SSF4 Guile General Discussion Thread

@Branh0913 good post, nominate for article.

well say branh0913

Hey guys, I know this sounds kinda weird (and border line trolling), but I honestly need help turtling with Guile. I’ve noticed when I rushdown, I can take out most opponents so I’m not too bothered about my offence game. But if they rush ME down, I can’t deal with it effectively.

Any advice?

Classic case of overcompensating. You’re probably rushing down because you don’t want to have to deal with pressure yourself. There are tons of players like this, but they tend to use characters they can get away with this with. However as a Guile player it’s not possible to stay on offense 100% of the match against a decent opponent. I would suggest you work on your blocking, then teching. Once you built of the reactions for this stuff, then you can explore your other defense option.

I’m good with the blocking (so far anyway). The real difficulty I face is more to do with handling the pressure of rushdown (e.g. constant dive kicks). It doesn’t happen a lot because online players aren’t that good, but when it does occur I tend to panic or press buttons, then eat a combo and die. How do you maintain your composure under that amount of aggressive pressure? I always seem to crumble under it or luck my way out.

Are you sure your blocking is up to par? Meaning, do you block what you’re supposed to block or what you’re not supposed to block? Everyone blocks an ultra or a full screen fireball. It’s because those things are easy to block. But do you block fast sweeps on reaction, overheads, crossups etc? I’m not putting down your blocking abilities, but just because you can block doesn’t mean your blocking is good. Don’t worry, you’re not alone, blocking has got much worse amongst the Western player base as a whole, and it’s pretty louse online.

 I've had to eat repeated divekick pressure tons of times.  I have a good friend who I train with often who use Rufus, and another who use Cammy.  So I'm quite use to those situations.   First thing you need to do is understand if he dive kicks you 3 times, then he's expecting you to block them.  He's going for something else, like a throw.  Or he may be trying to force you into thinking he has a pattern so he can setup a counter hit.   Your best bet is to weight in the risk reward.

When being pressured you have 3 decisions to make. Continue to block. That way during his setup he may throw out something unsafe, and you’ll be able to block it. But in this situation you can be opening yourself up for a throw. But if you eat a counter hit into some fat combo, the throw doesn’t seem as bad.

Your second option is to mash out. I wouldn’t recommend this, but you may be able to luck out on some hits because he’s not expecting you to be mashing (locally we call it swinging) when you’re under pressure. He may be playing you as if he expect you to respect his dive kick pressure, so mashing some random move may throw him off. Unfortunately this is not recommended, because he may be using his pressure situation to deliberately catch you mashing and set up a counter off of that.

The third option is to just jump out. Of course he may telegraph this, but maybe if he’s over committing to his pressure he may not be expecting it. However jump outs can be fairly risky, but this depends on where he’s spaced and where you are.

In general when the other player is pressuring you, you need to keep a eye on his sprite.  You know where your sprite is located on the screen, so be watching out for this guy's animation.  You may be able to plan a quick escape.   Also most pressure is done in some sort of sequence.  Very few people keep up pressure and not throw.   Eventually the attacker gets frustrated when you're blocking too much and may be "fuck it, I'm going for a throw".  At this point you can reversal him.

Dealing with pressure is more a psychological game.  It's basically to see if you'll act accordingly to the pressure.   It's also good if you can pick up the habits of the other player.   If he seems to just want to land a hit, then he's the type of guy who gets frustrated by you blocking too much, and he'll do some silly to hit you.  This offense pressure is easy to escape.  It's just a matter of waiting it out.

The second type is the guy who loves his mixups. He may do crossups at times he shouldn’t during his pressure because he lives to mix you up and make your guess. If he’s this type, he probably doesn’t have no more than 2 or 3 reps of pressure before he break the mode to try to go for another mixup.

The third type is a combination of the first two, except he employs a bit of strategy in opening you up. His mixups are timed right, either purposely whiffing, or purposely putting himself at ranges where you can’t counter attack or jump out. In this case, you should try to find a sweet gap and counter poke.

In closing, just block. Don’t press any buttons, don’t try to FK out, don’t try to focus out, don’t do anything. Just block, if you have to eat a throw that’s fine. Offensive pressure situations don’t last THAT long. But as the case with many people, under pressure you usually end up beating yourself by becoming to antsy and playing into their strategy. They WANT you to try to attack them back. Also this goes without saying, but being able to recreate these situations in training mode is really helpful. It helps you train your reactions, because sometimes you only have a few frames to escape a gap.

Escaping pressure is one of those things in SF that only comes with expereince. And that’s called judgement. Good players have insane judgement, and make great decisions. My advice is to get put into these situations as much as possible, and you’ll find yourself panicking less, and you’ll find different and creative ways out of these situations that your aggressor may not have thought of.

Fucking love you branh.

Hey guys, second post! Yay…so I’ve been playing Guile a lot more recently, and I’ve run into a little problem that bothers me. Ryus jumping mk, how to AA it reliably without the use of a flash kick. Crouching hp seems to trade or get beat clean when I try it. Any suggestions on what to try? Heading to training mode as we speak. Thanks

Standing mid kick I believe works well.

Whoops! Sorry about that, turns out I was talking about his jumping roundhouse…heh. and oddly enough I’m trying out various options and it’s working perfectly fine, a few trades but that’s not a problem. I must be throwing out the crouching fierce too late. Confusing myself a bit here. :stuck_out_tongue: Thanks though Pakman, I will try that out as well.

Effing great post. I haven’t been using the Family Man recently; but this is a really great assessment.

I just got back from ATL Fight Club and S-Kill was there I asked him how Guile’s going to change for AE. I didn’t really get a lot of specifics, but he addressed my questions very well and pretty much confirmed the rumor list for me. Overall I was satisfied with the answer he gave.

(More in-depth with our convo, keep in mind I’m recalling from what happened about 2 hours ago and anything I write isn’t a quote I’m paraphrasing.)
Asking about Guile in general: Seth said he’s really happy with the way Guile turned out for Super; basically he said he’s good but not ridiculous and not a lot will be changing going into AE.

Asking about Boom meter build: Seth confirmed that Guile will be getting less meter from booms in AE. He also went on to talk about how Guile doesn’t just keep up with other fireball characters he straight up beats them in the fireball fight, to which he said that he feels isn’t right so this is what they’re doing to change that.

Asking about damage reduction: Seth didn’t really have much to say on this one; he really didn’t seem sure what to tell me. This could mean Guile won’t see a damage reduction or Seth didn’t know specifically where.

Follow up question asking about Guile High Kick damage specifically: I’ve been thinking Guile will lose damage here since he got a lot of utility with in Super and it leads to some great damage as an anti-air or a punish, and since he didn’t give me a lot to go on I decided to ask further about this move in particular. Seth didn’t confirm any changes to GHK damage or otherwise, he went on to say GHK is a one of the fun tools they don’t want to take away from Guile players.

In short when AE rolls around Guile will still be the character he is now, maybe just slightly weaker. Also S-Kill is a stand up guy, it was an honor to meet him in person. I feel kinda bad that I asked him about Guile changes so quickly, I hope he understands I didn’t mean to just pry for info. :slight_smile:

There will be times where you just don’t have anytime to use c.HP because it has a decent bit of start up frames (Usually after someone jumps a recently thrown boom). In these situations you’ll need a quicker aa normal far s.MK and far s.MP are usually the buttons of choice for this kind of situation. You might also have some luck with close s.HP and c.MP. While c.HP is a very solid move don’t expect it to solve all your problems remember to try out all your aa’s in a variety of situations with friends or in training mode versus the jumping attacks you have the most trouble with.

Here’s a quick list of anti airs to always consider when exploring new territory: c.HP, df HK, far s.MP, far neutral s.MK, lk flash, hk flash (to force a trade into U2/ex boom), U2, and air throw.

There are also a number of moves that can be used every now and then in very specific ways these are usually the very niche aa’s to counter very specific things but not your go-to options: close s.HP, c.MP, c.MK, far s.HP, f HP, close s.HK, and U1.

Also don’t forget about going air to air with normals these are especially useful for breaking your opponents tempo but they carry a good risk as well because when your feet are off the ground you can’t defend until you’re back down. Anyway moves of note in this category are: Angled jump MP, MK and HP; and neutral jumping HP (Also note that this move takes away Guiles lower hittable box allowing you to do silly things such as cleanly beat ex spinning bird kick.

Good stuff to Aeroplane last night for running that streak against all those A ranked players in the endless. What was it? 12 win streak?

If they’re jumping from far away enough (outside backfist range so that the tip of his foot would normally hit you), s.mk will stuff/trade Ryu’s j.hk. Same with s.hp.

I was at a Ranbat session @ Rutgers University (post tournament) and was sparring with a Honda player. He would jump over my lp sonic booms from full screen and I was able to score a far standing HK AA everytime on him. I tried the same far standing HK as an AA on a few characters and it works pretty well, imo.

EDIT 1: Of course, I would move up a tad bit to space the far st.hk more accurate as well.

EDIT 2:

Here’s a closer look at Guile’s far standing normals so you can see what the active hitboxes are on his far AA normals.
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Sup guile forum, Im a dudley main and i would really like some practice against guiles. Any guile would mostly due, from lame to rushdown, just as long as you are solid at your playstyle with him. Feel free to add me on XBL (im on everday) and lets get some casuals going in the future. i have a mic so if you have one, that would be great

Far s.hk can be used well as an AA if you predict the opponent will empty jump. But it’s dangerous against some characters’ jump arcs which will stuff it. It hits at a lower point of opponent’s jump and it’s useful against Gief’s short jump as it normally won’t get stuffed by him if you do it at max range. The range is deceptive too.

IMO and experience, the best way to use it against Gief is that there is a distance that most Gief like to empty short jump to pressure you as you walk back, and airthrow normally whiffs at that range if he never presses any buttons.

I’ve also tagged Abel, Sagat, Boxer and Ryu’s empty jump with it before. It hits them so late during their jump that most opponents don’t see it coming. But like backfist, you will get heavily punished if they expect it. I think backfist is better as it has faster startup.

IMO, one of the cool things about far st.hk is that you can get a charge going whereas the backhand forces you to lose your charge. All in all, both moves are equally good and have their advantages.

Far st.hk is good for when you want to move forward while keeping a back charge, but back st.lk is going to move you too far. Examples: Setting up chip U2 (if you’re too close you can get punished), spacing someone out in the corner, and slowly inching up in a fireball war (situations where st.lk will get hit but st.hk will move you forward a little and have enough time to SB).