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ILFactotum
01-27-2007, 07:20 PM
I'm trying to learn HF Guile (I'm playing HF on 360). My Guile is mediocre at best.

If any of you have knowledge of useful Guile tactics, I would greatly appreciate your assistance.

My main problem is anti-air attacks. I often find myself in the situation in which I haven't had time to charge a blade kick. I then try my hardest to anticipate my opponent's jumping attack, and throw up a crouching fierce or standing roundhouse. I always take the brunt of the damage, leaving my opponent completely unscathed (and rarely trading damage). It seems as if any normal attack (specifically crouching fierce) has incredibly low priority vs an aerial attack, and as long as they're attacking I'll always take the hit (unless they're directly above me). What am I supposed to do about this?

I haven't been playing online because of frustrating from the combination of lag/ the lack of my improvement/I keep getting whooped. I haven't played HF before its release on XBLA.

Thanks



Thanks

Se7in
01-27-2007, 09:26 PM
I'm trying to learn HF Guile (I'm playing HF on 360). My Guile is mediocre at best.

If any of you have knowledge of useful Guile tactics, I would greatly appreciate your assistance.

My main problem is anti-air attacks. I often find myself in the situation in which I haven't had time to charge a blade kick. I then try my hardest to anticipate my opponent's jumping attack, and throw up a crouching fierce or standing roundhouse. I always take the brunt of the damage, leaving my opponent completely unscathed (and rarely trading damage). It seems as if any normal attack (specifically crouching fierce) has incredibly low priority vs an aerial attack, and as long as they're attacking I'll always take the hit (unless they're directly above me). What am I supposed to do about this?

I haven't been playing online because of frustrating from the combination of lag/ the lack of my improvement/I keep getting whooped. I haven't played HF before its release on XBLA.

Thanks



Thanks

If you can't seem to hit them with the Uppercut, Standing Roundhouse, or FK, just block.

I play a lot of HF myself (not on 360, I have 2 USB Pads and a huge monitor so we play MAME/Kawaks Offline), and Guile is without a doubt my best character.

You want to abuse three of his normals, Crouching and Jumping MK, Backfist (Forward + Fierce), and Standing Roundhouse.

At a sizeable distance, backfist is really good, it can knock an opponent back out of jump range if they block, or it's a really good meaty.

Standing roundhouse is awesome because it's a good AA and has good priority, since I seem to take out my friend's Ryu's J. RH.

Crouching MK is a great crouching poke, and his most far-reaching besides his crouching roundhouse, but you don't want to use that because he lag leaves you VERY susceptible to being hit. Also, the j. mk can be linked with the c. mk if you can catch an opponent late enough.

While Guile's C. RH is very late, since it's two kicks, you can use that to your advantage on an opponent, most of the time in the corner. It crosses up a lot of people I play, since most think that after the first kick, they're free, and they don't c. block anymore and try to either to for a retalitory FB or some other form of attack. The second kick of the c. mk will most likely catch them before they can do anything.

But you have to remember, zoning is your goal. Guile has a few options if he's cornered, like he can FK through a FB if he managed to hit-confirm, but he doesn't have nearly as many as others. Try to keep the fight on your terms and not get cornered. Use SB's as often as possible, but do so smartly.

Your worst matchup is most likely the Shoto's, more so Ryu because of his 1-hit knockdown DP's and HK's, unlike Ken's which you can retaliate since they don't knockdown most of the time. Both can Hurricane over your SB's. If this happens, crouch and uppercut, or FK if you have it charged up. you can do this by holding down+back to charge the SB and roll down+forward to throw it out. You still have charge for the FK if they Shoryu through it or Hurricane over it.

More in a little.

Lantis
01-27-2007, 09:37 PM
Just a minor correction: Guile's normal standing Fierce is the backfist. The backfist didn't become F + Fierce until ST.

Se7in
01-27-2007, 09:40 PM
Just a minor correction: Guile's normal standing Fierce is the backfist. The backfist didn't become F + Fierce until ST.

He's right, I just checked it.

I've been playing too much CvS2 lately...

brian
01-27-2007, 09:54 PM
The basic idea is that you want to do the low fierce anti air *deep*. Its counter intuitive, as when you are getting stuffed the tendency is to try to do it earlier, but in fact you may need to do it later. In order to stuff a deep low fierce, most chars have to attack somewhat early. You should then be able to throw them. Actually, I go for the throw motion every time after a low feirce anti air (pianoing both strong and fierce throws), just in case I get stuffed.

margalis
01-27-2007, 10:53 PM
Guile's best AA in HF is walk under and throw. His normals are all pretty bad and will trade at best with nearly any high-priority jump-in. Low fierce, stand rh, far standing strong and low strong can all be used to some degree if you have the distance and angle just right but in general you are looking at trading at best.

Against a character like Chun than you basically can't AA at all the best strategy is to stay close enough so that when she jumps you can walk under.

Lantis
01-27-2007, 11:39 PM
How 'bout against Blanka? The guy has some pretty high-priority air attacks and his jump is pretty low (not to mention that spazzy Vertical Rolling Attack of his). :looney:

evilj
01-27-2007, 11:48 PM
Crouching fierce can't beat early jump rh with shotos. But like brian says, if they do it early, you might be able to throw them. Standing RH should work. You don't really want to be trying to walk under a shoto jump in.

against shotos, you can jump straight up RH too if all the other choices don't work. The knee bazooka works also. It's all about anticipation and knowing the distance.

ILFactotum
01-28-2007, 09:32 AM
Thanks for all of the information! I'm confused about one thing:



Your worst matchup is most likely the Shoto's, more so Ryu because of his 1-hit knockdown DP's and HK's, unlike Ken's which you can retaliate since they don't knockdown most of the time. Both can Hurricane over your SB's. If this happens, crouch and uppercut, or FK if you have it charged up. you can do this by holding down+back to charge the SB and roll down+forward to throw it out. You still have charge for the FK if they Shoryu through it or Hurricane over it.



It seems like I can't manage to pull that charging trick off; whenever I manage to release the sonic boom that way, I end up either releasing a boom and losing my charge, or not releasing a boom and doing a crouching fierce instead. What do you think I'm doing wrong?