame on April 26, 2009 at 11:30 p.m. #267

So I played in the WCG....I mained Guile, used him only.

I went 3 wins in a row and lost twice after. The second loss knocking m eout of bracket play.

I have the video and will post soon.

I defeated a tough chun li....air throws traps...target comb mixup....crouching medum punch into ex flash kick. These tactics made me hell on earth for my opponent.

I defeated a Sagat. Crouching medium punch into flash after every whiffed tiger uppercut...patience...air throw traps... superior ground game. Tiger spam was easy to handle.

I defeated a Ryu...I never once allowed myself to get uppercutted into super. That basically forced him to spar with me and my ground game sealed the victory. Patience with well timed air throw traps won me the set.

Then I face a rufus with the head stomp spam...stamding weak punch had a 35% of stopping it from starting...once it started ex flash kick got smashed by ex messiah kick...once it got started and made it to second level after spin....i would airthrow him out of the second half of the messiah kick crossup trap....for little success and low damage against rufus i was defeated after whittling his health down..guile just couldnt stand up to the punishment and didnt hit hard enough to justify how many tims i have to hit rufus to kill him.

Then I lost a close bout with a tricky blanka....the announcer steadily raved aou my air throw traps...so the blanka chose a shorter jump in arc....

flash kick failed me miserably...by trading or getting stuffed all together versus blankas angled fierce jump in kick.

All options exhausted and the fact that his super is dangerous for spacing and his ex roll passes through projectiles...i was beaten in the final round of our series.

I got interviewed and people gave respect...but...

nobody had any advice for my guile...everyone was suprised I played as well as I did and basically sugested attempting to master a different character because Guile had so many weaknesses.

At one point my flash kick got shut down an dthe announcer said "Shennanigans...no way flash kick loses there." I'm not kidding, he said that.

Hey Capcom...do I have to be the best Street Fighter Player on teh planet to win with Guile or are you guys gonna beef him up back to street fighter 2 strength or simply make flash kick dominant again.

Thank you//.

p.s. vids coming soon.

 

Posted by Oculus-Orbis on April 27, 2009 at 12:28 a.m. #268

"Hey Capcom...do I have to be the best Street Fighter Player on teh planet to win with Guile or are you guys gonna beef him up back to street fighter 2 strength or simply make flash kick dominant again."

I concur. While it seems to be the best incarnation since sf2, He just doesn't feel right. Reduced reach, flash kick priority, no handcuffs(kidding), I had to make the switch to Dictator/Dhalsim instead of Guile/Dhalsim. I guess we'll have to wait for...
'UberMassiveStreetFighterIVPlatinumEpsilonEdition:RapidFighting'

 

Posted by ljay103 on April 27, 2009 at 8:26 a.m. #269

guile is still the same even with the update, i think i've given up complaining about guile, just makes me even angrier that i have to put twice as much effort to win. i won 3 championship tournaments on sunday with ken, doing nothing but hadou's, srk's, air hurricane kicks, and throws. that's pretty much about it, no ultra's, no super's, no focus attacks.

 

Posted by ljay103 on April 27, 2009 at 8:36 a.m. #270

@JerseyFame

thanks for representing guile! glad you whooped ass. i dont care who's playing, if they are playing guile, they deserved to be cheered on. like i said earlier, i dont think capcom will do anything to fix guile, i guess we all just have to play twice as hard. im still using guile, i dont care if people on the other end think he's weak or nerfed, i'll show em that guile is not one to be messed with.

 

Posted by ljay103 on April 27, 2009 at 9:37 a.m. #271

@phill

just a note, for those people who are now just starting to use guile, not to down your gameplay, but i would suggest using another character. even experts that use guile are still having trouble. save yourself the hassle and use someone like ryu or ken. as bad ass as guile is, if you read the above posts, you have to play twice as hard and pretty much master guile, even masters have trouble winning against any other character. if you want to play SFII then guile is your man! like i said, this is not to down the way you play, but save yourself, headache and time and choose someone else. you'll only get pissed off like the rest of us. if you choose the guile path, im sure everyone on here would help you out! and about your charge problem hold back for two seconds and hit forward and punch at the same time. you should throw a sonic boom. guile has two moves and they are both charge moves.

@DBL168

Bro, how can i watch your replay? i haven't tinkered with the championship mode yet.

 

Posted by phill on April 27, 2009 at 11:24 a.m. #272

kk thnks guys, im starting to get the hang of it now

 

Posted by ljay103 on April 27, 2009 at 11:39 a.m. #273

@ phill

because LP's and MP's are quite effective, try to cancel them and mix in flash kicks and sonic booms. guile can be frustrating, but if you are determined to use him, we'll help you!

 

Posted by tom on April 27, 2009 at 12:45 p.m. #274

@JerseyFame on April 26, 2009 at 11:30 p.m. #271

so you finish 3rd from the bottom? i would love to see vids of the video that u won in matches but the video that u lost u dont need to post since we all have seen it 100s of times on online plays.

 

Posted by jerseyfame on April 27, 2009 at 1:48 p.m. #275

Nah not 3rd from bottom...its like this. First you win out fo your group and then you make it to the bracket.

I finished second in my group but they were going to let me pass since the first place guy was a rufus user. he went 5-0 in my group. I think since I was the only Guile player and I had won 3 straight they were going to enter me into the bracket or send me to a play off with the first place player.

My last loss took 15 minutes to unfold. I won the first set...lost the second...won round one of 3rd set and lost round 2 and 3....playing an opponent so many times is gonna lead to some losses and the Blanka player adapted quickly.

I played as beastly as Guile can play and honestly...I think I would have given wongs rufus trouble. the rufus player who went 5-0 in my group had major difficulty putting me away and if I were to play him again I think I could master the headstomp spam. But shoulda wouldas dont mean anything. I need more stamina and more strength to stand in there and duke it out with a head stomp spammer.

I think my Guile was the only competitive one there...everyone else I saw use Guile seemed to get owned pretty easily. I think thats why the announcer was interested in my matches.

 

Posted by bewww on April 27, 2009 at 4:43 p.m. #276

im a beginner (compared to you guys)

i used to play balrog alot and gouken now i wanna try to main my first character guile)

but i even fail @ the trial normal section...
at this

Jumping Hard Kick, Crouching Medium Punch, Flash Kick, Cancel into Double Flash Kick (Super).

it all works till i gotta do the double flash kick super
i just cant connect another flash after the one before. what i do wrong? is there a special "load trick?"

when i jump i start to load flash kick and release it after second punch but what then? with super?

thx for help

 

Posted by Sh1nGuile on April 27, 2009 at 7:07 p.m. #277

I have been playing with Guile for about 15 years. It's nice to see him get some respect on a board. I think Guile can be a beast with practice and the technique. I was getting beat a lot until I went to the practice mode and relearn Guile. Now my game is really improved. I like to use a hunter strategy. I move and slowly with a plan and like my oponent make the mistakes then destroy them.

 

Posted by Megan Fox's Ass on April 28, 2009 at 2:08 a.m. #278

For f**k's sake, Capcom can have their oh so-beloved shotos total f**k all powerful but they can't do anything with Vega or Guile? If there is ONE thing I could ask for to help Guile's SF4 game it's to make his flash kick have the power it used to. It's WAAAAAY to easy to cross up Guile given he has no REAL cross up himself (c'mon really) AND his flash doesn't do S**T! It can get knocked out by not even a well-timed jump-in that's BULLS**T! Notice I'm not calling anything cheap, it's just that he's so goddamned inferior to every other character in the game it's ridiculous! Where's this so-called "balance" you speak of Capcom? Yeah f**king right! You neuter his number one move, he has more of a delay of his booms, he has no effective crossup, What the hell is he supposed to do, bore his opponents to death because he sucks so much? And he's got a low stun bar to boot? Good f**king work Capcom. S-Kill, I'd LOVE to hear a VALID set of reasons why Guile had his balls chopped off in SF4, oh please do tell!

 

Posted by dbl168 on April 28, 2009 at 10:13 a.m. #279

@ ljay103

just go to network battle, then go to rankings, change category to replays, then change filter to friends and you should see my replay that i uploaded.

 

Posted by heatblazn on April 28, 2009 at 11:01 a.m. #280

bazooka knee should be changed to back or forward +lk and use to hop forward while charging

 

Posted by ljay103 on April 28, 2009 at 12:10 p.m. #281

@bewww

go up beside the trial section, there is a link there to go on youtube. it gives a full explanation. when you do a LK FLASHKICK, ROTATE YOUR ANALOG about 270 degress clockwise and hit LK again. you should be able to do it.

 

Posted by ljay103 on April 28, 2009 at 12:12 p.m. #282

@dbl168

thanks bro i'll check it out!

 

Posted by Jerseyfame on April 29, 2009 at 5:50 a.m. #283

Ok...

I have accepted reality. Guile may have been altered for a reason.

I believe that if flash kick could be used as a weapon and a shield, like older versions of Guile, that Guile would be virtually unattackable. Street Fighter 4 plays in such a way that, editing flash kick either makes Guile REALLY vulnerable or unbeatable, I think Capcom chose vulnerable over unbeatable to keep things fair.

I believe that if Guile was as strong as his former self, he would be unbeatable. His combos and attack options are plentiful, bumping up his strength would make him abusive.

Guile has been altered to challenge people who use him. Its a testament to Guile players everywhere. You must evolve your gameplay. Maybe Guile is better than we think, but we refuse to change our gameplay. We want to use Street Fighter 2 strategies and battleplans, and when they dont work we get frustrated and complain about nerfing and broken flash kick. We are also a little upset that our opponents have recieved bonuses, but even Ryu players are complaining a little that they are denied Shin Shoryuken. So we arent the only ones upset.

Guile has been technically changed to make him difficult to master. This is our challenge. We have to rise to it.

Guile strategy guide coming soon.

p.s.

Shin Guile instructions will also be included.

Im going to link this from my own website in an attempt to keep strategy hunters from fishing out our battle plan. See you soon, I have writing to do.

 

Posted by ljay103 on April 29, 2009 at 7:20 a.m. #284

@jerseyfame

you have your own website? how will this be hidden from strategy hunters? will it require a login and password?

i think im starting to get the hang of SFIV. i seriously didn't know that you had to get 5000BP by the end of the match to have your replay uploaded. finally happened last night though. my first and second matches were against ryu's with somewhere between 1500-3500 and they were tough, and the final battle that i faced was against a poor bison. nothing was timed right and he/she got demolished by guile. my gp isn't too high but im getting there.

guile is forced to have a different gameplay, but i guess its alot of mixups and counters. i swear if i can link that ultra with a D+HP ITS OVER!!!

Jersey, you think i can help be a part of this guide?

 

Posted by JerseyFame on April 29, 2009 at 8:43 a.m. #285

Sure, we probably think alike in certain situations but everyone will have a different style. My email is Jnealy@gmail.com ....if you have some strats i never thought of toss me some ideas, Ill give you credit when I quote you!

 

Posted by Madness on April 29, 2009 at 12:23 p.m. #286

Watch this guile video for pure LOLZ if you think he's bad in this game http://www.youtube.com/watch?v=tR53cb...

 

Posted by ljay103 on April 29, 2009 at 1:22 p.m. #287

@JerseyFame

I sent you I guess, simple tactics and also sent some tactics on playing against, ABEL, AKUMA, BLANKA, BALROG, CHUN LI, and CAMMY.

I'll do C. Viper, Dan, and the rest later. Let me know what you think.

 

Posted by jleadership on April 29, 2009 at 3:55 p.m. #288

Hey JerseyFame,

I saw your guile this past weekend. He is definitely a stalker.

Lets hope guile is this way because of the story. I don't think Charlie is dead. If so, capcom hasn't really proved it.

I can't wait to see what characters are next in streetfighter 4 Dash or whatever they will cal it.

If you notice, guile is the most unique character in the game.

PS. Capcom,

Balrog is good, but is not guile. Many of us like myself have resorted to the boxer, in witch I am still learning.

S-KILL - You take guiles mojo away from him and tweak Balrog because you couldn't beat Alex Valle back in the days when your main was balrog huh. One of your main objectives was to make balrog stronger, but you forgot about guile. I know you are a PR person, but you mentioned the character development process a long time ago and stated one of your main concerns Balrogs weakness.

Point - You know damn well what you did to guile, or better yet, do what you did for balrog for guile. If not, you can play it off by giving us a sagat powered Charlie in your next streetfighter.

 

Posted by ljay103 on April 29, 2009 at 4:39 p.m. #289

@jleadership

what do you mean by "stalker"? like a ninja? attacking when you least expect it? oh, nevermind, you meant stalker by some dude obsessively looking for charlie (nash) gotcha.

 

Posted by jleadership on April 29, 2009 at 7:30 p.m. #290

@ljay103

I was refering to fames play style. Sonic into air throw, constantly staying one step ahead, being very aggressive.

I am decent with guile, but I never new he could be this aggressive. The air throws get them all the time. I have started alternating him with the rog (He is off punishment now)again and I have found this method to be very effective.

After a 3 week vacation from him he is rusty, but I cant help to think I would of done better at the wcg tourney if I used him.

Anyway I, Like Guile , don't think Nash is dead and I think Capcom may surprise us. Remember, Nash is guiles mentor so I am looking forward to something or they can just give him 20% more mojo...

 

Posted by DStroyer4 on April 29, 2009 at 7:32 p.m. #291

@JerseyFame

Big up for repping Guile in that tourney. You know, I've calmed down a little in the past few days about Guile. And you're right, giving him the SFII Flash Kick would make him unbeatable. On the other hand, Sagat is pretty ridiculous and they don't seem to mind that.

I will not back off of this point, that Ultra is just plain fu#cked up. It has horrible startup, has a bugged juggle (which even when it lands it doesn't hurt), and it doesn't do as much damage as most of the other Ultras. On the realness, your opponent has to make a mistake to land it. You can't really set it up. Now that this game has been out a while, people know that Guile has some serious weaknesses and people attack them maliciously. Plus, they know that they can stay safe as long as they don't make really stupid mistakes. I sent S-Kill a message about it and he didn't respond. It doesn't matter though, they have no reason why they didn't give Guile ANY of the advantages other characters have in this game. So, I'm not mad or anymore. I learned my lesson. Capcom screwed up our character and they don't care.

 

Posted by JerseyFame on April 29, 2009 at 9:46 p.m. #292

Hey JLeadeship you shoulda said hello!

I was nervous and I think that I will do better in my next tourney...i was shy about launching combos. I may have played TOO patiently...eh well! There is always next time!

Funny thing I lost to "Wall" and he played Justin Wong first in bracket play...so if I woulda won...I would have gotten to spank...i mean play Justin Wong!

Oh and shhhhhh about the air throws already...lol...

STRAT GUIDE COMING SOON!!!

 

Posted by ljay103 on April 30, 2009 at 7:36 a.m. #293

@jleadership

Ohhhh "stalker" got it. Sorry i seriously didn't get it. just like what everyone's been saying here, Guile is a Beast in the right hands.

 

Posted by Megan Fox's Ass on April 30, 2009 at 9:58 a.m. #294

Hey DStroyer4, how'd you send a message to S-Kill? Since Capcom is all "oh we listened to fan desires about wanting MVC2," maybe they'll listen to respectful objective fan input on Guile. Just a small thought but I doubt it'll go anywhere. Capcom's too busy beefing up other characters while making others' weaker. Here's a thought : instead of bringing characters down, beef them up!

 

Posted by Oculus-Orbis on April 30, 2009 at 11:19 a.m. #295

I don't find guile too bad in this game, I only wish they gave him a bit more reach especially in his Back-fist, and crouching MK (I'm an old SF2-ww player). I'm glad they brought back his "High-Kick", though it has an awkward hitbox now.

 

Posted by bigred on April 30, 2009 at 5:31 p.m. #296

Hey, I know this is probably gonna sound stupid but I've been trying for like an hour now to finish Guile's trial mode and am stuck at 4-5. I can't, no matter how hard I try, pull off the flash kick canceled to double flash. Can anyone plz help me and explain how to do this plz. I've watched the video and it looks instantaneous but I just can't pull it off. Any help would be greatly appreciated.

 

Posted by bigred on May 1, 2009 at 8:22 a.m. #297

Ok never mind I found how to do it on youtube but thanks anyway. Still a great site.

 

Posted by tommyjesus on May 1, 2009 at 8:45 p.m. #298

why the hell can ryu jump hk me out of a flash kick...it's bullsh|t.

 

Posted by ljay103 on May 4, 2009 at 7:16 a.m. #299

AHHHH ok so i am now a G2-E and you are all probably thinking "yeah, big deal". Why do the tournament difficulties go from too easy to TOO Hard. I just played a 3800 GP dude and i killed his zangief with my guile, TOO EASY, then i ended up getting my ass handed to me by a 2189 GP seth. 4 bouts is tough....oh well gotta keep on truckin.

 

Posted by DStroyer4 on May 5, 2009 at 4:17 p.m. #300

@ Meagan Fox's Ass

I went to http://www.capcom-unity.com, found S-Kill's blog and sent him a message. He never answered me, though. Hopefully he'll answer you. If you take Guile complaints to http://forums.shoryuken.com, they'll probably call you names and sh1t.

@ ljay103

I find matches against Seth are kinda b.s. in general. He's a boss, and it's gonna be like that sometimes. He's supposed to be an amalgamation of a bunch of characters and that's how he plays. Dhalsim's reach, quick projectile, dragon punch, command throw, he's just got a lot of tools. When I see Seth, I hope the dude doesn't know what he's doing. I got on G2-E a couple of weeks ago, but I haven't had time to progress since I've been preparing for finals.

 

Posted by jleadership on May 5, 2009 at 4:34 p.m. #301

This was a comment made by this guy:

Posted by Smexy Millz on May 5, 2009 at 4:20 p.m. #107

Omg thats true all fat asses do pick rufus.. and pus*ys pick guile because they like to turtle.. everyones main reflects them somehow.. for example i play blanka because i like the aggressive rushdown/mix up playing style... people who turtle are puss*es

I answered it without profanity, but this is what they think of guile users! I wish you could set up lobbies so bad so that we can put this guy through "Guile Hall".

 

Posted by Dan the Man on May 5, 2009 at 4:45 p.m. #302

I used to only main Guile, then I swapped to Dan. In retrospect, Guile really isn't all that bad. It's really only noticeable at higher levels of play, when it's less about player skill and more about character attributes.

 

Posted by Jerseyfame on May 7, 2009 at 4:28 a.m. #303

Hey guys the strategy Guide is about 90% finished...its really ind epth and I will post soon. You will be able to download it from www.gdmworldwide.com when its ready...

Good luck!

 

Posted by Jerseyfame on May 7, 2009 at 4:28 a.m. #304

Hey guys the strategy Guide is about 90% finished...its really in depth and I will post soon. You will be able to download it from www.gdmworldwide.com when its ready...

Good luck!

 

Posted by ljay103 on May 7, 2009 at 7:55 p.m. #305

sorry guys im back after a couple days but my wife just gave birth to my little baby boy!

i know it isn't street fighter related but once he starts playing video games, he's gonna be the best guile there is!!!! HAHA.

Jerseyfame, i will get those other characters complete, i had a pretty busy week.

 

Posted by tom on May 7, 2009 at 9:23 p.m. #306

@jerseyfame

so why you post the website if its not even ready. sigh^ to the 3rd power. ooooh good lordy lord.

 

Posted by jleadership on May 8, 2009 at 6:53 p.m. #307

@jerseyFame

Ha Ha ha, I used to live on baldwin ave, I went to Dickenson HS, ps number 6, and a little vtec.

Dig the page...

I knew you were from jersey city...

 

Posted by dbl168 on May 8, 2009 at 10:40 p.m. #308

congrats ljay on the mini guile... =P

 

Posted by Carlo on May 10, 2009 at 6:38 a.m. #309

I main guile n bison, i can exectute his ultra/super like 50% of the time, just wondering if u folks know any easier ways to pull of the moves? atm im doin the qcb,qcf,qcb to 2:00, is there another way hahaha?

when i beat peeps with guile, makes me feel good that i had to work for my win rather than spam moves cuz its easy control and easy cross hitter. recently i started to use bazooka knee, sonic boom n sweep to keep up the momentum against the shoto's, i tend to grab alot in the air too. is there anything u guys can add to help me???

 

Posted by Swift on May 10, 2009 at 11:41 a.m. #310

@Carlo

How to do the Ultra/Super has already been explained in past post, just scroll up or if your too lazy its post #19 or #55.

One tip is to maintain your charge all the time, always use sonic boom whether its from far or close. This keeps pressure on the opponent. If they try to jump over your sonic boom attemt an air throw or just use c.hp Don't sonic boom when your near a blanka player though. Hope this helps. Good luck!

I main Guile & Balrog(Boxer) btw..

 

Posted by SOL_willrockyou on May 10, 2009 at 1:28 p.m. #311

I got the game for my 360...maybe iam too stupid but the most times i played the trials, the combos doesn't worked. I tried it so often but the /Jump+HK,to HP,to Sonic Boom/ doesn't work like in the video on youtube! :,(

In my guess: The controller for the 360 is much to slow...sometimes the move works...sometimes not (big problem by playing C.Viper) :(

F### THE UGLY 360 CONTROLLER

(SORRY FOR THE BAD ENGLISH, IAM FROM GERMANY) xD

 

Posted by tom on May 11, 2009 at 8:40 a.m. #312

@ to all 360 controller

360 analog controller sucks! better using the d-pad ^100% will cause blister to thumbs. some moves with d-pad wont come out like charge back, forward and punch. sometime it register like back, downforward. blah. blah blah need a fight pad or fight stick.

 

Posted by JerseyFame on May 12, 2009 at 4:50 a.m. #313

I have finished my startegy Guide for Guile. You can view it at Capcom-unity.com. I tested all of this for the last 2 months to make sure my theories were universally correct. Enjoy and please comment back here or at my site on capcom-unity.

Here is the link:

http://www.capcom-unity.com/jerseyfam...

Eventhubs is welcome to repost it here if they please.

 

Posted by Jerseyfame on May 12, 2009 at 7:32 a.m. #314

Sorry guys....but my guide was so long it broke my capcom hub...i cant even edit it. Im gonna have to post the guide elsewhere....read as much as u want but it gets cut off at the combo explanation!!!

brb.

 

Posted by JerseyFame on May 12, 2009 at 8:21 a.m. #315

Ok, I finally got the formatting and the link fixed....

http://www.capcom-unity.com/jerseyfam...

There is my new Guide for Guile. Hopefully eventhubs will repost it. I worked hard on it! Enjoy!

 

Posted by Swift on May 12, 2009 at 8:52 a.m. #316

Haha I think that unfinished guide is already tons of help for most people. It already helped me out. But hey, the more the merrier. Keep em coming.

Thanks Jersey!

 

Posted by JerseyFame on May 12, 2009 at 9:55 a.m. #317

I think Im done for now. lol. Im going to explore some different techniques I have been working on. Custom combos and such. Hopefully there will be more tournaments soon.

 

Posted by DStroyer4 on May 13, 2009 at 8:30 p.m. #318

Since I don't use Shotos, I didn't realize that they've been Dragon Punching by hitting df twice and punch - or df, d, df, punch. Wow, how stupid. So, they bug up the FK to the point it barely works but the most invincible move in the game has one of the easiest motions. I've decided that this game is trash. I gave it a chance. I have about 1200 career fights and I hate this game. From the 2600 all the way to the 360 I've never had a game that made me angry. This one, however, pisses me off every time I play. You ask Capcom about Guile, no response. These clowns interview people from Capcom, not one word about it. If they had bugged up the Dragon Punch like that, people would've stormed their offices with pitchforks. They screw over Guile players, as though Guile was EVER more powerful than Ryu, THE GUY THE GAME IS DESIGNED FOR. Alot of you are like, "Well I almost always beat shotos." You know why? Because (for the most part) they suck at the game. They have all the best moves and they use it as a crutch. From the very first version of SFII, you ONLY win with Guile by being BETTER than your opponent. Their were NEVER any shortcuts. They changed him to make sure he couldn't compete at the highest levels. Period. But, at least Sagat is still ridiculous. This is 100% pure garbage.

Capcom got my money, so, they won. But, the worst part is that they won't give us a reason. They've left us to speculate and wonder. "Well, have I just not figured it out? Am I just whining? Were these changes really in the name of 'balance'?" F#ck no! This is just some bullsh!t designed to screw over American players. Yeah, I said it. Well, I'm mailing this game back to them. They can do what they want with it. This game makes me sick to my stomach even when I'm winning. Video games are supposed to be fun. This is not a sport. There's no honor in soldiering on through adversity or, more accurately, playing a game that's totally full of sh!t. Winning even though your FK's are getting stuffed and your Ultra is THE WORST in the game has ZERO value. Anyway, I'm probably the only person this outraged, but I'm done. If you still like this game, by all means play it. I'm glad you guys enjoy it. I wish I could have fun with you. But, nope, I hate this game.

 

Posted by JerseyFame on May 14, 2009 at 4:27 a.m. #319

Obviously the person above never played me. Ill beat the brakes off of you without even doing my supermove, so I dont care if the move has a terrible motion, with horrible startup and piss poor damage. I guess that makes me talented with Guile. I bet you r a Shoto clone who just tosses hadoukens all day. I'd have a field day with you.

@DStroyer4
Check my strategy Guide. I posted the link in comment #319. Inside, I speculate that if Flash Kick was as dominant as it used to be, the Street Fighter 4 characters with their semi-realistic movement could not handle the move. It would make you invincible. I guess they had to nerf it so people could stand a chance against Guile, unfortunately there was no easy way to nerf the move. It obviously cripples a playing style that people have been working on since 1992.

In the Guide I outline a new way to play and "think" with Guile. Try some of the methods, Im sure you will find the game somewhat fun once again.

I love it personally. I just wish Seth or one of the guys on the inside would address the issue just to let us know they respect the "guile" player community.

 

Posted by JerseyFame on May 14, 2009 at 11:05 a.m. #320

to the coward above ^^

You're all talk.

XboxLive: JerseyFame

Bring it...otherwise "Go home and be a family man."

Ill play anyone. You can be added to my 1200+ victories clown. Why even look at this message board? Obviously you struggle with Guile...sad because you are struggling with a weakened version of him. SO its obvious you suck.

Ljay and Jleadership where you @!!???

 

Posted by jleadereship on May 14, 2009 at 1:47 p.m. #321

LAWL

You constantly make remarks displaying your age.

You can't take my guile, or any of the other cast. To make it short and sweet my xbox tag is shrewdgamefiend. Oh what was that, you have ps3 then its brookShomey.

If you are a real man then enter our tourney. Just go to the forum section and sign up for whatever system you rock with. If not, smoke your blunts, drink your beer, and play high thinking you are good when you are not.

In the meantime, I would like to say everyone is welcome to the eventhub tourney just sign up in the forum section...

JLEADERSHIP

 

Posted by Madness on May 14, 2009 at 10:47 p.m. #322

Maybe it's because i haven't really played Guile since they made the games for SNES, but i'm really not seeing anything too wrong with him at all, infact i think he's FAR underrated even by the people who play him

Justin wong is supposed to be best in america right? Well, he used Guile in high level play, and he's not very good with him at all, but considering how well he did against a high level player when he doesn't know what he's doing at all, i'd say Guile is pretty damn strong.

 

Posted by JerseyFame on May 14, 2009 at 11:45 p.m. #323

@madness the first sentence of your comment nullifies your opinion friend.

Justin Wong isnt a benchmark for Guile capabilities. Im sure you consider him Jesus when it comes to Street Fighter but where do you draw your opinion from? All the complaints about Guiles gameplay come from experience and research through countless rounds and situation study. Throwing Wongs name around does not counter our educated summation of Guiles skills in this game.

I say main him for a month, only him. Count your wins and losses and discover for yourself how useless his flash kick and supermove can be at times. I consider myself well rounded and extremely skilled with Guile:

4555 BP

G2- E rank in championship (I play one round of championship a day: 2100gp)

1200+wins vs 800+ losses.

How would you know if Justin knew what he was doing? How would you know his opponent was worth a damn? This comment area is lobbying for a Guile upgrade and comments like that are just a setback. No disrespect but, I cant go along with your comment at all.

Cap vs SNK2 Guile would rip this version of Guiles head off and wear it like a dhalsim necklace.

ST Guile would watch and applaud.

So since you havent used Guile since SNES you would have no idea how downgraded he has truly become.

Comment fail.

 

Posted by JerseyFame on May 15, 2009 at 12:14 a.m. #324

Also i would like to say that not only does my skills at street fighter horrible and disgusting,but my daddy spanks me whenever i lose a game,so then i have to go up to my room and cry myself asleep dreaming that one day maybe he'll finger me instead of spanking me....i know i live a sad life,sorry for crying about it people.

@madness:Sorry i was wrong and you're right,i tend to get excited and start to jerk off to myself teehee.

 

Posted by JerseyFame on May 15, 2009 at 5:32 a.m. #325

Im famous...I even get fake comments pretending to be me.

awesome.

 

Posted by Ransome on May 15, 2009 at 9:29 a.m. #326

@Madness

you should have a once over the things you post when you are trying to start an argument

 

Posted by TruGuile on May 15, 2009 at 1:07 p.m. #327

Damn Jersey, you post a strategy Guide and answer a guys question in detail. Not even dissin the kid and the thanks you get are homo clone comments...if I were you i wouldnt even bother commenting here, its nothing but kids.

@Madness

Jersey is right dude. Guile isnt strong you have to land almost twice as many attacks as the average high tier opponent before you can put them out for the count. Plus Flash explosion is a handjob of a supermove. If you use it as an anti air it only hits 3 times sometimes missing the finishing kick. If you catch someone with it flush, it hurts about as bad as Kens Fierce Shoryuken...waste of time for how difficult it is to pull off.

 

Posted by Madness on May 15, 2009 at 2:37 p.m. #328

My opinion is that Guile is not gimped, that also seems to be the opinion of people who made THIS very page. I'm saying that YOU think he's gimped because you've been forced to adapt after so long, someone who hasn't become set in their ways will see nothing wrong with him.

You're putting words in my mouth about Jwong and seem to completely misunderstand what i said,sometimes intentionally it seems.Jwong considers Guile weakest in the game, but if that's true how could he do so well using the noob strategy he did during the match? Could a ken or Ryu fighter do the same? Absolutely not. How would i know if he knows what he's doing? Umm..i watched the match, did you? If it's a tournament and the finals, i think he's against good competition, or does just anyone get to the finals these days?

I DO main Guile! Wtf. So far ummm, don't feel underpowered at all,but again that's because i haven't become set in my ways and don't refuse to adapt.

Maybe actually READ what you're responding to sometime,because that's not intended to offend anyone or cause an argument...unless you think that even the people who made this page or designed the game don't know anything about it, because they don't seem to think he's gimped either.

@Truguile

The guide says guile is strong, in my experience he's very strong, and his combos are pretty basic for awesome damage. So, whata re you talking about? You act like he hits like chun-li. The bloody guide says his super and ultra aren't useful, so why even bring that up? Should i go to dhalsims page and bring up near useless moves like yoga spear as reasons for a buff?

Everything i said makes perfect sense, the only part that's childlike is the response when people start huffing and puffing thinking i took their cookies away.

 

Posted by Wannabe Guile Master on May 15, 2009 at 2:46 p.m. #329

Heya, I'm a Guile player with 12370 GP, And I would just like to point out a few things about this guide.

First things first, great job with compiling it all :D
Now, secondly... There are a few, imo, false facts in this guide. For example, the priority on his attacks are almost none, from my own experience, players can easily hit him during his flashkick, for example, with a simple hit of almost any kind. And his Ultra does TERRIBLY low dmg, the only way to even make it a threat, is if you, luckily enough, manage to mash it pointblank at your opponent. Which is about the only way you'd manage to hit the opponent with it, since he has no techniques to juggle into it. And if you don't make it pointblank, the dmg is almost as much as a regular Flash Kick hit...

With that being said, he's totally a broken character, but why do I play him? Well... Gotta love how neat his Ultra looks like xD

However, his normal attacks are INCREDIBLY good when it comes to mess around and psyche your opponent.

I'll be playing Guile in the upcoming European Tournament :)

 

Posted by Madness on May 15, 2009 at 2:57 p.m. #330

Just for fun, lets take a look at Guile's "weaknesses"

-Doesn't have as many options for mixing up his offensive attacks as other characters
- His Super move isn't very useful
- Depends a lot of EX moves to win
- Requires a good bit of patience to play
- The range on most of his attacks is not good

Ok, maybe he doesn't have hundreds and hundreds of ways he can attack someone, but he definitely has more options than you'll need to finish someone, and best of all, there's not much your opponent can really do about any of them. I mean, i seriously can't believe i'm arguing with the guy that AGREES that Guile would be invincible if his flashkick was the same...wtf. You wrote a guide stating how crazy Guild could be(accurately i add) and then you come here and bite my ankles because i said he's not gimped?!

Yea, his super move sucks, we dealt with that and moved on. I don't think he really NEEDS the super fancy move considering what he's already got. This is only a weakness if you percieve it to be a weakness.

Depends alot on EX moves? Meh, easy to do, easy to charge, reliable..not seeing a downside really.

Requires patience to play? He always did. It's not exactly a disadvantage to be a calculating, analytical,intelligent player,unless that's not your strongsuit.

Range maybe isn't awesome,but once again i've never felt gimped, and sure as hell don't feel disadvantaged

 

Posted by DStroyer4 on May 15, 2009 at 3:51 p.m. #331

@JerseyFame

Hahaha! I just read those false messages. Funny stuff. Anyway, back to our regularly scheduled program.

First of all, I read your guide. Man, we play really similar. I STALK people with that jab. st.jab, st.jab, st. fierce -- cr.jab, cr.jab, cr.strong xx FK -- cr.jab, cr.jab throw. You know the deal. All the things you emphasized are the same things I tell people. I get messaged all the time through X-Box live asking for Guile tips. Ending with "I never play like a loser" is very important. People love to profile and pose when they are ahead. Punish it and steal the round. I love it. Plus, our stats are nearly identical. 4000BP, 2200CP and except for 3 fights with

I'm 29, so I go way back to the days of the "Razor Kick". Here in Chicago, it was (and in many circles, still is)the "Blade Kick". Anyway, I go back so far that I NEVER jump in unless I have a sure fire SB block stun cover. Back in the days of CE and ST, most air defense was near invincible. In SF4, it doesn't work that way, but I still only jump to air throw when I'm playing projectile throwers. One thing I would add to your air throw strategy is the neutral jump airthrow. I land on people with the airthrow all the time on jump-ins and mistimed cross-ups. When I used to compete (back when the airthrow hurt a lot), 1/2 the damage I did in tourneys was on airthrows.

Now, enough singing, holding hands, and sh!t. Obviously, your comments on the FK are based in fact. Unfortunately, I think your skill level is causing you to overrate the SF2 FK. It NEVER was as invincible as the DP, and it HAS TO BE CHARGED. Now, we're used to keeping a FK in our back pocket. But, how long did it take you to master that? For me personally, I'm always improving on it. Everytime you learn a new techinque, you have to make sure that you're reverting to downback. Meanwhile, shotos are hitting df, df, punch. In no iteration of SF has Guile been a character you could just pick up and play.

@Madness
I agree with everything you said. I would just like to add is that they mocked us by creating a juggle into the Ultra that doesn't work. It either drops, or it lands for an extra 100 points of damage. It also has p!ss-poor startup. I've had all that b.s. zoom in footage of my opponents leg or arm sticking out, only to have them block it anyway. His Ultra is beyond useless. I can pull it off whenever I want, it's just that 90% of the time a different counter would hurt more. Oh, and to add to the fun, I've been stuffed by a Ken j.foward. Really, stuffing a FK Ultra?!! Hilarious.

 

Posted by DStroyer4 on May 15, 2009 at 3:54 p.m. #332

Oops, I was agreeing with TruGuile, not madness. I bet that looks confusing.

 

Posted by DStroyer4 on May 15, 2009 at 4:59 p.m. #333

@Madness

I made a detailed case for how Capcom broke this character already, but I'll not put you through all that. I'll just address your points. First of all, I win all the time without using the FK at all. So, anything's possible, but that doesn't make it right.

Needing the EX moves is a GIANT disadvantage. The reason being is that you almost never have a Super stored. The lists of weaknesses and strengths makes no sense anyway. It says that his Super isn't very useful. That's just plain stupid. The FK is only reliable when you cancel into it from cr.strong. Well, if you could ever store up a super, you could cancel the FK into the super, which does good damage. I'd do it all the time, if I ever had one stored.

Not being able to use the Super dominos into his crap Ultra. Now, back to the FK. People keep talking about the invincible frames on startup. Bull crap. I get that cloud of dust consistently on startup when people jump in on me. But no need to worry, it still has horrendous recovery. That's why I took it out of my arsenal. It really only works against stupidity. Now, what are the ramefications for that? Well, 1/2 his move list just went out the window.

But I count the airthrow as a move, so, what about the airthrow? While the airthrow has high priority, it just doesn't hurt. It used to do command throw style damage. For this game, all normal throws have been scaled down. This is an example of my overall thesis. None of these changes are back-breakers. It's the combination of them that kills Guile. On top of all that other crap, his priority on his normals is not all that great either.

So, in a game where everybody has recieved upgrade after upgrade. Sagat and Ryu (Ryu players often lose because, frankly, they just aren't any good.) have moves for all occasions and nobody at Capcom is nerfing their moves. Nope, their juggling into Ultras. Other characters (rightfully so) like Dhalsim and Balrog got complete overhauls. Yet, for some reason, Guile got a multitude of tools taken away. Any one of the changes they made would've been unwelcome and unnecessary, but not a character killer. But the combination of all the changes means that you shouldn't be able to beat a player of equal skill with Guile. Maybe characters like Rose suck too, but I let those players advocate for their character.

 

Posted by Madness on May 15, 2009 at 5:24 p.m. #334

? Ok you say that needing EX moves alot is a big disadvantage because you can't use the super, but everyone knows the super sucks so..who cares? Now you're disagreeing that the super is useless...ok, go argue with the guys you just said you were agreeing with then. I'll ignore whatever else you said about the super for now, since it makes no sense to me really for reasons i just explained

Ok, he has 2 moves, and one is more offensive than defensive now, which isn't a huge loss since he already has great anti-air options...and now he has a low kick option too....

There's a reason airthrow doesn't do a ton of damage, do you even understand how cheap that would be? It's already been pointed out that his offensive/defensive strategies leave opposing players with very few options if interchanged, why put everyone else in a position where they are half dead after 1 or 2 moves?

When i watch tourneys, the Guile players lose because they arent very good. If you want to know what i'm talking about, i can link you to vids where guile is played in the noobiest way you can play him, and still almost wins. Ryu and ken don't have that kind of strength like i said, maybe sagat does, but sagat is clearly a noobie character.

It's really only a matter of time until someone with a clue shows up and starts destroying people with a well played Guile, then suddenly everyone tries to copy his style and suddenly Guile doesn't suck anymore. Do we really think capcom doesn't know their own game? I mean if he gets a buff i'm not going to complain, since i'm more than fine without it.

If anything, seth needs a buff and rose possibly to her reflect, but i haven't played rose so...

 

Posted by DStroyer4 on May 15, 2009 at 6:32 p.m. #335

@Madness

You think I said something somewhere in there that I either didn't say or didn't mean. So allow me to clarify. The super has 1 use. I'm not greedy, that's enough for me. It can be used in combos for good damage. On the other hand, his Ultra is the worst in the game. Nothing in Guile's arsenal justifies that kind of disadvantage. Nobody in the game has as bad an Ultra/Super game as Guile. Zangief is extremely powerful, yet he doesn't get a bogusly useless Ultra.

His anti-air game is terrible. It may be the worst in the game. Yes, if your opponent is bad enough where he's jumping in such that he'll land right infront of you, you can probably punish him badly. But, no one is that stupid. Chances are, he's trying to fly over your head, or doing move that has an automatic crossup. If they time it right (it isn't hard to time this right), they'll be out of reach for the cr.fierce, flying over the FK, and attempting a cr.strong will get you killed (that works in HD Remix, 90% of the time in this game, that gets you stuffed).

Why would the airthrow doing good damage like it's done for a decade be cheap? It was never cheap before. I tried to find someone complaining about SFII airthrow damage on google and couldn't find it. If that's cheap, then why wouldn't command throw damage be cheap?

Anyone losing to an unskilled Guile is terrible. He just is. Guile is not a character you can pick up and play. Never has been. I've seen some clownish tournament footage, I've seen some good stuff, too. Anytime I've seen someone play well against Guile they won EASILY. If you play poorly, you get embarrassed. Then again, if you play like crap against Dan, you'll lose that too.

 

Posted by DStroyer4 on May 15, 2009 at 6:32 p.m. #336

"It's really only a matter of time until someone with a clue shows up ..."

Here's how I respond to this. This game's been out for a long time. No new discovery from here on out is going to drastically change the way Guile is played. I can't vouch for everyone, but I didn't come to the conclusion that Capcom messed him up lightly. And it has nothing to do with wins and losses. If you're good, you can roll Dan out there and be successful. That doesn't mean that he's a good character. Anyhow, I have no problem winning, it's the way the matches go and specific situations that seem ridiculous to me. I know he's bad because I can switch characters and beat these same people much easier than I can with Guile. My character usage, just so you know, is 97% Guile. So, simply put, I can use a character that I have only rudimentary knowledge of just as well as Guile. What that means is, players that are supposed to be at my skill level only have similar records because they use characters that aren't full of holes. I just went on-line and won a CE tourney with Ryu (I'm in C2-E). My Ryu usage is less than 1%. All I did was things that I've seen people do to me. Yeah, that crap is so easy that I've never practiced any of it, yet I can do it anyway. I even pulled off the great DP, FADC, Ultra. These matches were my FIRST EVER ON-LINE MATCHES WITH RYU! Zangief and Sagat are probably even easier to use. Oh, and yes, I think Capcom knows this and they did it on purpose. I don't know why they did it, but I think they made Guile garbage intentionally.

 

Posted by Madness on May 15, 2009 at 8:33 p.m. #337

"It can be used in combos for good damage. On the other hand, his Ultra is the worst in the game."

Ok,well like i said it seems you have some people to argue with.Zangiefs weaknesses are well documented..now you're just directly contradicting the guide, if his anti-air game sucks i wonder where everyone else is at...whatever. Reminds me of guys who outright make things up to say noone has any chance of beating sagat. Anyone losing to unskilled Guile is terrible? I trust we have plenty of evidence you regularly win tourneys then? These aren't just any tourneys, they are national from what i know, so if you're better you must be missing out on major money.

I actually use other characters because Guile is almost punishment, simply because his moves and strategies are just easy to do to me. With Akuma or someone else you can choke on a move, make a bad decision and lose to some clown. With Guile there's not really much chance of that happening because his combos are really easy, do good damage..

I could go on and on and on and on. Like i said you sound just like the guys saying sagat is overpowered. I can provide all the evidence possible to the contrary but if Guiles anti-air game sucks and Sagats fireballs are impossible to counter, have fun playing.

 

Posted by MikeyZeroG on May 16, 2009 at 10:09 a.m. #338

Did someone say there is a tournament? Where do I sign-up? I want to see how far my Guile can get.

 

Posted by tom on May 16, 2009 at 12:15 p.m. #339

@ MikeyZeroG
YOU lost already without knowing it.

 

Posted by Zonic Boom )) on May 16, 2009 at 7:21 p.m. #340

Madness you’re totally wrong Guile has some of the best ant air moves blade kick, air throw EX sonic boom. You must really suck you got guile concept all wrong. I agree with you on one point, his super/ultra sucks. Just today matter of fact I got 23 yes 23 wins in a row with guile at Japan Arcade, at an arcade the real test 75% of on line player SUCK. You want to really test your skills go to an arcade if you have one near you. Not bragging but (okay I am bragging) I would say top Guile player in the US. Okay maybe not but to 10 I can guarantee. You want to test, see me at Japan Arcade on Saturdays

 

Posted by MikeyZeroG on May 16, 2009 at 9:13 p.m. #341

I just owned in a couple of Championship mode tournaments, and I'm feeling really good about my Guile abilities. I even picked Balrog by accident for one match, and I killed the other guy's Balrog. Add me and challenge me -- I'd love to see some other skilled Guile players.

 

Posted by MikeyZeroG on May 16, 2009 at 9:14 p.m. #342

I should add, the gamertag is MikeyZeroG (360)

 

Posted by JerseyFame on May 17, 2009 at 11 p.m. #343

Please refrain from quoting me if you are going to misquote me...

"Guile's super move sucks, who cares?"

Thats the dumbest thing to say when making an argument for how good a character is. That sucky super could save me from Zangief crowding, ryu hadouken wake up spamming, akuma jump in death kick, blanka jump in electric game, bison knee pressing, sagat tiger knee spam....the list goes on. Sadly all those pressure tactics are safe because if you block the stun is longer than the startup of your flash kick and they can block what should be an easy punisher, or you die trying to pull it off. Thats terrible. I think game mechanics are what make it a "game" and Guiles game mechanics lack.

So please dont talk to me like I dont know what Im talking about. I put alot of time into that Guide and the techniques are tested and retested in training and in battle. Kara throwing and no recovery moves are the benchmark for shoto wins...Guile has niether and a useless super move...winning is hard.

Fix Guile.

Please read my Guide before challenging my ideas. Thank you.

I am not offending the people who wrote the strats on this page but...i testesd their tactics and found them to be lacking against the tech assaults people r bringing with more "gifted" characters. Guile needs some boosting. Not much but some. Everyone knows it...

 

Posted by ljay103 on May 18, 2009 at 8:09 a.m. #344

@JerseyFame

#322 - get a PS3 we'll play!

Its weird, there are like 8000 GP players out there that get rocked by a 3009GP (mine) Guile, with the tactics I use. My style hasn't changed, its a lot of ground games. I dont care how good a shoto is, they could never figure it out, even if im pokin the opponent, with enough pokes he's done. Sonic Booms, over head punches, air throws, flash kicks. HONESTLY, it has come to the point where I dont use EX MOVES. People believe that you need EX moves to win with guile. Lately I haven't been using it, beat em till they are stunned, hit em' with a LEVEL 3 FOCUS ATTACK. D+LP > D+MP > FLASH > DOUBLE FLASH = PERFECT! either that or i take about half damage.

 

Posted by JerseyFame on May 18, 2009 at 10:27 a.m. #345

@ljay

Nice "home run combo"...

but linking low punch into medium punch is hard....even with no pressure the timing is strict. That sounds like a Gilley combo and frankly everyone cant play at that level. I usually start with the D+MP and go from there...adding that low punch is risky because if you dont time it they can block.

Sweet combo though. I found a few new setups....still testing them. Just trashed a 7000GP Akuma with my 2800Gp Guile...All ground game...

Still, if Guile was stronger...how quickly could you dispatch opponents...instead of taking so little damage they can get TWO revenge meters in one round.

That sucks to play against on a daily basis...but the occasional Sagat I get to trash is worth it.

 

Posted by ljay103 on May 18, 2009 at 10:33 a.m. #346

blah blah blah...

Guile is nerfed, hard to win with him, but everything they have done to tone him down, makes every win more rewarding knowing that you have just whooped your opponent with a character that has been toned down so much, its merely impossible to win.

Turtling doesn't work in SFIV due to special move spamming and FADC's, in which they all do pretty decent chip damage, except for Guile. Dont be that turtle.

 

Posted by ljay103 on May 18, 2009 at 12:07 p.m. #347

@JerseyFame

seriously, like you have no idea how much i stopped using EX moves, if i have to use one i'll use an EX SONIC BOOM, other than that, i dont even try to touch a flash kick. In a cross-up attempt, i usually waste an ultra in desperation just so i can link a flash to a double flash. i dont know, its something about it that's so rewarding. but try it though, choose to play against a RYU, destroy him till he is stunned using throws, target combos, flash kicks, and focus attack, then yeah D+MP > FLASH > DOUBLE, its sweet. feels good demolishing a 8000+GP character like that and getting a perfect. makes you wonder how they even got to 8000GP? not bragging because im just a 3009GP guile. i hate destroying people with high GP's and getting it taken by an E. HONDA that constantly does sumo splashes, the charge time for that is more than forgiving allowing that fat bastard to spam to his heart attacks content.

AND WHY THE !@#$ DOES BLANKA'S ULTRA TAKE HALF YOUR DAMN LIFE!?!?!?

 

Posted by ljay103 on May 18, 2009 at 12:24 p.m. #348

@JerseyFame

i agree with you, i would never use D+LP > D+MP > FLASH > DOUBLE FLASH. i have done it on occasions and i spent like hours perfecting the timing in training mode. but in a real game situation, the only time i use it is when i know that my opponent has like less than 2 percent of damage left, and i just chip it away.

 

Posted by tommyjesus on May 18, 2009 at 10:39 p.m. #349

guile in sfiv is so damn weak.

 

Posted by Madness on May 19, 2009 at 12:57 a.m. #350

"Madness you’re totally wrong Guile has some of the best ant air moves blade kick, air throw EX sonic boom. You must really suck you got guile concept all wrong."

You're an idiot, that's the exact opposite of what i said. Now i have to go across seas to face "real" opponents? rock on.

@Jerseyfame

I already told you i read your guide, so once again read what you're responding to before you respond. I already told you that i don't know how you could think he's weak using him the way it describes on that page. I didn't even quote you, i quoted the page we're on, have you read that? It basically says his supermove sucks.

We'll see what happens, the creators of the game aren't clueless, and neither are the writers of this page. If he gets a buff, fine. If he's fine right now and just waiting for someone to use him properly, i guess i'll just remember names.

 

Posted by ljay103 on May 19, 2009 at 7:45 a.m. #351

@ madness

whats with the hostility? there are people that know how to use him properly. the main thing jersey is pissed off about is how it takes SO MUCH EFFORT TO WIN. RYU can cross up D+MK, D+LP, D+LP, HADOUKEN or for those "advanced players" take out the D+LP, HADOUKEN to a SHORYUKEN FADC ULTRA/SUPER/EX SHORYUKEN. see how easy that was? that usually takes half your life? why doesn't Guile have something like that. I've seen Dhalsim Yoga Teleport in the air, come down with an HP, B+MK, slide, yoga fire. EVEN DHALSIM HAS A NICE COMBO. I know that's where Jersey was getting at. If you are waiting on remembering names, im sure JerseyFame, JLeadership, DBL 168, or myself are names you probably have to remember. Until then, Jersey created a Guide to help people use Guile to relieve the frustration of trying to win with guile that may seem impossible.

And to argue your point about his supermove sucking. his super move is nice especially in NORMAL TRIAL #4. Guile's move doesn't suck at all. Yeah they are weak but when used correctly its not bad at all. Yeah, i had experiences when a RYU would jump in with HK and I land my ultra, but he had enough time to block low just as it made contact. Guile's frame start up for the ultra sucks, but that's just my fault and timing on my part. the super has very little frame start up and can knock a player into the air. Simply linking the super from a flash kick does a decent amount of damage. Maybe its just me but i like playing fancy and dont care much for EX MOVES, the only useful one i like using is the EX SONIC BOOM. the EX FLASH KICK is ok, but im not so concerned with getting a hit, when i can just use a normal move to trade hits.

 

Posted by JerseyFame on May 19, 2009 at 9:15 a.m. #352

@ljay

Dont let that guy get you upset, he is entitled to his oppinion, but i DONT think he listens to the oppinion of others with an open ear. The whole purpose of my Guide is to outline methods that can help you compete against opponents who deal out loads of damage and can dispatch you easily if you are not prepared. Thats the whole point of the Guide, to make you formidable if you are having difficulty and it was also an attempt to make the game fun for Guile players who feel disghusted and upset as to how easily they can be beaten and how few options they have to beat their opponents.

 

Posted by JerseyFame on May 19, 2009 at 9:26 a.m. #353

@EventHubs

I understand you guys are a network and have loyalty to the BIG names in street fighter, but some of us are very smart and intuitive so please shine some light on our contributions to the community. I submitted my Guide to you guys and while recieve a TON of thank yous from Guile players everywhere stating their INSTANT improvements, you guys seem to ignore it. I hope you dont see my Guide as a counter to the strats you outlined, instead see it as battle tested attack plans that will garner you success. There is alot of complaining done on the Guile message boards but for the most part the complaints are simple and obviously going unheard.

for example, I doubt anyone is complaining about Balrogs amazing combo into super capability and invincible frames on the startup of his headbutt. Gootecks video is a celebration of Balrogs capabilities.

Guile sadly, has none of those tech capabilities to combo into his super and his flash kick can be stuffed at will by an opponent who is willing to risk it. Gilleybaba showed us an alternate motion to make it possible to juggle into Guiles super...but frankly there is no damage done. Even when guiles super lands flush it does about the same damage as Kens Fierce Shoryuken. Thats unnacceptable when the competition you are playing against can crush you with one combo that drains half a lifebar. Im still looking for a reason to FADC with Guile and I cant see myself wasting those EX bars when I need them so badly.

Just acknowledge the Guile players out there by posting the Guide as relevant material or lobbying for a Guile buff...otherwise it isnt really a "game" for us.

You must understand that argument.

 

Posted by JerseyFame on May 19, 2009 at 9:35 a.m. #354

@Capcom

Guile is one of the Original new age Street Fighters. His character's story is based on the concept that he is smart,fast AND STRONG. He is denoted as being tough to outsmart and tough to take down.

None of those characteristics show up in his current gameplay. He is EASY to dizzy, SLOW to recover and his super move is usually pretty WEAK as far as damage goes...

Thats not Guile at all.

I dont want an easier to do super motion or an automatic setup for his super. That would make it TOO EASY as Guile would say. Just make him tougher and stronger. Dont make this incarnation of Guile the one that everyone remembers. I mean you even gave his moves to Remy in Street Fighter III, how much more can you disrespect the legend?

He is fun to use and tough to beat. But sadly...not in Street Fighter IV. He is more of a cumbersome trial and thats not fun.

truly yours,

JerseyFame

 

Posted by Madness on May 19, 2009 at 10:16 a.m. #355

@ ijay

The hostility was for the guy who twisted my words and decided it was the very best way to win an argument that never existed, also it's retaliation for what was shown to me when i asked a simple question. I've only had good experiences with him so far, maybe you're just supposed to use his ultra as another player starts up theirs, that way they can't block.

Jersey started getting under my skin because he'd respond to what you said without actually reading it, saying things like "You may think jwong is jesus" or" You should main Guile" or "You should read my guide". It's just really annoying when someone consistantly puts words in your mouth because they can't deal with what you're actually saying.

 

Posted by ljay103 on May 19, 2009 at 10:27 a.m. #356

@ madness

its understood what you are saying...lol see what capcom is doing? guile users are starting to argue. you know GUILE has the most posts on this website than any other character. i was reading the post you had about justin wong using guile and him being ok with him. guile can be good if you play very technical. when i say that i mean air throw characters that jump, jump in w/ block strings, and throwing again, or counter moves with ultra's/super's. you can do that with anybody you know? guile's options are even less limited with the damage that he deals.

true, his ultra is best used to counter another one, but honestly, how fast can a user pull off that motion in the time before you get hit.

 

Posted by Madness on May 19, 2009 at 10:45 a.m. #357

@ ijay

I suggested that the reason i don't think he's underpowered, is because this is really the first time i've played with him since the SNES versions. I could show you the match and you might shake your head, because he didn't play technical with Guile or seem to have really any skill with him at all, yet he comes so amazingly close to winning against a premier player in tourney settings.

All he really did was sonic boom and medium kick,just turtling really, most people on this page probably play better. I just found it hard to argue that a player was overpowered when you can have no knowledge of how to use him and still do that well, so i guess it depends on how you look at it

 

Posted by LJAY103 on May 19, 2009 at 10:59 a.m. #358

@madness

well...comparing him to other games like CAPCOM VS. SNK Series, CAPCOM FIGHTING EVOLUTION, SF EX Series, Marvel Vs. Capcom 2, Street Fighter Alpha 3, Guile was such a beast. They kept him up to par with the SNES version. Almost anyone that used Guile that was skilled, was nearly unbeatable. Then you play SFIV and they toned him down to balance him out and make him beatable.

So you are saying that Guile in the tourney wasnt skilled but still ALMOST able to win correct? Well, honestly I hate watching turtles, I never played that way with Guile. Many believe its the best way, and I wont argue with it, but I dont see the fun in it. Alternately, I play SFII HD TURBO REMIX and its great playing aggressively because they are used to seeing a turtling Guile.

You might think he's overpowered because he ALMOST won with simple moves. RYU can do the same, and i've experienced it in my early matches. When I throw a sonic boom, its countered with a hadou. When I try to jump over i get shoryuken'd. That was my earlier matches and it sounds like the video you saw with Guile was the same way. Justin probably knew how to charge Guile really well and probably counter jump-ins with a flash, air throw, lp, or d+hp. I just dont think he has much power.

 

Posted by TruGuile on May 19, 2009 at 11 a.m. #359

@madness

Dont try to paint Jersey like he attacked you. read those previous comments he had people flaming him when recently he is number one contributor...now u wanna play victim. You were pretty vocal earlier and made some harsh statements like people r gonna sit there and take that. You keep floating this Justin Wong boat. He is a national champ, him "not playing so well" with someone is like an average player playing his best. That argument doesnt work thats why Jersey refuted it!! Duh!!

Besides..what actual strategy or proof are you using to support this "guile is good" argument? The other guy is bringing facts.

 

Posted by Madness on May 19, 2009 at 11:18 a.m. #360

@ Tru

That's not what happened. Read, comprehend,respond. See how annoying this is? "Omg i don't know what im talking about or what u sed, but ur wrong!" Jersey didn't refute the argument, he didn't even address it. He thought i was saying something completely different because he also fails to read what he's responding to.

Anyways, back to constructive conversation..

@Ljay

Yea, that's exactly what i thought. Maybe compared to former versions Guile seems alot weaker if you've been playing him all this time, but if you're objective and not comparing him to other versions, he's fine? I could be wrong, and if i am i think the developers will see that they were overboard with their "balancing".

The match i saw was basically the equivalent of a ken fighter just tossing out random dragon-punches(since that's what newbies play him like) and still coming that close to winning a high level tourney final. It was painful to watch for sure, but it's doubtful someone with more knowledge of the character wouldn't have won is what i'm saying.

Only time will tell

 

Posted by JerseyFame on May 19, 2009 at 12:06 p.m. #361

@madness

wipe your tears man. dont be so sensitive. I gently disagreed with you, I didnt even go in on your scrawny ass, I kept it cool. But since you keep using my name lets review.

"@madness the first sentence of your comment nullifies your opinion friend.

Justin Wong isnt a benchmark for Guile capabilities. Im sure you consider him Jesus when it comes to Street Fighter but where do you draw your opinion from? All the complaints about Guiles gameplay come from experience and research through countless rounds and situation study. Throwing Wongs name around does not counter our educated summation of Guiles skills in this game."

So if you consider the J. Wong comment a ribshot to your pride, sorry but toughen up cupcake. Im not here to lick boots. I want my fav character upgraded. thats my mission. the rest is fodder to me. For anyone who thinks I attack people here check comments #324 n #325 its just friendly convo taken personally by one party.

If I said anything wrong in that paragaph,find it and ill hug you and apologize. I didnt mean to upset you.

So lets stop being wimps for a minute and be honest with each other. Anyone saying that Guile isnt weak in clutch situations hasnt found himself(or herself since we're being sensitive and later i know someone will flame me for ignoring female players)in a clutch situation that often.

But from double backdash distance jump-in distance I dont want flash kick failing. I dont want balrogs headbutt passing through my ultra like it never happened. Otherwise let normal flash kick do the same thing. I dont wan Ken kicking me out of flash kick. I dont wanna be dizzy from taking 7 consecutive hits in a crossup game, when I can land 10 and my opponent is still not dizzy, I dont want my throw whiffing at point blank when Ryu and ken are kara throwing me around the screen. I dont want flash kick taking an hour to recover when EX hurricane has like 1 recovery frame even though Ryu just spun 40 around times. I dont want my super move freezing people in the act of punching me and then when it executes they can block.

No. Fix those issues and give Guile a strength boost to normal. Make the other players have to "respect" Guile. Thats all. Fin.

 

Posted by JerseyFame on May 19, 2009 at 12:12 p.m. #362

p.s. please stop being so whiny on these message boards lets compare ideas and standpionts as aggressively as we want as long as there is no flaming and namecalling why is anyone getting upset. Cmon man this is street fighter we are talking about, not My little Pony.

 

Posted by tom on May 19, 2009 at 12:34 p.m. #363

hahahahha jersey fame tells it all.

i dont know what to add but i think he named it all about why they made guile so bad! and why his flash kick take so long to come down compare to hurricane and tiger knee.

i thought maybe one of his super OR ultra should be a charge move like *2back, forward, back forward PUNCH or something.

 

Posted by Madness on May 19, 2009 at 12:37 p.m. #364

..Why am i scrawny? You're saying i'm crying but you were the one being emotional from the start, that's why nothing you're saying makes any sense at all. Before i read the rest, i hoped you actually read what you responded to this time and said something intelligible.

Strawmen are offensive, noon said jwong was jesus but if you're a super tuff atheist i can see how mentioning anyone above you in anyway causes you to lash out childishly. Did you respond to the ACTUAL argument yet? Ofcourse not, schools not out yet.

Yea, lets FINALLY be honest. Have you watched the video? Do you know who was playing? Do you know how they played? Do you have an explanation for how someone can play so badly and still do that well? No? Shut the hell up then. You made a good guide, and i'm still scratching my head over how you can have THAT much trouble if you play the way the guide outlined.

Did you read the comments on other pages? Assuming reading is your strongsuit, you'd notice that lots of people who play other characters have problems with Guile. To date i haven't seen anyone complaining about how Dan is hard to beat seriously, so why are they having trouble with Guile if he's a joke?

If you can't grow up and respond sensibly then get your big brother to do it, i'm tired of arguing with some kid trying to make fun of me when i have to hold his hand and explain why what he's saying doesn't make sense.

 

Posted by ljay103 on May 19, 2009 at 1:32 p.m. #365

hmmm i have read the other pages and frankly, some people do have problems with guile, simply because not many people use him effectively. the ones that do use him effectively complain about guile, but they dont realize how "low-tier" he is. people dont usually complain about alot of characters because no one uses them ex. guile, dan, rose. people eventually stopped playing against ryu, ken, sagat, akuma because EVERYONE uses them, and knows how they play.

 

Posted by TruGuile on May 19, 2009 at 1:32 p.m. #366

@Madness

You just got owned! ahah my little pony! ahaha! Ive seen Jersey play at WCG. He is good and aggressive and he based his Guide off some of the experience he got from that tourney and tested some of his strategies there. Funny thing is, hes a cool dude and he even got interviewed by the host after his final loss and gave props to his opponent. So I dont think he attacked you, I think he just schooled you. You still talking about Justin Wong...like how he plays has any bearing on the facts Jersey keeps bringing up. Guile gets stuffed when he shouldnt and his super is useless!!!!Thats the issue, You dont even know the issue. It was being spoken about before you ever got here and started saying the opposite, just read comments previous to yours. You are being a distraction and basically throwing names around man. You mad!

@Jersey

Yo I dont win nearly as much as I should but your Guide brought me some extra dubs...especially using that Air Throw trap as a fall back game...I still cant get away from crossups. I tried your escapes but I thumb fumble alot. I need an arcade stick!!

I also tried to do that alternate motion Gilley shows on his page but it doesnt come out for me. I blame the xbox controller, hahah!! No seriously I wish he had double quarter circle movement.

It baffles me that you dont use any supers at all! You beat that Sagat at WCG without using it once. I guess we should ignor his super move altogether then huh? That blanka kicked your ass though, lol j/k!

 

Posted by Madness on May 19, 2009 at 1:41 p.m. #367

@ Tuguile

None of what he said made any sense as usual, and you agree with him because you also have no reading comprehension. I never said he attacked me, I said buddy has no idea what he's responding to and it's annoying having to educate the kid on the words he's using while he mouths off.

For example,saying that your specific character needs a buff sew badly when i've seen in various instances that he doesn't can easily be considered whining. Your being a nuthugger doesn't change that fact, just like it doesn't change the fact that you still don't have anything intelligent to say.

 

Posted by JerseyFame on May 19, 2009 at 1:43 p.m. #368

@Tru

First off...can we stop bickering please...now to respond to your comment.

No. Dont ignore his super...just trust that you can land it. Pull it when it needs to be pulled.

When you get kicked out of it or worse yet, you get trumped by another characters EX move like your super isnt active on the screen....come here or go to Capcom-Unity and ask for a tweak for Guile. Till then you are gonna win some and lose some...but sometimes you lose when you shouldnt and thats my problem...not because Im struggling with Guile but because I drop matches I shouldnt. In high level play every round counts...and Guile needs some tweaking before its "balanced" like they claim. That blanka kicked my ass cus he used a short arc to jump in on me and kept shutting down my flash kick. I use crouching fierce in that range now, but it doesnt score a knockdown and has less of a payoff if it doesnt get shut down as well.

Why do you think Im so involved in trying to get him updated? Guile is the man, but just like his title says..."You lose, you leave."

 

Posted by Madness on May 19, 2009 at 1:47 p.m. #369

@ ijay

I dunno, i've seen on a few other pages players complaining and asking for advice about how to defeat Guile and how hard he is to beat. If the character sucks you just don't see that, and tier doesn't really mean much to me in this game for reasons i'm about to explain. Guile should be excellent against Balrog, but according to the tier list he isn't, and a few more characters should be very good against sagat but aren't. It's just because people haven't learned to use them yet, cammy should be high tier but she's near the bottom for this reason.

Like i keep saying, if he gets a buff that's cool, but i don't see why people need to keep bringing up the super or the flashkick, or saying that Guiles anti-air game sucks. The guy has weaknesses, deal with it or play someone else

 

Posted by TruGuile on May 19, 2009 at 1:54 p.m. #370

@Madness

ahaha you mad! literally ahahaha If he doesnt make sense how did you read his Guide...u mad! If youre Guile so good then why you even concerned with this thread. You dont need any tips or hints, so dont knock one of the main guys giving them.

@Jersey

I started using that crouching fierce, you dont even have to squat all the way down to launch it. You can just press D+FP and he will do the uppercut. Maybe that will get you more scores with it. That blanka had your number he was using that EX roll and curving it so you didnt know which way to block, haha tricky sh*t! It was a good fight but he beat you fair and square.

Ill go practice that super motion, but Im feeling the guide and dont worry about these haters...if theyre so good they should write their own Guide cus yours rocks...true story.

 

Posted by Madness on May 19, 2009 at 1:59 p.m. #371

Once again, no reading comprehension, look up the word. His guide makes sense, his arguments don't, cry more. Yea, i came here to see what the site had to say about Guile, unlike you i actually read it. I saw lots of guys complaining about how Guile sucks because you can't play him the exact same way you've been playing him all along. Why are you here? Games not working out how you want so you have to pretend you're winning net arguments?

 

Posted by JerseyFame on May 19, 2009 at 2 p.m. #372

@Madness

lets try to communicate son,

Balrogs anti air has a ton of invincible frames on startup...

Guile anti air can be stuffed on startup....

Edge: Balrog

Balrog has a move that brings him forward and passes through projectiles for a damaging hit.

Guile must counter or avoid projectiles but cannot pass through them to score.

Edge: Balrog

Balrog can combo into his super a number of ways...that are practical in a fight

Guile cannot combo into his super in a practical safe manner. He has only 3 ways to juggle into his super and they are MEGA difficulty

Edge: Balrog

Balrogs super move will deplete half your life bar if he catches you flush and that means he can pass through a projectile to squash you

Guiles super move is weak...passes through MOST projectiles but if you are at a double dash distance, the first hit connects, your opponent can recover and block the rest.

Edge: Balrog

Guile can kick

Balrog cannot

Edge: Guile.

Balrog is higher tier...the end.

Is that ok? Was it cool for me to say that or do we have to bicker?

 

Posted by Madness on May 19, 2009 at 2:05 p.m. #373

@Jersey

If you want to communicate with me then go back to the very 1st thing i said to you, and actually try understanding it this time. Noob Guile goes up against pro balrog and almost wins..did i already say that? Did you read it? Can you read this? Do you need a link to the video so you can see what happens and rest your reading muscles?

Why in the hell are you still on about the super? The page said it sucks before any of us could even post..Jeeze man.

If you seriously can't read and understand this, just let me talk to Ljay. I've been saying the same damn thing the entire time and you still don't get it

 

Posted by ljay103 on May 19, 2009 at 2:08 p.m. #374

@ madness

i haven't experienced seeing a good cammy. she should be low-tier. if you read cammy's page on here, they explain how much trouble she has with guile and that guile is "cammy's bane".

@jerseyfame

i should finish a couple more characters by friday....i sent you c.viper-fei long. make the changes you want to with fuerte if you wish.

 

Posted by TruGuile on May 19, 2009 at 2:10 p.m. #375

@Madness

You just said...

"Like i keep saying, if he gets a buff that's cool, but i don't see why people need to keep bringing up the super or the flashkick, or saying that Guiles anti-air game sucks. The guy has weaknesses, deal with it or play someone else"

Thats the dumbest sh*t I ever heard. Why would a characters moves be his weakness...WTF?????

Thats why everyone wants him fixed, you nimwit. His super should be something to count on not his Achilles heel...and flash kick should be invincible like Balrogs...I dont care if it gives him unfair advantage...Ryu, Sagat, Akuma and Zangief with his command throws have unfair advantage!!!

AND...

you got schooled again by Jersey with the list of reasons why Balrog is higher teir! You are on a losing streak bro.

 

Posted by Madness on May 19, 2009 at 2:12 p.m. #376

@ljay

Hahah yea i read that, and it also says her supers and combos are devastatingly powerful, and a bunch of the people posting on that page are talking about how she ought to be high tier. Having a weakness against Guile is an honor imo, and balrogs page says that he has a ton of trouble with more defensive characters too, like Guile.

The page says she's hard to play, like cviper is hard to play, but someone figured out how to play cviper so that's probably the only reason why she's higher tier.

 

Posted by Madness on May 19, 2009 at 2:18 p.m. #377

"Thats the dumbest sh*t I ever heard. Why would a characters moves be his weakness...WTF?????"

/facepalm. How old are you? It's dimwit not nimwit, it's a small word you should atleast be using properly. His moves are only a weakness because of how you're using them. If someone is crying about how kens fierce dragonpunch isn't invincible it's because they are a noob and haven't learned that it's to be used OFFENSIVELY.

Yea, all those guys are overpowered rite? The games not easy enough, capcom has to dumb it down so guys like you have your cupcakes, just like i have to dumb my posts down.

 

Posted by JerseyFame on May 19, 2009 at 2:21 p.m. #378

@Madness

because...for all the time i invested in researching and playing Guile at the level I play him, I want his super repaired. Otherwise i will struggle when I shouldnt. I outthink and pressure my opponents. Watching them slip away from me with game mechanics that work in their favor pisses me off. You piss me off because you dont even know why Im arguing with you. You dont even know the matchups. Your pressing me to watch a video, when I live and breathe it. Screw your video kid.Like i said before, it could have been Muteki Guile, it doesnt matter, the facts are facts!!! thats why I cant listen to you. You are telling me to ignore a failing super and be happy I can win. Im saying I play to destroy and when I lose even a round to a scrub because he stuffed a pre planned flash kick or he ex uppercuts me out of Flash explosion, i wanna break my xbox...You make me wanna break my computer with your "one video i watched" theory. get bent.

@ljay

Dude I usually come here to talk strategy and socialize with fellow Guile players but this dude annoyed me, Ill make the updates to the Guide and add them this weekend. Thanks for contributing man...I hope that super gets a fix though...so we can shut these shoto clones down. If i lose I want it on an even playing field. Period. Ill take my loss like a man.

 

Posted by TruGuile on May 19, 2009 at 2:26 p.m. #379

@madness

nimwit - A slackjawed moron who self righteously complains and whines about "difficult" things.

Look it up A*SHOLE. Now we r talking about Ken...this is Guile forum and the arguments presented are legit except for your "Jason Wong can use him sloppy, so hes good" argument.

Lets see how many tournaments you win. I bet i could destroy your Guile in a mirror match...but I wont even play against a clown like you. Id slap you if i ever saw you for disrespecting son. Watch your mouth.

 

Posted by Madness on May 19, 2009 at 2:27 p.m. #380

@ Jersey

So the truth finally comes out. His one move sucks, the move they tell you not to rely on, and because you don't listen, this character sucks altogether.

It all makes so much sense now. I mean, why should you have to adapt right? Why should you have to leave that move alone?

It's not a "one video theory", it's that anytime i play guile i sure as hell don't feel weak, and every single time i see a semi competent Guile in competition he wins. That particular video just shows how wrong you are. You and your bandwagon claim the guy sucks if that happened to him, but why is he on the main page right now and why do people feel he's worth interviewing?

Goodluck getting a buff with the argument you just made really, and i mean that, because i don't think capcom is going to be convinced enough to do anything but maybe a minor reduction on the startup of his ultra.

 

Posted by Madness on May 19, 2009 at 2:30 p.m. #381

@ tuguile

http://dictionary.reference.com/brows...

...The irony is astounding. Umm...when was i "whining" about difficult things? Sounds like you're on my side really.

 

Posted by JerseyFame on May 19, 2009 at 2:33 p.m. #382

@madness

What do you mean one move????

I been saying his super sucks since february....i dont need eventhubs to tell me that!!! Maybe you do...but I play street fighter for myself I dont live through someone elses video I watched!!! On top of that I never said GUILE SUCKS, you said that chump!!!! I said hes good and Ill show you, so I wrote a Guide to prove hes good...but why should i miss out on the joy of crushing people with a supermove because someone already told you not to use it...youre crazy man!!! You argue for arguments sake instead of agreeing when you know im right.

AAARRRGGG!!!! Where do people like this come from...if he wins the argument he proves me right....GUILES SUPERMOVE NEEDS TO BE TWEAKED!!!

do u listen to yourself????

 

Posted by TruGuile on May 19, 2009 at 2:37 p.m. #383

@madness = nimwit

youre whining about losing a difficult argument to Jersey who you are proving more and more correct with every one of your words...its guys like you that tip the boat.

You say ignore his super, Jersey says fix it, you call jersey a fool for asking for it to be fixed, when you admit its useless....so how is he wrong for asking for a FIX?????

and noone said Guile sucks around here, maybe some frustrated people from earlier...but Jersey never said that and I damn sure didnt. All we said is he needs a fix...you dont listen and Im done with you. Wipe your mouth you got some bullsh*t on your face.

 

Posted by Madness on May 19, 2009 at 2:37 p.m. #384

Jersey, his super is one move isn't it? I mean...

Lol i said Guile sucks?! I'm pretty sure i've been saying there's nothing really wrong with him this whole time...so there's that reading comprehension thing again.

Like the freaking supermove is the only downside to his game really and you think i'm agreeing with you for saying it sucks? lol. Whatever man, like i said, goodluck, and thanx for putting a smile on my face.

 

Posted by JerseyFame on May 19, 2009 at 2:38 p.m. #385

@truguile

Amen, Im done gonna go actually play the game and come up with more useful info, instead of knocking guys who contribute.

 

Posted by Madness on May 19, 2009 at 2:39 p.m. #386

Truguile

That's not a real word, learn to speak english. The argument is "difficult" because you can't understand anything without it being dumbed down and explained to you.

Grow up, stay in school.

 

Posted by jleadership on May 19, 2009 at 4:20 p.m. #387

Now kiss and make little guiles.

 

Posted by jleadership on May 19, 2009 at 9:01 p.m. #388

Does anyone wanna come over tonight n play with me? cause i'm hungry for some d1ck in bum hole!!

Teehee =P

 

Posted by DStroyer4 on May 19, 2009 at 9:44 p.m. #389

I think you guys need to go back and read the statements your names are attached to. There's so many people pretending to be other people it's hard to follow the argument.

 

Posted by JerseyFame on May 20, 2009 at 4:50 a.m. #390

@Capcom

One move being weak is more detrimental to a character that has a total of 3 moves than say a character who has 5.

Id like to thank my friends on this page who also brought attention to how weak Guiles Super Move is and how risky it is to pull it. I suggest making the execution of the move much faster and making the last hit of the move, which is the final flash kick, more damaging. If that last kick inflicted legtimate damage the super move would be worth its trouble. That way if you use it as an anti air, there can still be a payoff AND if you catch someone flush with it, you can severely punish them for a major payoff. This will make the gamble of pulling Guiles super move worth the trouble.

Also guile should be extremely difficult to dizzy since he is characterized as being tough and hard to knock out. I believe his Stamina and dizzy resistance should reflect this.

For the record, I have good success with Guile as is. With that being said, I have seen the inconsistencies in his overall game and he is in an uphill battle the majority of the time. Its one thing to dominate an opponent who is unprepared but a talented enemy who pushes a match to the last hit is hard to beat when your super move is a liability and you lose in hit trades while your opponent enjoys the luxury of being able to withstand more damage than you can. In a game where talented players are pushing higher tier characters to their limit, I dont see the potential for Guile "as is" to be that good or formidable. He just cant deal out that level of damage. Forcing Guile to strike so many times, while gimping his flash kick, makes him a punching bag at times. When your opponent makes a major mistake, you should be able to vanquish them with your super move...sadly Guile needs near perfect conditions to land his super, and even when he does the damage he inflicts is mediocre at best. Correcting these things about Guile wont make him unstoppable, it will only make him just as difficult to defeat as a great Ryu or Sagat or Balrog player. Frankly, Guile should be that good. He is one of the original new age Street Fighters(Street Fighter 2) and his gameplay should reflect his experience, toughness and character.

Guile = tier C or D is sad

Guile = tier B is reasonable

Please update for the history of the character and his attributes as a strong, toughman.

enthusiastic fan,

JerseyFame

 

Posted by Anti Shoto Mojo on May 20, 2009 at 11:29 a.m. #391

I second that.

 

Posted by Madness on May 20, 2009 at 11:52 a.m. #392

Hmm, you really think just changing the super would do that much for his game? Pretty deep

 

Posted by JerseyFame on May 20, 2009 at 12:55 p.m. #393

@Madness

Yeah, It will make him have that..."One mistake, you lose" aura, that alot of the other characters in this game have.

Ex #1: Blanka - When he has an ultra you cant be bold in jumping in on him or pressuring him ofr the win. One false move and he can initiate his super, basically freezes you in mid action and crushing 55% of your life bar if he has full ultra.

Ex #2: You can battle a dash cancelling Ryu who is trying to zone you and one foolish jump in, BANG...you are uppercutted and then hit with Metsu hadouken crushing 45% of your life bar. Pretty much a lost round after trying your best to avoid that setup. One mistake, youre out.

Ex #3: Bison...You get over aggressive and go for target combo, Bison initiates super move....starts to chop your life bar away and then BOOM! final chest stomp removes the last large block of life you had left. 1 error, round over.

This is all considering you have lost about half of your bar fighting well in a match against a good opponent and now you are at the "end game" trying to put them away.

If you reverse this situation...its pretty safe to jump in on Guile or "crowd" him ftw. Worse comes to worse they throw a foolish hadouken or something and you initiate flash explosion...then you have a list of negatives...

#1 if they have half life bar left and you catch them in the anti air version, you get a 3 hit that hurts less that a EX hurricane kick.

#2 you land it but your out of range, so you get first 4 hits pushing them back further, they are out of range and block the rest of your super or worse.

#3 you land it flush, but damage done will not make a significant impact on half a life bar. You may only remove 25% of what they had left. Round still going.

I win mostly by playing my regular ground game all the way through, my ultra is a wild card or afterthought. I just want it to be a threat...so that my opponents will have to have that same fear of the "One mistake, you lose" aura everyone else has.

 

Posted by tom on May 20, 2009 at 12:58 p.m. #394

@madness

YES!, yes it would. and its not JUST his super is its FLash kick also. I hate the idea of EVERYONE has a super and ultra and CAN use it, while GUILE have it and CANT use it.
guile flash kick should have invisible frame at start up. i hate it when i see a Full animation of a flash kick comes out but get stuff because its weak!!.

guile moves are sonic boom and flash kick!> not to mention NO cross up. that low kick jump JUST doesn't work. it whiffs or get BLOCK all the time. if it get block its not a cross up in my opinion.

 

Posted by Madness on May 20, 2009 at 1:13 p.m. #395

I really think you rely on that move too much. I was trying to figure out for awhile how you weren't dominating with those strategies and like i said yesterday i've found my answer.

Depends how you look at it. You look at it as "One mistake and i lose" and i look at it as "They only have one chance to win".

You guys rely alot on anecdotal evidence, but since you're talking about the super mostly as the reason Guile is underperforming i guess that's safe, as most people will agree that it's subpar.

The same way some people here complain about Guile being knocked out of his ultra, he can do it to others as well, and those people could easily have been getting destroyed the rest of the time by a well played Guile so it's probably even more frusrating

 

Posted by JerseyFame on May 20, 2009 at 1:20 p.m. #396

@Tom

crossups can be "Psychic blocked" (copyright JerseyFame)

A psychic block is basically walking forward because you know an attack is meant to land behind you...thus you automatically block. I wouldn't attempt to crossup with guile anyway...what do you do after the first hit connects? You gonna jab or medium punch into flash kick? Good luck...you may eat a shoryuken for trying that since they have like no startup for that move.

Yesterday a ken jabbed at me, I initiate super and while the screen freeze for my dramatic animation began I watched as his fist recoiled only for him to instantly start a Super move of his own in the instant between his jab and my super startup. How is that even possible? I just chalk it up and say Ken has "magic". Of course my super got stuffed and I lost that round. The counter and reversal quality plus his high revenge meter made that move devastating to my 55% of life left.

I want Guile to have some "magic" and lets see how far that scrub button mashing gets when we can pull off the same hi jinx. What a day when the tables will turn!

 

Posted by JerseyFame on May 20, 2009 at 1:37 p.m. #397

@Madness

Noone rely's on ultras unless they play to lose. Thats in my Guide. I think you dont understand where we r coming from at all. If you have an ultra, you should be able to count on it. Like Ryu counts on his, like Ken counts on his...I mean crap like Rose counts on hers.

Unfortunately, I push using the ultra out of my gameplan all together and i dont struggle for the most part, I just realistically know that when I have the chance to put someone away and I cant, its crippling but not defeating. So I win some and lose some hence my 59.98 winning percentage in 2100+ matches.

The power of a Ryu isnt in his hadouken spam or uppercut zoning its in the respect he garners. You know good and well you cant rush him down like a fool when he begins to turtle. The match becomes a trial for you and a patience game for him. You know if you mistime a move or slip up, his ultra is gonna make you a memory. He knows that if he plays his cards right he can rush you down for some heavy damage if he manages to break your defense and he also knows that he can jump in and kara throw or crossup spam because flash kick fails in the short jump in arc range 4 out of 10 times. Lastly he knows chances are you may not pull your ultra and if you do he has a great chance to stuff it or block it. Knowledge is power and the 10,000+GP guys know it.

If opponents had to REALLY respect Guiles Super and flash kick, the match would come down to the better player instead of the guy with the sharper tools. If the game is balanced everyones tool should be equally sharp.

Thats the heart of this debate. I cant really explain it better. If you still disagree, I call a truce. Think what you will, but I know Guile would be higher Tier and more formidable with those changes made.

 

Posted by Madness on May 20, 2009 at 1:57 p.m. #398

"If you have an ultra, you should be able to count on it."

Well fair enough, i see that, but i'm just saying Guile doesn't need it at all.

I mean i don't know what kind of proof i need. If a Guile is patient and not looking to kill you in one big move, he's no joke and other people certainly respect him or they are soundly defeated. Instead of one option that always works for jumpins, he has many for different situations so that it's not as easy. You have the anecdotes to back you up, i have my anecdotes plus the page we're on, plus about any video i can find the Guile player loses because he did some really dumb things. Dumb things like suddenly forgetting to block ever, trying random jumpins, failing to punish missed moves with...anything, throwing out random flashkicks...

Guile doesn't have a secret sharp knife that he pulls out in the form of an ultra, he seems to just have the advantage over alot of characters up until you get there. But, it's pointless having a super or ultra that do pathetic damage even when they hit.

This is going to be what capcom looks at also. I don't think they are likely to be swayed by anecdotal evidence, because anecdotal evidence may not have anything to substantiate it's validity. They can't look at tiers either, so what will they look at? They can't just throw a bone to anyone who complains about anything, especially if they decide to do research on HOW people lose with Guile and see what i've seen.

I guess i'll keep looking. Not like i'll complain about a buff to the super or ultra, i just don't know if it's likely to happen from what i've seen here and going by my experiences with some developers.

 

Posted by JerseyFame on May 20, 2009 at 2:12 p.m. #399

The evidence appears multiple times...thats its validity. Its the norm not an anomaly, but i said truce, I cant argue this anymore.

Flash kick shouldn't lose to a jump in when its THE PREMIER anti air attack besides the patented shoryuken, its just uncivilized. You dont see balrogs headbutt losing to anything on its startup, yet flash has openings at the very beginning and the end of its animation. That sucks when you need the move because charging is apart of your game.

Flash Explosion should not be "beatable" by a normal move. It loses to EX messiah Kick EVERYTIME and you can still be jump kicked out of it. Just try jump kicking Ken out of his Ultra...I dare you, go for it!

Lastly it should do some major damage. It has a supremely difficult motion just like Vegas Bloody high Claw but doesnt hurt as badly on average, so the payoff sucks for what should be the Ultimate move in your moveset.

Who can argue with wanting that repaired? Even you said it yourself, you wouldnt complain about an update. If thats true, why work so hard to counter it. Id love to see the look on peoples faces when they get smashed with all the hits of the ultra no matter if they jump in or get caught flush. Id like the look even better if it erased half their life bar for allowing me to land it.

Im sure some of those developers can understand my logic, I know they can. Im not asking for them to create openings for easy juggles or boosting Guiles strength to E Honda proportions...Im just saying please make his special moves "special".

Guile ftw!

 

Posted by jleadership on May 21, 2009 at 12:06 p.m. #400

Now I have a fan. I haven't posted in a while Jersey, I have been buisy trying to keep the tourneys organized.

It's me we are both from the same part of jersey.

 

Posted by JerseyFame on May 21, 2009 at 1:02 p.m. #401

I couldnt figure out how to schedule myself for a slot in the tourney dude...btw there is a SF4 tourney this friday at 40 journal square 4th floor...you should come by. Starts at 12:00pm

 

Posted by jleadership on May 21, 2009 at 4:05 p.m. #402

Damn Work!

 

Posted by jleadership on May 21, 2009 at 4:08 p.m. #403

Where do you go to find out about these tourneys?

 

Posted by JerseyFame on May 22, 2009 at 10:57 a.m. #404

Yo Jleadership it was the WTA tourney (Winner Takes All)

It was pretty intense. I remain champion....some more competition would have been nice...my Guile thrashed through these guys pretty handily. Its not a high publicized tourney but there is comp, just not good enought to beat me today, lol.

 

Posted by Guile Trainee on May 23, 2009 at 1:37 p.m. #405

Heya!

I just wanted to make a short statement for those who plays SF4 online, if you are to really get into it and go for the upper classes, LEARN TO BE CHEAP!

I've been playing in G1 for a few days (I'm Ranked E with 15000~) and I got to say, never have I seen such foul, cheap and overall abusive gameplay... So if you are to compete in the upperclasses on the Xbox360 version, I suggest you start training those cheese tactics...

 

Posted by Guiladge on May 24, 2009 at 6:48 a.m. #406

Hey, I have been working on the challenge trials, and guiles got 1 sneaky 1 which is a bit of a poser:- his normal mode 4th challenge, the last part, you do a jump HK, MP then charge into flash kick, into super... I mean, I know if u charge then u can cancel into super like with chun li fireball to ultra etc but does charging the flash kick with down back charge the super? Any1 who could give me a hint it wud probably save my thumb from the repetitive stress of trying to charge a flash kick and then a super...

 

Posted by Madness on May 25, 2009 at 11:28 a.m. #407

Yea ok, about that ultra.....

I just spent some time in practice mode, and i've gotta say it's not half as weak as you guys are making it out to be, and remember this is with REAL numbers and not anecdotes.

When you are flush with another character, or you hit with the full 9 hits, that's 503 damage max, or over half the life of a player assuming he has average resistance(1000 points).

EVERYONE has a slow startup, and that's the key in how you land flush with Guile's ultra. Against Sagat, you can consistantly score all hits if you can execute it as the first tiger knee is about to land ontop of you, Guile has the priority here. Against balrog or feilong, you can start to execute it near the end of their animations and you win them out.

Against a blanka it's must better to knock him out of his ultra using EX flashkick/jackknife, make sure you don't execute it until blanka is about to land ontop of you or you will trade hits.

Blankas ultra only does significant damage if you're hit while he is rolling on the ground btw, so if you're hit in the air it's not going to do very much damage at all unless you get knocked into the rolling part.

So, capcom probably knows that and i wouldn't count on seeing much of a buff to it. Also, if you're having trouble getting a flashkick to"anti-air" someone consistantly, try executing it so that you actually hit with the flash, it's very consistant. If you have no choice but to use the flashkick when a fighter is very deep, use EX flashkick and it should always win out.

Guiles regular flashkick does 10 points less damage than tiger uppercut, so don't say it's weak.

 

Posted by Madness on May 25, 2009 at 11:34 a.m. #408

Also, i use the madcatz 6 button fightpad, so if i can consistantly do that super when it has the most difficult motion in the game, the instant i need it to counter, the fightpad must offer wicked control.

 

Posted by Guiladge on May 25, 2009 at 12:19 p.m. #409

Can any1 help me with the last combo of guiles level 4 normal trials? I explained above and its really starting to vex me, can someone who's done this challenge give me a hint about the charging?

 

Posted by Guiladge on May 25, 2009 at 12:37 p.m. #410

My bad! Just saw the link. Tricky motion, awsome whoever discovered that though... killer move.

 

Posted by ljay103 on May 26, 2009 at 7:29 a.m. #411

@Guiladge

yeah its pretty sweet, love doing it to guys who cross up or when they are stunned. I usually link a flash kick to double flash, to end the match. if they are stunned, i'll do a FA D+MP FLASH DOUBLE FLASH. ITS AWESOME!

 

Posted by tommyjesus on May 26, 2009 at 12:26 p.m. #412

someone help me!

i constantly get crossed up and my flash kick gets canceled so easily by a ryu jump in. when i use crouching uppercut, i still get hit most of the time.

any suggestions?

 

Posted by ljay103 on May 26, 2009 at 3:39 p.m. #413

@tommyjesus

i hate cross ups. not to sound like a jerk but you have to use Guile in a manner that you dont let them get close enough to cross you up.

when they jump over you, immediately hold the direction in which guile is facing. when they jump over, guile will reposition himself and block. standing LP's will either trade or overtake a cross up happy character (ryu/ken etc). jump back and hit HP you will trade hits.

flash kick will work on a cross up, but you will get trade hits. example ryu does a jumping MK, as he jumps, charge DOWN, you'll get hit with a jumping MK, but once you do, hit UP+K. as ryu attempts a crouching LK or LP you will trade hits but also knock him down.

you should also be able to anticipate a cross up and flash kick before he even jumps over you. if timed right, you can get him as he lands to finish the combo.

cross up sucks, but with guile, you will have to sacrifice trading hits if you dont want him to get the full combo.

try doing an AIR THROW as well.

AVOID CROSS UPS ALTOGETHER BY THROWING SONIC BOOMS, JUMP KICKING, AIR THROWING. ZONE ZONE ZONE, IF YOU DONT ZONE, PLAY A NICE GROUND GAME!

 

Posted by Madness on May 26, 2009 at 7:05 p.m. #414

Anyone have any success with moving slightly forward and then crouhcing jabs to counter a crossup?

 

Posted by JerseyFame on May 26, 2009 at 7:13 p.m. #415

I find I can handle the crossup by continuing to be the aggressor. Usually they can attemt the crossup because they have knocked you down. The more advanced players know that we are aware of that tactic. So instead of going for the crossup right away they like to take a position.

You have to hold an invisible space in front of you about 1 dash distance hostage.

You have to make them wary of approaching that vacinity. Use backnuckle to command that area then they will have to be resourceful to get into position for a crossup.

Playing this way will minimize crossup attempts. The question is how will you defend that space.

I am not a perfect practitioner of that strategy but I attempt it. Crossup opportunities happen less and less...Im taking away how they hope to win.

They will try and be resourceful but once they start that. They are playing your game. Remember that.

 

Posted by JerseyFame on May 26, 2009 at 8:51 p.m. #416

New Development on fighting Rufus.

I just beat a decent Rufus today.

i have 3515GP and He had 6168GP.

The fight went as predicted. His game was based around finding a chance to begin falcon kick spam. I used ground game to hold him at bay but eentually he cornered me. My Ultra failed and got trumped by EX Messiah Kick as expected, I only initiated it to trade hits so that he couldnt finish the corner trap combo on me.

but...

Late in Round 3 he attempted the ex messiah again, but this time I did the Super. It completely smashed his EX messiah kick. I went on to win the round and the championship.

Im gonna say that the super beats EX messiah but Ultra loses based on battle tested experience. If ever in the situation I recommend launching your supermove regardless, whether it be ultra or super. Simply because you will trade or MAYBE win your way out of the corner.

Being cornered by Rufus is bad, but you have to remain offensive. Turtling is making it easier for him.

 

Posted by tom on May 26, 2009 at 10:43 p.m. #417

*Guiles regular flashkick does 10 points less damage than tiger uppercut, so don't say it's weak.*

go and practice tiger uppercut and flash kick at the same time and tell me who will win 100% of the time. better yet do it with tiger knee also and tell me which move is easyer to punish. fool

 

Posted by Madness on May 26, 2009 at 11:07 p.m. #418

EX jackknife > ex messiah in my experience, it's worked 100% of the time. try it in practice and see if it works for you, it'd be great to take such a strong weapon away from rufus' because they get punished for using it so often.

Easier to activate than super by far, and costs less so it can be done more often

"go and practice tiger uppercut and flash kick at the same time and tell me who will win 100% of the time. better yet do it with tiger knee also and tell me which move is easyer to punish. fool"

Durr...and i thought we were doing soo well with reading comprehension. I never said it had infallible priority you dunce, i said it did basically the same amount of damage from a standstill. What's more, i even explained how to keep it from failing you clown, so stop whining and learn to read. if you want to throw out random moves that get punished go play ken.

 

Posted by JerseyFame on May 27, 2009 at 4:47 a.m. #419

EX FlashKick is NOT greater than EX Messiah...I have never traded or won when these moves were done simultaneously.

I face Rufus often due and the fight always boils down to him trying to corner and destroy Guile because Rufus CANNOT outlast the groundgame and when I execute my super to counter his EX Messiah it won, the Ultra lost or traded in the last 20+ tries....and Flash kick gets mashed EVERYTIME.

DO NOT TRY TO EX FLASH KICK OUT OF THE CORNER EX MESSIAH WILL DESTROY YOU.

Please see for yourself if you dont believe me. This isnt practice or versus the comp with recorded movements, Im talking about game battle testing of simultaneous startup with over 20 chances of research.

EX messiah has an unbelievable amount of invincible frames...way more than flash kick...so there is no way you are beating EX messiah with simultaneous startup of an EX flash kick. You will lose that battle everytime.

Note: The only portion of Messiah Kick Im sure that flash kick can beat is the SECOND part of the move. Trying to beat the initial portion of Messiah Kick with EX Flash kick is sure to get you trashed for a ton of your life bar. Dont do that.

Im suprised that anyone would say otherwise. Im very suprised.

Also @Madness

I researched the strength of Guiles Ultra and yes it removes well over half the life bar when the ultra meter is FULL...also I had to execute the move flush in front of my opponent so that ALL the hits landed. Which is ideal.

The one thing I went on to further research is...

For Guile to have a complete Ultra bar he must have lost almost 75% of his life in the fight. That means for Guiles super to have maximum effect he must be in a very desperate situation and have saved his ultra to the last possible section of the fight and THEN he must catch his opponent flush, close and without trading or being trumped by one of the oppositions MANY moves that cancel Flash Explosion to do the total 503 MAXIMUM damage points.

Meanwhile Ken, Ryu, Rufus, Sagat and a host of other opponents will do similar damage with half an Ultra Meter and their move is usually guaranteed to spank even when being contested. So again I say...fix Guiles Ultra and Super move...in the usual situations when you actually NEED the move...its pretty useless and weak.

Anyone care to deny?

 

Posted by ljay103 on May 27, 2009 at 7:49 a.m. #420

@JerseyFame

Hey Bro, did you need me to send that stuff again so you can post it on your site?

 

Posted by Madness on May 27, 2009 at 11:10 a.m. #421

"EX FlashKick is NOT greater than EX Messiah"

Is practice this flawed? I mean i practiced that about 20 times myself and it won everytime unless i timed it wrong, which doesn't say much at all because even then EX messiah only hits me once for piddly damage. I'll test it again because it's strange it should counter EX messiah 100% of the time for me and none of the time for you, when we are playing the same game.

If the exact same moves in practice are so drastically different from real game situations, maybe it's a glitch that badly needs to be fixed? I'm going to practice it again now, the only way i can see it consistantly failing would be a timing issue

 

Posted by ljay103 on May 27, 2009 at 12:08 p.m. #422

@madness

i know for a regular messiah kick, it can be countered with guile's D/F+HK and knock that fat bastard out the air.

 

Posted by JerseyFame on May 27, 2009 at 1:37 p.m. #423

@LJay

Im gonna update it now with your edits...Im also going to add that Guiles Super can defeat EX messiah Kick although his ultra due to the startup lag gets stuffed by EX Messiah consistently. You may trade but you will never win as far as Ive seen in practice or in battle.

@Madness

Im just very suprised Bro...EX Messiah goes to Guiles vulnerable spot during flash kick startup and thats right above his head. If the move came forward I would believe its possible, but that move goes directly into Guiles weak area. It either connects for the full 5 or 6 hits or it trades...I think...because it has never traded for me. My opponents know that I hold a charge so when they see that Im becoming aggressive they go to the Messiah Kick, they know that move trumps almost all lateral attacks. When Im cornered They sometimes even start the messiah while my flash has begun and still trump me...I say avoid flash kicking out of the corner.

Block...be patient...and use your Super if you have it...otherwise i say dash out of corner or trade on purpose to escape but dont rely on flash kick to beat Messiah kick...from MY experience you will lose...EVERYTIME

 

Posted by ljay103 on May 27, 2009 at 3:21 p.m. #424

@jerseyfame

although timing is really strict, starting the ultra at rufus' highest point before he starts spinning will trade. its like 1% chance, it is possible. you have to practice executing the move like its nothing. but it gets stuffed 99% of the time. but with strict timing and movement, its really possible. but as far as the guide goes, i wouldn't suggest it to anyone. Good catch!

 

Posted by Madness on May 27, 2009 at 3:28 p.m. #425

I just practiced it again, it's REALLY dependent on distance, but still even if it beats you it does piddly damage unless timing was poor. With just abit of breathing room however, guiles FK seems to beat it out. If you're in the corner however i guess you don't have much breathing room, but it's still helpful to know

 

Posted by ljay103 on May 27, 2009 at 3:52 p.m. #426

@madness

u were practicing EX messiah kick with Guile's D/F+HK?

 

Posted by Madness on May 28, 2009 at 2:51 a.m. #427

Oh no, Ex flashkick vs EX messiah. Who wins is entirely based on distance. Close distance, messiah stuffs flashkick for...maybe 10 damage to guile if executed at the right time. With abit of room Guile stuffs rufus for more damage.

Guess you shouldn't try that if you aren't certain though, if you time it wrong you're getting hit for the whole thing. I'll always note the distance i try everything at before i list it in the future

 

Posted by JerseyFame on May 28, 2009 at 8:42 a.m. #428

I have found no tactical use for Guiles D/F+HK...

I guess its anti air, but based on how much it gets shut down, Id rather block or go for crouching fierce, the cool thing about crouching fierce is Guile doesnt have to crouch to use it.

Press D+Fierce Punch and it will execute...instantly from a standing position. Try it.

 

Posted by ljay103 on May 28, 2009 at 9:46 a.m. #429

@JerseyFame

when im up close to an opponent i used it as one of my mix up but also risk getting tripped. EX: LP Sonic Boom, follow, F+MK, D+MK F+MP, D/F+HK, D+HP, F+HP, LP, LP, D+HK, LK Flash Kick (if it lands, then I would usually proceed with a Double Flash). Of course now that i posted that, i'm not going to use it, but its a great mix up tool because after the F+MP knocks them overhead you have a good chance at landing the D/F+HK, you can also substitute it with a D+HK.

 

Posted by sk on May 28, 2009 at 10:09 a.m. #430

Hey guys how do you deal with online honda?! All he does is sumo splash and the torpedo

 

Posted by ljay103 on May 28, 2009 at 11:57 a.m. #431

@SK

Honda loves to spam that Sumo Splash, and if you block, they will either attempt to do it again or he will do an Oicho Throw, and as you get up, it will be repeated. Throw a mix of Sonic Booms between LP, HP and EX to keep distance. If for some reason he gets close enough, he'll do another Sumo Splash. At this instance, you can meet him in the air and either LP or HP to knock him out. HK and Air Throw will not work. Honda isn't fast at all, but the "torpedo" will be used for distance, especially against a charge projectile character, like Guile. At the right distance, Honda, can punish you with a Sumo Splash, for a wrong timed Sonic Boom.

However, there are very skilled Honda players that have a pretty devastating jump in combo which includes his Hundred Hand Slap to Torpedo (cancel) into Super. Which does a great deal of damage to Guile.

Mainly zone yourself with Honda, and this goes for people that are charge characters with NO PROJECTILE - Blanka, Bison, Vega, Balrog, Gen. Zone also with Zangief. Anyone that doesn't have a projectile should be kept at a good distance. Although Guile's Sonic Boom has a good recovery time. Blanka can do a Backstep Horizontal Roll, Bison can Headstomp/Devil's Reverse, Gen can do the wall jump and Oga Kick you, Vega can set himself up for an Izuna Drop, and Balrog can Whirlwind Punch (Hold PPP or KKK, Release) right through your Sonic Boom.

 

Posted by JerseyFame on May 28, 2009 at 12:14 p.m. #432

@ljay

I followed your combo with my mind and I dont think you can follow a Guile kick (d/f+HK) with D+HP...he is kicked backwards and up after the Guile kick lands...thats out of range for a crouching fierce...right?

 

Posted by ljay103 on May 28, 2009 at 1:10 p.m. #433

@JerseyFame

well all of those commands dont link up into a combo, but you are correct, the D/F+HK kicks you back, and because of that, most online players will see that distance and attempt to jump in or cross up, that's where the D+HP comes in. hope that helps.

in my experience, i've encountered cross ups and jump ins after a blocked D+HK, D/F+HK, D+HP simply because Guile gets pushed back, i would then follow up with a D+HP with the anticipation of a jump in.

 

Posted by ljay103 on May 28, 2009 at 1:22 p.m. #434

many people usually figure out that guile will flash kick after a D+HK. DONT DO IT, unless you figure out during the match that they like to jump in afterwards.

Listed are some things that i've seen or like to do after an LP Sonic Boom

Crouching Blocking Opponent - LP Sonic Boom, then D+HK or F+HP (its risky but you might get the backfist to the mouth to land)

Crouching Blocking Opponent #2 - LP Sonic Boom, keep DASHING PAST the Sonic Boom and before the Sonic Boom is blocked, F+MP to get a 2-hit combo - assuming he doesn't stand up [Done at Full Screen's Distance to give you time to dash past the Sonic Boom - Cannot be done if opponent is between 1/4 to corner distance]

Standing Blocking Opponent - LP Sonic Boom, then F+MP

Standing Blocking Opponent #2 - LP Sonic Boom, jump in with HK, D+MK-F+MP or D/B+MP-Flash Kick/Sonic Boom

Standing Blocking Opponent #3 - LP Sonic Boom, Throw

Jumping Opponent - LP Sonic Boom (to force them to jump over it), then either an Air Throw, Flash Kick or D+HP. DO NOT HK IN THE AIR, YOU WILL LOSE. Depending on timing an HP in the air will do the trick.

 

Posted by ljay103 on May 28, 2009 at 1:26 p.m. #435

when i say CORNER DISTANCE [in regards to CROUCHING BLOCKING OPPONENT #2] i mean that the opponent cant be at the very very end of the stage.

 

Posted by Madness on May 28, 2009 at 1:55 p.m. #436

@ Sk

Guiles down+hardpunch has priority against normal sumo splash, obviously you have to time it right. Don't rely on that against EX sumo splash though, best to either block and prepare youself for some sort of throw or get out of the way and then punish.

Throw alot of projectiles and expect to counter the retaliation. If there's no retaliation, that's cool. Make sure you're watching his meter, can keep you from eating it and you'll know how to play based on what he's capable of

 

Posted by ljay103 on May 28, 2009 at 4:03 p.m. #437

@madness

do you play on PS3?

 

Posted by JerseyFame on May 29, 2009 at 7:58 a.m. #438

I want to be on the Character Development Team at Capcom...where do I start. I have some great ideas on innovations for Guile and NO i don't want to give him extra moves...well not official special moves anyway.

 

Posted by Madness on May 29, 2009 at 9:17 a.m. #439

Yea i am, my friend let me borrow his ps3 for awhile so i don't need to wait until it comes out for pc

 

Posted by tom on May 29, 2009 at 9:18 a.m. #440

he need and extra special move! like since he always using moves like Sonic boom and Flash kick make him have a move that has like a Fast dash or somthing to counter cross up. maybe call it "Flash Step"

how about throw sonic boom while in the air, if not make him have a move that flicks people off and call it Sonic finger.

 

Posted by ljay103 on May 29, 2009 at 12:27 p.m. #441

@Madness

add me on PSN

LJAY103

 

Posted by JerseyFame on May 29, 2009 at 1:28 p.m. #442

If Guile was going to have a new move I would want it to be something that would make his ground game even more venomous.

I would like to give Guile a tackle or aggressive grapple that travels 1 and a half dash distance forward:

Kind of like what cyclops has in MvC2

Upon execution he could pass through projectiles and it would have the same property as Abels 3 hit combo since it would absorb a hit if used in an EX version.

Guile would form tackle his opponent grapple and roll around them just like his suplex animation. When Guile takes his position instead of slamming them he could push them forward. Off balance, the opponent will stumble forward at about 1.75 dash distance making it impossible to infinitely link this move. Upon execution, they are crossed up instantly because Guile will be pushing them from behind.

This will allow you to do a number of things:

Sonic Boom (If you held your charge)

Flash Kick (If you held your charge)

Back Knuckle

Rolling Sobat

Dash Forward and begin a combo (although it will give your foe time to turn around, this will challenge your opponent to either block or counter properly, if they block you could choose to throw and now you have an effective "mindgame" to play, but its not cheesy since your opponent could strike you if they chose to attack right away instead of block).

By making the move "painless" (like Goukens reverse throw) until you choose your follow up attack, its not a freebie and absolutely cheesy like Abel and his 3 hit combo that starts with a hadouken motion and is finished by button mashing while holding forward. Instead its another tactical move to add to Guiles gameplay that will break a turtles Gaurd and force a "counterattacker" to be wary of playing the run and hide game with you.

Ill draw some sketches of how the move should execute if you guys would be interested in seeing.

Funny thing is, I bet people would call it cheap when they use characters that have four to five moves already, haha.

I'd like to call it "SideWinder Tackle" to reference the sidewinder missile used on fighter jets.

copyright 2009 GDMWorldwide.com!! Get at me Capcom I get more where that came from!!!!

 

Posted by Madness on May 29, 2009 at 4:07 p.m. #443

I'd use it

What would the motion be? Maybe downback forward and punch

 

Posted by tom on May 29, 2009 at 6:08 p.m. #444

i think my sonic finger would still be awwwwwwwwwwesome

 

Posted by drews03 on May 30, 2009 at 4:35 a.m. #445

anyone here know how to use guile's FADC to ULTRA ?

 

Posted by SubFocus81 on May 30, 2009 at 12:16 p.m. #446

Nice move Jersey, I would also like to see an alternative grab animation for Guile, say a sleeper hold (military style) around the character then 3 animations of him choking them

 

Posted by JerseyFame on June 1, 2009 at 4:15 a.m. #447

@madness the motion cant be downback then forward and punch...that would be a sonic boom.

I would think half circle forwards so that you can hold your charge while it executes...

when the move executes and you reverse positions that halfcircle forwards instantly becomes a charge for a flash or sonic boom.

This move would make Guile ridiculous though....haha

 

Posted by ljay103 on June 1, 2009 at 7:49 a.m. #448

@drews03

yeah, i've used it...

LEVEL2/3 FA Then FF to complete an FADC then perform his ultra, you should be hitting KKK no later than when the opponent is on his/her knees. Any later, you just missed an opportunity.

 

Posted by ljay103 on June 1, 2009 at 9:46 a.m. #449

@JerseyFame

dude just make it a shoryuken motion. i mean, abel and honda have half circle throws. abel's air throw is a shoryuken motion, rose's air grab is a shoryuken motion. Seeing as Guile has a LP+LK for an air throw, why cant he have that motion to complete it?

*thinking*

BETTER YET! Why not make it like CAPCOM VS. SNK where Guile's super combo is B,F,B,F+K so why not just make it B, F+K. It should be unblockable and to compensate it have a slow recovery if missed, to make it fair. OR you can make it blockable with a QUICK recovery if blocked.

B, F+K is what im sticking with.

 

Posted by ljay103 on June 1, 2009 at 10:40 a.m. #450

it would be nice too cause then you can follow it up with a sonic boom. maybe even make it similar to a running suplex. if you want to see how bad ass it is...go to you tube and look up DONNIE YEN - FLASHPOINT and watch the fight scenes.

B, F+K to start Guile running, then either press P for a running suplex or K for (to hit low) for a wall tackle similar to the initial move in abel's super.

that would be sweet. if only they could do that. you know what guile does need though? SONIC HURRICANE! they need that like seriously. in MvC2 it was an awesome move.

 

Posted by DStroyer4 on June 1, 2009 at 12:01 p.m. #451

@drews03

FADC > Ultra is as follows:

FA, f, f, df, d, db, b, ub, KKK

To explain this in greater detail, you start off with your FA. Then, tap forward, let your stick revert to neutral. Quickly hit forward again and half circle away from your opponent. Instead of stopping at back, however, stop at up-back and immediately hit all three kicks. The key to getting this down is that you have to do it very fast. If you have the Ultra motion down, it should be easy for you to learn. It took me about 3 hours of practice to get the timing down for execution in battle. This is probably the hardest single technique to pull off in the game, so don't get discouraged if you can't get it at right away.

 

Posted by JerseyFame on June 1, 2009 at 2:25 p.m. #452

@Destroyer

I like that input for chaining the super with FADC...I just dont think they payoff is worth doing it.

I like FlashKick into Double Flash...I beat someone in a casual like that via chip damage and it was extremely satisfying.

the motion is db,uf + k,db,uf + k

First you will flash kick and if your input was quick enough you will cancel into double flash.

 

Posted by JerseyFame on June 1, 2009 at 2:26 p.m. #453

p.s. If Guile had Sonic Hurricane he would be Tier A...Tier B+ the lowest.

 

Posted by ljay103 on June 2, 2009 at 7:11 a.m. #454

@JerseyFame

but yeah he would be high tier, but would also eliminate the classic Guile Super/Ultra. I like Guile's Super. But imagine the chaining and juggle possibilities with a Sonic Hurricane. insane isn't it? honestly i didn't know about the "the motion is db,uf + k,db,uf + k" i'll have to try it. i usually do the flash kick and spin the d-pad like crazy, it takes patience but after a couple hours, i've been able to get it at pretty much a 100% succession rate.

 

Posted by Madness on June 2, 2009 at 12:29 p.m. #455

"you know what guile does need though? SONIC HURRICANE!"

A new special move like the one described plus this ultra would eliminate a ton of guiles weaknesses, i can't wait for an update

 

Posted by DStroyer4 on June 2, 2009 at 1:59 p.m. #456

@JerseyFame

Yeah, I don't use the FADC > Ultra very often either. I only pull it out if I'm way ahead or if I don't think I can win by controlling space. Plus, I haven't found it to be very useful against non-projectile opponents. When I'm lucky enough to have a Super stored, though, I ALWAYS look for an opportunity to back them into a corner and pull out the roundhouse FK xx short Super. It does solid chip damage and even if it doesn't finish them off, it doesn't leave you terribly open to counterattack. The Super doesn't really work that well if you're not canceling out of the FK, but at least it's something. The Ultra really has no practical application. You either have to use some kind of genius setup or have a clown for an opponent. Otherwise, you end up landing 3 or 4 hits for 100 damage which is garbage.

If they hadn't screwed up Guile on purpose, the least they would've done is made his Ultra autocombo like Ken our Gouken so it wouldn't just drop people after the first hit. That's just plain stupid. There's no reason why ANY move should ever drop, not even knock your opponent down, then leave your opponent with a full second window to hit you with whatever they like. I thought the Sonic Hurricane was cool and everything, but if they hadn't done all that buggy sh!t to the moves they gave him we wouldn't even be having this discussion.

 

Posted by ljay103 on June 2, 2009 at 2:21 p.m. #457

@JerseyFame

sorry to be a pest dude, but i still dont see the update! not that big a deal, but i just wanted it to be complete instead of it just ending at DHALSIM. maybe we can get more feedback and updates on peoples thoughts about the rest of the characters. thanks!

 

Posted by tom on June 9, 2009 at 10:42 p.m. #458

i dont understand why guile flash kick suck so bad!

 

Posted by frustrated guile player on June 10, 2009 at 9:28 a.m. #459

damn! i just noticed that most of my fights with shotokans, after i do a cross up > low kick > low crouching punch 2x, it can be countered by a shouryuken, wtf!! how can i complete my combo ? ?

the thing is the crossup won't really stun the opponents (low kick) that's why they're able to counter with special moves. capcom sucks! they're really degrading guile in this released game of SF. too BAD need to shift to either blanka or balrog.

 

Posted by JerseyFame on June 10, 2009 at 9:43 a.m. #460

@frustrated Guile Player

Dont think of Guile as degraded instead think of Capcom making Guile have a bunch of tech weaknesses to make him a challenge to win with. That will keep you from Hating capcom for Guiles 1 dimensional gameplay.

I still dont understand why Ken and Ryu can still Kara throw. As if they need that help when they have a million tech advantages over most players.

Im still annoyed as to how difficult it is to nail someone with his supermove, meanwhile guys like Ryu, balrog, Ken, Sagat and Blanka for example have completely useful and reliable supermoves.

When they update the game if Guiles gameplay is the same, I will have to say I wont be owning that game for long. Expect a trade in. I dont like hadouken boys and the fun will pretty much be missing for a player like me.

BTW Im still losing to well timed crossups...

Blocking it gets you kara thrown and crouching medium punching or dashing away gets you smashed for big damage.

Anyone know wtf Im supposed to do against that?

 

Posted by Madness on June 10, 2009 at 10:37 a.m. #461

Yea, i'd really really like to see guiles "combos" connect easier. If i play someone other than guile a simple combo works exactly as it should, with guile it's so inconsistent i dare not use it in real play.

Anyone want to post their expirience with how to beat characters?

 

Posted by ljay103 on June 10, 2009 at 12:22 p.m. #462

@Jerseyfame

what i usually do is ZONE, you heard me say that a lot but its true. and if the ken or ryu is following you with either 2 jumps or more, jump back, jump back, jump forward and air throw. after being air throw a couple times, they'll get scared to cross up. its true, i faced a ken that would try and cross up, and i would air throw em' especially since they use LK or MK which can be thrown out of. Their HK priority in the air beats an air throw 99% of the time. this ken would then use a HP SRK and i simply catch and air throw. i bet nothing pisses them off more than a guile that constantly air throws. but like i said, if they jump at you instead of dashing towards you, jump back and anticipate another jump, and when that happens jump forward and air throw.

 

Posted by Madness on June 10, 2009 at 2:03 p.m. #463

Crossups are abit broken still. I mean alot of times shotos are out of crossup range and i'll flashkick them and they'll end up behind me while i whiff, very annoying.

To counter legitimate crossups i usually use rolling sabot forward then possibly a couple of crouching low punches or i block if i think they might use shoryuken, but you have to predict it which isn't hard if you're in a good mindstate, since that 95% of a shotos game agaisnt guile it seems

They really need to fix that crossup bug though, damn that's really annoying.

 

Posted by ljay103 on June 10, 2009 at 3:35 p.m. #464

i think the cross-ups are fine, just gotta find a way to get out of it or prevent it from happening. if they can be "cheap" and do nothing but cross-ups and still manage to lose to a toned down guile, its pretty embarassing. i know if it happened to me, i'd stop playing street fighter!

 

Posted by Madness on June 10, 2009 at 5:29 p.m. #465

Yea, im fine with them when they make sense, just not when the guy is too far to cross you up and somehow flashkick lets them go through you to end up behind anyways

Guess since shotos depends so much on crossups, we've got that section of the character guide down

 

Posted by ljay103 on June 10, 2009 at 8:06 p.m. #466

@jerseyfame

nothing against you dude, i just read what i wrote and it sounds pretty bad. but really though, i just was so fed up with cross ups that i do everything in my power to zone, even if it means to SB SPAM! i'll let 2 in row get by before i start spamming. and to clarify, HYPOTHETICALLY - if i main'd a shoto and lost to a guile that got through all of my cross ups i might as well not play no more because as cheap as i was, a tough guile thats weak or even had to play twice as hard.

(this doesn't make sense at all)

 

Posted by Madness on June 10, 2009 at 9:34 p.m. #467

I get what you're saying.

It's like they designed tha game for you to win with the characters that the designer all but sleeps with, and then a one armed guy walks up and destroys you win dan.

Anyways, i really want that bug fixed, among other things.

 

Posted by JerseyFame on June 11, 2009 at 5:23 a.m. #468

I watched Fuson909 play Guile and he really never stops moving. He doesnt win by dominating his opponents with a particular tactic...he just constantly makes the right choice...again and again. I watched him murder a Ryu, Sagat and a difficult and annoying El Fuerte by just constantly making the right choice and seizing the moment.

Unfortunately he didnt reveal any tactics we dont already know...he just plays REALLY well with Guile.

He has even went on to say that once he gets a tournament win with Guile he is gonna switch to Ryu or Abel. I guess because Guile gameplay at his level is extremely taxing and fatiguing.

I feel that maybe Capcom didnt push the envelope with Guiles gameplay engine, instead they "translated" him into Street Fighter 4. If you look at 3rd Strike...he wasnt on the roster...as if he was obsolete in that future. Instead you have Remy who has Guiles moves but with more variety and an extra distance closing move. Maybe we r beating a dead horse, but frankly if Guile had an extra move like "Sidewinder tackle" or dealt more damage....he would be an orgasm to play with in a battle...

I suggest one or the other...an extra move OR more damage dealt. Then I feel he would really belong in this game. Right now I feel like he is just a translation and thats why he falls victim to crossup and kara throw traps and generally gets overpowered. He doesnt even really have a crossup game of his own...wtf?

Still...there is no excuse for the horror that is his super move...they could have programmed it better than it is. Right now its horrendous and thats agreed on by Guile players throughout the world...check the forums.

#1 Its slow
#2 It drops you out of it in an assortment of ways
#3 Poor Damage
#4 Difficult and technically useless motion to execute it

damn.

 

Posted by Madness on June 11, 2009 at 10:21 a.m. #469

Changes i'd like to see to Guile are:

Annoying bug fixed- If i hit them then i hit them, there shouldn't be a freebie where they safely pass through me for obvious reasons. It's time that we took dumb luck out of the game and stopped rewarding it.

Either flashkicks anti-air priority increased or the recovery lessened-Even dan has one reliable anti-air attack and he's a joke character. Shotos can throw out random dragon punches almost without fear because not only is it high anti-air priority, but it recovers fast as well. We all know alot of noobies play shotos, but no reason to dumb all other characters down. Improving this doesn't break the game as there are still well known weaknesses to the flashkick.

Rolling sobat activates quicker-If it's meant to beat out ground moves, let it consistantly beat out ground moves to punish players for making the wrong choice. It should have a slow startup allowing people who don't know what's going on to hit you anyways.

Second ultra added-They are probably going to do this for other characters anyways, so fix what went wrong with the ultra in the first place. As usual, shotos can play like garbage and still come close to defeating you if they land their ultra, no need to dumb down other characters once again. Sonic hurricane will give guile the fearsom juggling game than some other characters have, as well as a more forgiving motion.

Tighten up combos-These should work as easily as they seem to do for every other character. You shouldn't be in fear of completing your combo because there's a good chance you get knocked out of it and severely punished. To my knowledge, no other character has this fear and this would definitely take care of the supposed damage problem.

Fix ultra he already has- Noone can seem to figure out why the move with the most difficult motion doesn't give a good reward. As it is now, it's more superfluous in a match and not really useful at any stage other than to let your opponent know you can perform it.

To fix this, make it like sagats ultra where the last part will hit multiple times if the first part hits, and do a chunk of damage. Or,possibly like some other characters there could be a movie after the first hit, so that there's no fear of someone getting hit and then escaping. Also, damage should be as fearful as it would be with a full ultra, consistantly like it is for every other character to my knowledge.

Extra special move would be nice after 17 years...but the other changes are more helpful and i'd say they are even demanded since it seems as though Guile was unfairly penalized while other characters were buffed senselessly so that they could be used unintelligently.

And, that's about it for this character really, now you'd have to work on other characters that got nerfed for no apparent reason. Fei long could use a few de-nerfings i hear, Rose could use a buff to make her reflections easier to use.

 

Posted by ljay103 on June 11, 2009 at 11:08 a.m. #470

i wonder if any capcom guys read this or if the message is brought out to capcom by the middlemen of this website.

 

Posted by ljay103 on June 12, 2009 at 8:53 a.m. #471

Just a reminder people, JerseyFame updated his guide and added some of my inputs on there.

The inputs I made were Character Specific Matchups against Guile. It includes, moves to watch out for, some tactics that people online have used (in my experience), and things to keep in mind when playing these people

Its not too in depth simply because it usually deals with an average online player. This may not work against advanced players who have a totally different style of gameplay. For example there are guides out there that tell you how to play against a TURTLER GUILE. I would say that it would be "an average online player", but I know if you are reading this, you probably figured out, that it doesn't work that way in SFIV. You have to be aggressive. But back to the topic, this guide will help you alleviate the online players that play the same, AKUMA (GOUKI) - PLAYS KEEP AWAY WITH AIR HADOU'S, HADOU, FIRE HADOU, TELEPORT, REPEAT. RYU - HADOU x 1,000,000, SRK FADC ULTRA. ZANGIEF - GREEN HAND UNTIL UP CLOSE THEN SPD. Things like that are included.

Alternatively you can go to http://www.capcom-unity.com/ljay103/b... and check it out there as well.

If you have any questions or comments, come back here and post them, if you dont have a capcom-unity account.

 

Posted by drews03 on June 12, 2009 at 4:07 p.m. #472

hi ljay103,
regarding your comment:
"Dive Kick - Old school Guile's tend to crouch block and counterattack. A quick LP will stop this attempt."

should the low jab punch be in standing position ? this also applies to gouken right ?

how about if after blocking high, then do a throw ?

i'm also being hammered by this attack, please advise..thanks

 

Posted by DStroyer4 on June 12, 2009 at 9:09 p.m. #473

Anyone notice how Madness sounds completely different than he did a month ago? Look at #331 and #333, then look at #467, #474, and #473. I know the board got shut down for spam a little while ago. Clowns pretending to be other people all over the place. But I would like to know if that is the same guy.

 

Posted by Madness on June 13, 2009 at 3:30 a.m. #474

Uhhh yea, i'm the same guy. I'm sorta kinda gonna sound different when i don't have mouthy randoms saying stupid things to me all the time.

Kindof a shame i even had to post this in response to a deconstructive comment.

 

Posted by DStroyer4 on June 13, 2009 at 12:55 p.m. #475

@Madness

Here's why I'm confused. You (if that really was you) posted this a month ago:

"Maybe it's because i haven't really played Guile since they made the games for SNES, but i'm really not seeing anything too wrong with him at all, infact i think he's FAR underrated even by the people who play him

Justin wong is supposed to be best in america right? Well, he used Guile in high level play, and he's not very good with him at all, but considering how well he did against a high level player when he doesn't know what he's doing at all, i'd say Guile is pretty damn strong."

A month ago, there were a lot of arguments going on and it got a little confusing. You were taking a lot of sh1t from me and even more from others. JerseyFame seemed to really dislike that statement in particular. But your post in #473 sounds like the same stuff I was saying before that you argued against. You even referenced Dan in your case for why Guile's anti-air game should be IMPROVED. Seriously, it sounds like me. I guess you've changed your opinion, which is cool. I just wanted to make sure that was you.

In #473 you made a long case for what you think is wrong with Guile. You closed with this:

"Extra special move would be nice after 17 years...but the other changes are more helpful and i'd say they are even demanded since it seems as though Guile was unfairly penalized while other characters were buffed senselessly so that they could be used unintelligently."

...Guile was unfairly penalized while other characters were buffed senselessly so that they could be used unintelligently. That's remarkably similar to the last paragraph of post #224.

"This game isn't bad (even though I think Alpha 3 is better), I'm not saying that. I think the changes they made to Dhalsim, Zangief, and Boxer have really helped balance out the game. But, Guile got screwed, bad. And I think we should tell Capcom to fix it. Thanks for taking the time to read this. I look foward to hearing what you guys think."

That last quote is me. See why I'm confused? A month ago, I was arguing with a guy named Madness about the very same details. Now, your posts sound like me, with improved phrasing.

It's hard to read tone in a post, so I just want to be clear. I'm not upset or trying to clown you. If you changed your opinion, that's cool. I do it all the time. I just wanted to make sure that was all you.

 

Posted by Madness on June 13, 2009 at 4:40 p.m. #476

"But your post in #473 sounds like the same stuff I was saying before that you argued against."

Not really. I mean i don't think guiles flashkick is useless or weak, i don't think he's the weakest in the game, i don't think he's been nerfed to be unplayable, i don't think his anti-air game sucks..etc etc.

I think on the tier list he should be above ken, but what pisses me off most is that ken and ryu have so much going to them that a blind guy can walk up and mash buttons and still almost beat you.

You guys weren't objective, i am. I can see what they did with other characters to keep them from destroying shoto newbies too, you act like it all happened to Guile. Honestly if they even shortened the activation time on crouching fierce i'd probably never even be threatened by a shoto, but it's stupid that they dumbed down characters so newbies would have a chance.

"Guile is king! Best player in the game! He should be god tier."

Believe it or not that's jersey fame from post 144. I'd really much rather have spent time posting about strategies vs other players so that next tiem a tier list is done, Guile would have jumped 6 players up because his users have better strategy and more knowledge.

 

Posted by tom on June 13, 2009 at 4:59 p.m. #477

guile flash kick is hella weak. now shhhhhhhhhhhut your mouth and do the helen keller and move with your hips. WE all know his flash kick get STUFFED with normal movies, before, middle, and end of the animation. and his sonic boom does 50 damage for low,mid,and hard punch hahahha low damage output.

I think YOU madness just like to argue for the sake of arguing. i wont doubt that you were on a debated club while you were or in highschool.

 

Posted by Madness on June 13, 2009 at 6:28 p.m. #478

You just don't know what you're doing at all. You're pretty much the only person that thought sonicboom sucked in the other section.

The reason the discussion started to sound intelligent again is because posters who made things up like you vanished.

 

Posted by tom on June 13, 2009 at 11:28 p.m. #479

yea sonic boom has the lowest damage output compare to others fireball out theret so whats your point.

WE guile players know that guile flash kick sucks major load but you just want to debate it just for the hack of trying to win by saying it doesn't sucks so bad.

you are a person who wants to win an argument every single time even though a person might have a very strong logic. you MADNESS^ try to scrutinize every single word for word Just to find an error instead of dealing with the common fact that guile flash kick sucks!!!!!!!!.

 

Posted by Madness on June 14, 2009 at 1:12 a.m. #480

Not reading that because i now for a fact it'll all be stupid.

Thanx for luring them back destroyer,too many grownups in the same place gets boring

 

Posted by drews03 on June 14, 2009 at 11:22 a.m. #481

anyone knows where can i get those alternative costume pack for SF4 characters (eg:guile using charlie's suit, blanka wearing hat,etc.)

 

Posted by JerseyFame on June 14, 2009 at 12:58 p.m. #482

@madness

Keep my name far away from your mouth. Your no friend.

@Tom @Dstroyer4

Here are some proof of purchases for ass kickings paid out.

I successfully smash fools with way higher rank than me...and my replays are up. But teh truth remains...Guiles super is horrible and flash kick fails at the worst times. I still win but fix my character please capcom...

Dont argue here anymore lets just push our case...we even converted "the hater" to our side and he didnt even thank us for trying to tell him in advance.

pics:

www.gdmworldwide.com/guilepic1.jpg
www.gdmworldwide.com/guilepic2.jpg
www.gdmworldwide.com/guilepic3.jpg
www.gdmworldwide.com/guilepic4.jpg

 

Posted by Madness on June 14, 2009 at 4:05 p.m. #483

Yea, i see you've reverted back to making absolutely no sense at all.

1. I never said you were a friend, posting that just fuels another fight in the making, don't be a drama king

2. How is it "hating" to say that Guile doesn't suck nearly as bad as some of you were making him out to? You're the guy in post 144 right? Were you a "hater" who was "converted"? Shut the hell up, stop being so extremely emotional and childish.

3. Noone was ever disputing or even mentioning that you could beat people online with Guile? But umm...goodjob....

 

Posted by SUTTERKANE on June 14, 2009 at 7:39 p.m. #484

WHEN WILL THEY UPDATE IT AGAIN?

 

Posted by tom on June 15, 2009 at 12:21 a.m. #485

let me act like madness and become a person who like to aruge for the sake of aruging and try to win somthing that is obvious to guile players out there about his special moves that is not special.

since he type out "Guile doesn't suck nearly as bad as some of you were making him out to." that means vega top the suckyness and guile suck 2nd. i give you that

and YES madness you are hating guile. YOU dont want guile to become stronger. YOU want him to be weak as he is with his moves. weaker to whatever character you are using to play sf4. YOU probably have a tough time with Turtle character in general so guile is your target that use projectile.YOU enjoy seeing him get cross up to death! and get stuff/whiff while he does flash kick. JUST because you HATE guile or maybe you just suck. you convince yourself that he is good and all this flaws is best for him. no good safe combos, no good cross up with a safe combo to connected, damage output SUCKs, ultra sucks start up time is HUGEmumguest. ultra juggle does little to no damage,on and on and oN! and you have heard all of it and TRY to pretend you heard it the first time JUST to make your arugement stronger and he is STRong.

 

Posted by tom on June 15, 2009 at 12:28 a.m. #486

i ment to say in the last sentence.

that he is strong which he is not! instead of

^ he is STRong.^

 

Posted by Madness on June 15, 2009 at 4:08 a.m. #487

Doesn't matter what you meant to say, i'm not about to read it anyways because i've never seen anything you've posted that hasn't been stupid.

For instance, in the 4 seconds i scanned over that paragraph, i saw that you said i suck, but wouldn't i be complaining about how badly underpowered Guile is if that was true? Isn't that what you're doing?

I've stuffed tiger uppercut with guile, and guess who's most likely to stuff my flashkick? None other than...Guile. Then come ken and ryu, and that's really it. Imagine sagat players whine that they get stuffed when they try to anti-air? Because all it really comes down to is timing.

Anytime the more constructive posters want to get back ontrack by posting strategies, i'd love to, but i'm obligated atleast somewhat to respond to people who come out of nowhere to talk BS, atleast until they get too trolly.

 

Posted by JerseyFame on June 15, 2009 at 5:31 a.m. #488

@Guile players

Trying to stuff a tiger uppercut is the dumbest thing you can do in a fight against Sagat. I dont care if it worked once and you want to try it again...its a dumb startegy and not as smart as trying to stuff Guiles flash kick, which if you are at the right jump in arc, can be done easily and reliably. Tiger uppercut is a strong move and cannot be predicted. So, stuffing it is luck and trying to stuff it is dangerous.

Those pics I posted earlier are defeats of Sagats(the last one is over a Zangief). I beat Sagat easily and often.

You never wanna try and stuff a tiger uppercut. Protect yourself with sonic booms and approach him on the ground and when the opportunity presents itself go in for the kill, be relentless. Use backknuckle to slow Sagats advance, remember your air throw and please...please dont try and jump over tiger shots to get close...thats exactly what Sagat wants...just walk forward like I say in my Guide.

What you do when you get close to Sagat is up to your skill level. I go for block strings and deceptive throws. I also have an ace in the hole for when Sagats get over aggressive. Its essential to punish every one of his mistakes.

If you have never read my guide there is a link above just underneath Guiles combo strategies.

-JerseyFame
Long time contributor...never a hater..unless you play with Ryu, cus then I hate you. lol

 

Posted by ljay103 on June 15, 2009 at 7:25 a.m. #489

@drews03

if you block a dive kick from akuma, their first reaction is to D+HK you. not all people do this but you want to avoid this dive kick all together. in a worst case scenario, if you get divekicked and you block it, block low cause that D+HK is coming. if you know its coming walk back and do a standing LP or do a D+HP, it'll stop it. same thing with gouken. are you on xbox or ps3?

 

Posted by DStroyer4 on June 15, 2009 at 10:15 a.m. #490

@everyone

From now on post we should start posting our replay positions. Before I left this morning, my position was #916 under NEW REPLAYS in the TOP filter on the LEADERBOARDS. In case you didn't know, you can scroll 100 spaces at a time by pushing right on the left analog stick. Anyway, I'd like to see what you guys are doing in your matches.

It's a match against Sagat. It's not terribly impressive, but he didn't get a round so I'm satisfied.

 

Posted by Madness on June 15, 2009 at 10:28 a.m. #491

Thanx jersey, once again that's not what was said. It DOES get stuffed, don't try to stuff it, but pat yourself on the back again.

Just to try and be constructive despite trolls...

Against Sagat i usually back up at first and wait for him to spam tiger shots. If he shoots a high tiger shot, simply duck. Don't waste your time trying to return fire on these, it'll just get you into trouble, chances are he'll take it out of his game completely.

The lower tiger shot is slower on startup and recovery than the high tiger shot, it's about the same as chun li i believe and i've never heard anyone complain of her fireballs. Since you can predict this it's easily avoided, and this is your first jump so you are out of tiger uppercuts range. Some sagats really think that tiger knee is invincible, but the only time it's not punishable is if blocked extremely close and hitting twice so that sagat lands ontop of you but is still infront.

If he uses it to get closer to you, i've actually countered it with flashkick:) Reliably. to be safe, go to practice mode and practice the timing so you master it, do this with any move you're having trouble with. Sagat is extremely vulnerable to guiles quick crouching low punches, and those usually bait him into trying to coutner with his supposedly unstoppable moves, punish him.

I use lp sonic boom on wakeup because then it's safe to jumpin, go for target combo or throw and repeat. Be wary when he gets hy ultra and don't try this, but after all the punishment you doled out he should be close to dead. You can backup and he'll now be wary of throwing fireballs, but lp sonic boom from fullscreen is safe to test him. Waste his EX tiger shots by dodging and then finish him off with an EX. Sagats jumpin game seems to suck against Guile. To date i've only lost one match to a sagat and it's because i was playing horribly and not countering jumpins, i played the same guy minutes later and won 3 rounds straight.

 

Posted by Madness on June 15, 2009 at 10:56 a.m. #492

Against zangief i usually back up the same way, which is good to see what kind of player they are. some guys use the green glove to approach, and you can again counter that by guiles quick crouching low punches,followed by a crouching medium kick that will leave him too far to effect you.

Zangief sems either frustrated by this or confused, and might jump in, but his jumpin game sucks agaisnt Guile once again and he can be regularly punished. I use flashkick(usually light or EX) to punish this but you may have different luck, go to practice and see.

If you get him doing the lariat just approach and sweep him, i find lp sonic boom is the best tool for finding out how people think. The ONLY thing you really need to worry about during this match other than your own mind is EX green glove, so watch zangiefs super meter and be ready to block this or prepare to get punished bigtime. If zangief is standing over your body and tries an ultra i've reliably stuffed him with EX flashkick,try it in practice and see if it works for you..it should, it's not as though distance is a factor here.

The crossup game on Guile's wakeup isn't in stone, it depends who you're up against. Some guys try to piledrive you and can be punished with EX flashkick, but don't get too confident in that. Sometimes it's just best to jump away and give yourself some breathing room.

This strategy works for me so well that sometimes you can get perfects, or regularly dizzy zangief because there's just not much he's capable of doing if you're doing it properly. Hopefully Guile users put Zangief in their pocket in upcoming tier lists, because the only real opponent here is yourself and they will only win if you let them

 

Posted by JerseyFame on June 15, 2009 at 1:15 p.m. #493

I start rounds against Zangief with backknuckle...

What the hell is he gonna do about it?

Banishing flat gets stuffed or worst case trades with you getting the better on damage and no knockdown. It really sends a message to Zangiefs that they are not dealing with the "average" Guile.

After that I zone with sonic booms, and catch him with s.RK or airthrow him if he leaps towards me. I dont get fancy with my combo game cus net lag + magic throw range = SPD.

I love seeing them get desperate...when they realize twirling the joystick and mashing punch is not gonna work...epic.

note**

If Zangief is sticking his baby toe out at you with that low kick...MOVE...or you will get SPD. Even though logically he is out of range and nowhere near close enough to land it, he can still glitch grab you for the slam because that poke gave him extra attack length (cheating)...i hate that, so be nimble.

 

Posted by lareka on June 16, 2009 at 5:24 a.m. #494

@Ljay103
I guess we played against each other in championship battle. Name: Lareka

 

Posted by SubFocus81 on June 16, 2009 at 7:02 a.m. #495

One major gripe is the recovery time on the FK, compared to DP, TU, and Cannon spikes to name a few its terrible. Making the recovery time quicker would make a huge difference in the FK's usability in 50/50 situations.

(Just my opinion)

 

Posted by ljay103 on June 16, 2009 at 7:44 a.m. #496

@lareka

please refresh my memory. who were u using? what was the outcome?

 

Posted by JerseyFame on June 16, 2009 at 8:52 a.m. #497

@subfocus81

I agree with you there, that could make a huge difference in Guiles gameplay and make flash kick alot safer since its many weaknesses are apparent...

in the meantime learn to use low kick flash kicks...you dont advance very far forward and in block string situations its very safe...unlike fierce kick flash or ex flash which moves you up and forward into punishment range.

It took me alot of time but eventually ive trained myself to lay off the fierce flash kick until I can definitley confirm it...otherwise I use low flash kick all the time after a block string.

Example

J.RK > c.lp >s.lp >c.mp > lk Flash kick

Since Im just going for pressure and my jumping round house was blocked, basically stopping this combo in its tracks...i can rail out this combo and end with flash kick that could possibly land if the opponent gets over aggressive to respond, but if they continue to block I will be safe from most attacks, especially Dragon punches and spinning pile drivers.

try it.

Also you can Focus cancel the flash kick > dash forward > throw...it really causes a brain malfunction in most opponents to see Guile do that. lol

 

Posted by lareka on June 16, 2009 at 10:37 a.m. #498

@ljay103
I cant remember the outcome, i`m always using guile.
We probably played a G3 match.

 

Posted by sonic hurricane on June 16, 2009 at 11:19 a.m. #499

@ljay103

dude wtf you doin' postin on here?! ur not any good, ur so cheap its not even funny, i dont even know why you bother to play here. your guile sucks cause he's so cheap!

 

Posted by Madness on June 16, 2009 at 11:32 a.m. #500

Yea, we should all play flowchart ken and crossup ryu, those are the only characters that aren't really cheap.

Anyways

Against Blanka

He might start off with his slide if he's anticipating your sonic boom, or he could start off with a roll. Obviously you could go either way here being offenssive or defensive, but regardless lp sonic boom when the match is actually happening is once againa great way to test and zone him.

Make sure you don't perform sonic boom against him too close or you'll catch a slide, but from just out of range you can punish him if he tries to slide, so try and bait him. When he has super meter be wary of his EX roll and give yourself time to recover. Even if he passes through it initially, you'll have time to block and he has a good chance of landing on it as he comes down

When he switches sides jumping back and forth i've been able to stop him with low jab so far, but alot of blankas look to throw so if he gets too close be wary.

If he uses his ultra from far away, slow sonic boom can cancel it. If he uses it close enough that he can land on you after his jump, you can blow clean through it with EX flashkick as he's about to hit you. If he's really really close, i suppose you don't have any choice but to block and then punish with a flashkick after he is done, so try not to be too close when he gets his ultra meter.

Ofcourse, you should go to practice to perfect the timing of this counter

 

Posted by ljay103 on June 16, 2009 at 11:57 a.m. #501

@ lareka

hmmm i'll check it out, i have a feeling it was a finals match....

@ sonic hurricane

look man, i would've thought you were more mature than that. at least a "gg" or something, but to come up here and tell me that im no good, and that im cheap is uncalled for, if you lost, you lost. there are people on this site that beat me, but you dont see me going around the forums telling people they are cheap and that they are no good. something is wrong with that. maybe you should just go practice or something, that's what i do when i lose, i dont go around and talk crap to people.

just a tip, i was cheap and it was easy cause you kept jumping in. you jumped in, and i flash kicked...isn't that the appropriate counter? its not my fault you are readable, why dont you brush up your game before you talk smack?

 

Posted by Deepsix on June 16, 2009 at 12:04 p.m. #502

Who was he using to jumpin? Couldn't have been a lucky ryu or ken obviously

 

Posted by ljay103 on June 16, 2009 at 12:37 p.m. #503

@deepsix

he used a bunch of people, guile, akuma, ryu, and sagat. with guile i forced him to jump in and capitalized everything he did cause obviously i know how guile works. with akuma, i got through his spamming and air threw him as he finished the final frames of his air firball. he changed it up and started teleporting where he would go to the other screen. i pursued and followed up. with ryu, hadou spams didn't work and i guess that's what ticked him off cause i didn't receive a chip from that, as i approached to get in close, he LP SRK'd and i blocked and continued to box until he was stunned, did a level 3 FA, then flash to double flash. he had a little bit of life left and i threw him. i pretty much took a chip damage from an SRK but that was it, he didn't touch me after that. he rage quitted, sent me messages, and now is talking trash here.

 

Posted by lareka on June 16, 2009 at 2:22 p.m. #504

i sent a friend request to you ljay103, ur PSN is ljay103, right?

 

Posted by Deepsix on June 16, 2009 at 2:30 p.m. #505

@Ijay

What do you use to get in on a hado spamming ryu? How do you consistantly anti-air him assuming you're not using airthrow?

What did he do as sagat and how did you counter?

 

Posted by jleadership on June 16, 2009 at 2:37 p.m. #506

What is guile supposed to do with two moves.

LJAY is not cheap, he is using the tools that he has witch is not much.

You jump in on a charged guile?

 

Posted by SubFocus81 on June 16, 2009 at 2:53 p.m. #507

@JerseyFame

Yep thanks for the tips, I have been using LK flash more recently, I'll practice that combo you mentioned too.

 

Posted by jerseyfame on June 16, 2009 at 4:11 p.m. #508

@subfocus81

yo i meant c.lp > c.lp > c.mp > lk flash

if you dp a s.lp u will lose your charge

also practice flash kick cancel dash into a throw...its dastardly.

 

Posted by jleadership on June 16, 2009 at 5:14 p.m. #509

Thats the only possible thing to dash cancel his flash kick into, that would be worth it.

I lost my patience with guile and have been with the rog and Gouken(Mostly the rog).

After the battle opra show down, Ono is going to make an announcement regarding another street fighter title. Hopefully Capcom has been viewing all street fighter forums and can see what they have to address as far as Guile is concerned.

 

Posted by jerseyfame on June 16, 2009 at 5:57 p.m. #510

damn u gave up Guile?

Im addicted to his combos and move set. Its a love hate...when he does some stupid sh*t like get his ultra stuffed or drop someone out of the ultra, I scream at my flatscreen and consider breaking my xbox....

but when my combos are working and my game is fluid...im very satisfied and having alot of fun.

Im currently trying to master the wickedly sinister:

dash > super

The input is strict but landing it once against a real live opponent will make all this practice worth it.

 

Posted by William F Guile on June 16, 2009 at 6:29 p.m. #511

The motion of the Dash > super or Ultra is quite easy, now i found that you can backdash > ultra but this is far more difficult so go to the SRK site and you will find some info on this.

Its been a while since i last posted here as i have been using Mike Bison and El Fuerte quite a bit more. The S HP or B HP is s godly move and hits crouching opponents and most good Guile players are using this often and it works well as an anti-air against most of the cast.

The link combo i like using are C LK > C LP > S LP > S HP which will net you some solid damage.

If you can spare to super metre, you can even dash cancel the B HP to continue your offense. there are so many other possibilities that I am still experimenting with

The combo below requires 3 EX bars but nets you some solid damage although some of you prefer to preserve you super metre for EX moves:

C MP > EX boom > FADC > C LK > C LP > S LP > S HP. (you can add a J HK or HP at the start)

You have to watch Dagger_G's Guile and see how dangerous Guile can be.

 

Posted by DStroyer4 on June 16, 2009 at 10:03 p.m. #512

@jleadership

I'm not surprised you've been using Boxer. People that I beat (usually badly) send me messages all the time like "Man, you must really be dangerous with 'rog." Or, "You should switch to Balrog." I don't use him at all. Old school Guile players do a lot of boxing, that's why so many people use him. A lot of the Guile users quit on him in the beginning. Guile is like Boxer-lite. Less priority on air defense, slightly worse ground game, takes WAY more damage, and most notably, he can't set up his Ultra worth a damn and Balrog has easy setups. I know how you feel, because I didn't play this game for a month because I was so sick of blocking cross-ups. Now I'm back playing it again because even though I know they screwed us on purpose, I feel like an even bigger sucker having a $60 game I don't play.

@Deepsix

Cr. fierce, cr. fierce and cr. fierce some more. Ryu users are, in general, terrible at this game. They're similar to Sagat users, but Sagat is much cheaper and therefore, more dangerous. Even the G-2A Ryu's I've seen do the same crap over and over again. Spam fireballs and hope you jump in like a clown so they can DP>Ultra you. Stay on the ground unless you have SB cover. Cr. fierce on their jump-ins and Hurricane Kicks, hold foward to block the crossups. Nuetral jump airthrow is also one of your best friends against all characters. Hope that helps.

 

Posted by Madness on June 17, 2009 at 12:11 a.m. #513

Against Balrog

Ok, this might be too good to be true, but if it is true then it's HILARIOUS

I heard that standing fierce or back and fierce can kill alot of what balrog can do, but timing can be iffy and you don't wanna give up alot of damage to this guy, so i tried the crouching lp.

Successful....100% of the time, and you don't even need to time it, you can just sit there and mash and if he runs in to try and hit you with any of his super moves he's getting stuffed clean. but options don't stop there, that would just confuse and/or frustrat him so maybe you can jump in or do bigger damage.

You can actually throw him out of these moves it seems if you want, or if you are really daring and not fearing lag, crouching mp to flashkick or EX flashkick, or flashkick by itself as that will stuff his ex moves along with the throw

This should really do wonders for keeping him on the outside, wondering what he should do, and getting annoyed by lp sonic booms. If he's farther back it's probably alot easier to flashkick him if he jumps in too.

Ofcourse, don't too trigger happy upclose without considering the headbutt, which i don't know much about atm but will update. Chances are he'll be so confused you won't need to worry nearly as much as you normally would

If all of this is accurate, it could be possible to put balrog in your pocket next to zangief, go to practice and try it out, and then try it in real matches and feedback so we can update

 

Posted by SubFocus81 on June 17, 2009 at 1:01 a.m. #514

Does anyone have any tips on a good wake-up strategy?

I find when I get frustraighted towards the end of a round I will foolishly start to wake-up FK, I suppose it's the same bad habbit as L HK - but having some good wake-up options would be a good thing to put together.

 

Posted by lareka on June 17, 2009 at 2:47 a.m. #515

It's not much but i have a tactic to add. I have watched many guile videos but i haven't seen in any that a guile player makes his ultra whenever an opponent is jumping on him. I mean, when i'm sure of a flash kick hit on opponent, if my ultra bar is ready, i make my ultra and punish him for jumping on me. Also I do my ultra often to Balrog when they come from long range with charging punchs, I catch them on their way with my ultra. BAM !
I'm sure most of you already do that but doing that consistently is a great tactic.
By the way i would like to discuss anything about SF4 on msn if you have. My id is : ademdemirdag@hotmail.com
Add me and let's talk SF4.

 

Posted by Lareka on June 17, 2009 at 4:32 a.m. #516

By the way, Do anybody know if Guile has a win quote that says: "Go home be a family man" in sf4 ? I unlocked nearly all of the win quotes, missing 1 or 2 but didn't see that one.

 

Posted by SubFocus81 on June 17, 2009 at 8 a.m. #517

Yeah I think its quote no.2 or 4.

If anyone wants to spa add me on XBL, just mention this site. My XBL tag is SubFocus81 (Im in England, and mainly play during the late evenings)

 

Posted by DStroyer4 on June 17, 2009 at 8:18 a.m. #518

@Madness

Basically, you heard right. The st. fierce is probably Guile's most universally reliable move. It sometimes trades on wakeup DP's, it beats many of Abel's specials, has some air defense capability, links with itself, and well, it's just great period. For all of the problems I have with Guile, this move is borderline unfair. Against Blanka and Chun-Li, it will often whiff because they're so low to the ground. Other than that, it's useful against everyone. As you said at the end, though, care must be taken to not get hit with the Buffalo Head. Good Boxers won't let you stuff them all round with the st.fierce. If they have an Ultra, they'll be itching to catch you with the Buffalo Head. But, in general, mixing in the st. fierce whenever you're in range (or close to within range since you'll often catch people as they try to jump in on lift off) is safe and doesn't leave you open to sweeps the way f.fierce does.

 

Posted by LJAY103 on June 17, 2009 at 11:46 a.m. #519

@ deepsix

"What do you use to get in on a hado spamming ryu?" - Sonic Boom, jump over w/ the preparation to air throw, if he shoots another hadou, then i'll absorb that and put pressure and dash in close so i can box with him. mixing up attacks with standing and crouching jabs then target combos, double sweeps, sonic booms, jumping over, a messed up looking kara throw.

"How do you consistantly anti-air him assuming you're not using airthrow?" - most of the time i'll use HP, because it hits over ryu's HK. you will fail if you try and have an HK fight in the air. but you want to avoid any attacks except an air throw, that will get them most of the time if timed right. if he jumps and attempts to cross over block the other way and counter with a sonic boom or throw, the worst that will happen is he may tech you, but no harm no foul.

"What did he do as sagat and how did you counter?" - sagat would D+MK > Tiger Knee, just countered with an LK Flash Kick throw sonic booms, sagats i faced, usually FADC and absorb it, when it happens i'll jump over and throw him on the other side and pursue to attack.

 

Posted by sonic hurricane on June 17, 2009 at 12:31 p.m. #520

i jumped in on a charged guile with the intent that he was going to miss. usually when you attempt to cross up guile and he does a flash kick, it misses most of the time, so that's what i was expecting. i was guile and lost horribly to his guile. i dont know what happened. for everything that i did, he had something for.

@Ijay sorry dude, i was just frustrated and angry, you arent cheap, im aware he has 2 moves, but you make it seem like he has so much more. your fu**ing flash to super looks great.

anyone else have problems with Ijay? rofl, i dont know how to beat him...sorry Ijay i just want to get a match on you. i know Ijay isn't a character or anything, but dude, your gameplay with guile is crazy. i suck with fei, but i almost had you on the third round. i would say im pretty good with ken, but you took him out quick. so do i need to switch characters? maybe a fuerte would take you out nicely. we'll paly again if u can accept my apology, i'd like another match.

 

Posted by LJAY103 on June 17, 2009 at 1:46 p.m. #521

@sonic hurricane

apology accepted, glad to have a rematch. im flattered enough that you are asking people how to defeat me. hahah dont even worry about that. i can be stopped. BOLACKO's (PURPHAZE) Cammy is tough. LAREKA's Guile is pretty good that it was close..and i am still not able to beat AZNFLAVOR. He used Ryu on me last night, and i couldn't follow through to get him. He is unstoppable with Sagat, his Ryu, i thought i had a chance, but looks like i need more practice. Everyone needs practice.

 

Posted by Madness on June 17, 2009 at 4:27 p.m. #522

I find ryu alot harder to defeat consistantly than sagat personally.

Just that my options never consistantly work against ryu when he jumps in, to the point where it seems like dumb luck because another guy will do the exact same thing and it will never work.

Next time i play i'm going to see if it's possible to interrupt that mk to hadoken combo shotos use with light flashkick or ex flashkick, that should take alot of options away

 

Posted by jleadership on June 17, 2009 at 4:58 p.m. #523

I have only defeated azn 2 times in my sf career. His Sagst is Brutal, But he isn't even flashy at all. He breaks you down by getting you frustrated then you are out of your game completely.

The best way to beat him is try to control the pace because once he takes that from you you can forget about it. Hey lj, I would like to go at it again, I wasn't focused. You play guile really good and I need the practice in stead of doing the champ mode. Last nite azn had me in situation were constantly crossed me. I started to adjust, but what can gouken and rog do against croos-ups.

I hope you can help me out.

 

Posted by DStroyer4 on June 17, 2009 at 5:52 p.m. #524

@Madness

Against Ryu, I find that if I don't jump (I rarely jump in anyway) they get nervous because they end up backed into a corner. Now, all he can do is helicopter to safety (most people don't know how to do that) or jump-in. I'm not close enough for a cross-up, so I've got my finger on the fierce. Because of the bs net lag, you need to be EARLY with the cr.fierce. Otherwise, shotos will stuff you. It seems random because it is. Characters that need pin-point timing to be effective are hurt the most by Capcom's network. If you know a jump in is coming, FA is fool-proof.

A blocked cr.forward can be countered with a FK (any button) if the shoto follows with a fireball. At the very least, you get a positive trade. If you EX FK, your invincible frames will pass right through the fireball. I do that in almost every match. I've landed my Ultra in this situation before too, but sometimes it doesn't work. I think the timing on that is extremely tight. Also, if you're connection is right, you can counter a blocked shoto cr.roundhouse with a FK and there's nothing he can do about it. Beware of lag, however, it won't work if there's the slightest bit of lag.

 

Posted by ljay103 on June 17, 2009 at 5:58 p.m. #525

@madness
if you are crouching but not blocking, mk will hit you but you can trade hits when the hadou comes with an LK flash kick. it'll knock you back and ryu in the air, giving you time to plan your next move. alot of trial and error.

@jleadership
wow ur awesome, i haven't beat him once. i had 2 ROUNDS in the whole time i've played him. agreed, not flashy at all, but effective, TOO EFFECTIVE. his gameplay forces you out of your comfort zone, i need to learn that with guile. change pace? with the tiger shots and HK's that's pace enough. tiger shots have enough recovery time that when you think you can jump in, you get HK'd, when you get in close by not jumping, you'll be tiger uppercut'd or D+MK>tiger knee'd. anytime you want to go, we'll go at it. i main guile, and pretty decent with everyone else. when you see me use rog, i use rog like i see him play online. i dunno, im not that good, but i do mimic the players i encounter. maybe because i can read techniques quick.

with rog, dont let a cross up happen. is he using sagat and D+MP in the air, then throwing as he lands? or is he doing a shoto cross up? if its a shoto cross up, its a little difficult cause if u keep your distance, you'll get fireballs. keep pressure on him using B, F+LP, keep him on the ground. if he attempts to do the BnB combo, D+LK, D+LK, D+MK, Hadou. you block a D+MK, counter with a headbutt .

 

Posted by jleadership on June 17, 2009 at 7:15 p.m. #526

He was using ryu when I beat him, but damn those shoto cross-ups were what he was doing. He's got the hit box perfect. I dash - i'm kicked in the neck. I 'm ready to counter, I get thrown,I tech, I get crossed and then thrown again.

Gouken -I keep pressure on him with jab hados to keep him off me. If he lets me charge my jab hado, then I ex flying fist,to another to juggle hopefully pushing in the corner.
to a hurricane kick. Be carefull, the guy is a robot meaning you land a nasty combo, save it for the kill because he will never give you that chance again. The minute he gets inside it's over, so the best strat is to keep him away from you because he will do everything in the book. He is the most consistant player I have played yet.

If he even smells your weakness he will exploit it over and over again, now you are out of your game. Again, figure out a way to take the pace from him and keep that momentum...

 

Posted by JerseyFame on June 17, 2009 at 7:27 p.m. #527

I played a great Bison today. He used Bisons diving punch to perfection. I played miserably since I was using my Hori EX Fight Stick. I couldnt block correctly and at times I was hunting for the right button. Im so automatic with the xbox 360 controller it isnt even funny.

Now Im relearning the game. If anyone wants to try me feel free.

My username on xbox live is JerseyFame.

Also, I managed to beat that Bison so Im getting better as we speak.

 

Posted by Madness on June 17, 2009 at 8:06 p.m. #528

"Because of the bs net lag, you need to be EARLY with the cr.fierce. Otherwise, shotos will stuff you. It seems random because it is."

Ahh i see. I was really, really getting pissed off because buddy would jump in, i'd knock him out of the air and he'd land in a sonic boom, then try to jump in and it'd work.

Doesn't matter that i knew before we even started playing that this wss going to happen, because that's all ryu really does, it still worked to the point it looked like skill. Another guy does it and ends up dizzy...

Meh, maybe next time i can air throw and just not give him time to BS me. Maybe i'll practice that crouching mk to hado counter tonight

Anyone try the balrog counter yet?

 

Posted by lareka on June 18, 2009 at 2:25 a.m. #529

@jerseyfame
I ordered Hori fight stick 3 for ps3, is it really hard to adapt to it ? If that's the case, i would go for player matches for several days instead of losing stupidly in ch. mode.
@ljay
Hope to play with you again soon. I need to improve my offensive game, now i only can beat players that are less skilled than me or players with the same skill. I can not force players that are higher than my skill b.cause my offensive game isn't that good. I can only punish opponent's errors in a way.
The network was poor between us, 1 out of 5, it didn't affect me much, i didn't feel the lag, you ?

 

Posted by SubFocus81 on June 18, 2009 at 3:17 a.m. #530

@JerseyFame

Added on XBL.

Yep it took me a while to get the cr.Fierce timing down online, you have to be careful as it will trade mainly unless youi are super quick.

Baiting people for free air throws is also a good mixup strat I use, especially against shotos. When you are just outside sweep range and both of you are in netural crouch position, the average player will atempt a junp in, you can anticipate this and get a free airthrow.

 

Posted by ljay103 on June 18, 2009 at 8:05 a.m. #531

@jleadership
his spacing is ALMOST perfect, i played against him last night after you got offline, got handed to me 6 times in a row but air throws got rid of those cross ups. my gameplay is to avoid those crossups, but a missed flash kick or getting knocked down is the perfect opportunity to get crossed up.

with his ryu i think i can stand a chance, but that damn sagat. dammit. if you keep away from him, you will get projectiles thrown at you forcing you to get in close or die by chip.

i seriously want to know whether or not a fightstick will improve my game, i mean im not horrible with a d-pad, in fact i prefer it. lol i just want to borrow one to see how well i do. i played SFIV on XBOX and that gamepad seriously throws me off. i want to use the d-pad but its so close to the analog, i end up doing other moves or not blocking right.

@lareka
you can only get better by playing new people because of their different gameplay. i did notice that you are pretty defensive with guile. its effective to a point, you almost killed me. hahah but no i didn't feel any lag. that's what i dont understand, my signal strength is 98%, the wireless is in the same room with the PS3.

 

Posted by JerseyFame on June 18, 2009 at 11:33 a.m. #532

@ lareka

Its hard because of the way I play. Im very deliberate with my hand motions and i dont do any of the shortcut inputs.

At times I will be blocking low and want to swing the controller toback so that I can block high, it will feel like I did that, but I will still be stuck in the corner of the gate and thus continue to block low. Mistakes like that open you up for major damage. Its very frustrating.

I feel like playing in championship mode is going to make my learning curve faster. I dont want to baby myself and play a bunch of player matches...I might as well dive right in...thats just how I roll.

Since we have postponed Guile startegy to talk about others Ill introduce a new Guile combo that may be overlooked.

Crouching fierce into flash kick.

Impossible to do on the xbox controller, i can do it with 65% consistency on my Fight Stick. Just charge down and as you press up slide your fingers across fierce punch and roundhouse kick as fast as you can. Its a damaging two hit that doesnt suffer from damage scaling to much.

Try it.

 

Posted by sonic hurricane on June 18, 2009 at 2:07 p.m. #533

im having trouble with hard trial 4...any tips?

i can get to the EX FOCUS ATTACK but then i cant finish with the ultra. im usually pretty good at executing it, but still have issues completing.

 

Posted by lareka on June 18, 2009 at 3:27 p.m. #534

Thanks for the tips.
Playing with guile needs extreme concentration. Whenever i lose my concentration and patience play , i start making dumb things and mostly lose the round or the game.
By the way 2 f**kers pissed me off when they taunted me as i was dizzied instead of attacking. I was losing to both of them at that moment and i won both game by 2-1. Don`t ever make a guile player angry !!

 

Posted by tom on June 18, 2009 at 4 p.m. #535

they are not laughing at you. they are laughing at guile low stun bs. and maybe you got stun because of silly cross up over and over? if im ryu and i am able to cross you up over and over to make you dizzy. i would taunt myself to death also.

 

Posted by ljay103 on June 18, 2009 at 4:01 p.m. #536

i hate getting frustrated and mashing buttons and taunt by mistake, then get a nasty message after i lose saying that "[i] shouldn't taunt if [im] not any good"...i guess its not a nasty message, but sucky nonetheless

 

Posted by DStroyer4 on June 18, 2009 at 6:51 p.m. #537

@JerseyFame

That's a st.fierce xx FK. Check the damage in practice mode.