| 4 weeks ago :: Oct 31, 2009 - 11:04AM #31 | |
|
1. Im way to cocky Im good but I know I'm good and that leads me to always want a flashy ending which causes me to die. 2. I never throw hadoukens that much. 3. I keep think im playing mvc2 and fight in the air. 4. My reaction to moves is quick as hell, but good exectuion is terrible example, i do a hurricane kick when i shoulda just knocked him back wit a shoryuken. 5. Im impatinent, i hate long fights especially in SF. |
|
| 3 weeks ago :: Nov 03, 2009 - 7:08PM #32 | |
|
1. i'm uncormtable chasing someone who runs away. 2. i have a habbit of repeating myself (like using a sumo headbutt whenever someone is far from me. 3. i'm not good with using anti-airs consistanly 4. i try to end matches with a cool combo( one time guile missed his ultra and instead of punishing him tried to start off by using abel's elbow cr.HP into an ultra and only connected with the second hit with the elbow and died with the next sonic boom. 5.hard to execute moves under pressure i usally blame my ps3 controller but it's still a major probelm i have. |
|
| 3 weeks ago :: Nov 06, 2009 - 9:28AM #33 | |
|
I main Guile and these are my problems:
- Cross ups - Guile doesn't have a good way to deal with cross ups. - Sweep kick - A bad habit. I know i shouldnt do it, but i do. - Don't know how react to some chars: Abel and Gen's cross ups, near turtlers Balrogs, Vega's annoying wall dives, etc... - I don't turtle - lot Guile players plays that way, but i try to be more agressive. - Focus cancel to Ultra - hard as hell to do.
Alex, Dudley and Elena for SSFIV!
|
|
| 3 weeks ago :: Nov 06, 2009 - 1:17PM #34 | |
|
main is Chun 1. I jump a lot. I keep thinking this is Marvel. 2. I don't use the FA and the related stuff (FA->dash/back dash, EX FA, FADC, etc.) as often as I should. 3. I often forget to hit confirm and ending wasting EX meter in the process. 4. I still don't have the EX LL -> Ultra thing down pat. 5. I jump a lot. Very bad for Chun and her floaty jump. The stats say half of the arcadegoers here go shotos... that also means 1 out of every 5 challengers is Ryu. Definitely not good.
|
|
| 3 weeks ago :: Nov 06, 2009 - 5:44PM #35 | |
His Ultra hits behind him a little too, it's mostly a waste of an Ultra (basically just causes knock down of the opponent) but it can be useful to escape from a cross-over situation so you can avoid a turn-around and just finish someone off. For focus into Ultra, just do FA and don't dash forward, then do Ultra. You can dash in too, but until you get the hang of it, not dashing in makes it easier to pull off. |
|
| 2 weeks ago :: Nov 13, 2009 - 3:42AM #36 | |
|
As Guile i have to say :- 1) Using cr rh too much....i know it's a risky move but you'd be amazed how many players the second hit still catches out, probably due to the online lag when they try to counter between hits. 2) Wake up Ultra's and Flash kicks, especially when i'm being crossed up. 3) Thinking Guile's ultra can be used as an effective anti-air 4) Jumping in on a Ryu with ultra meter. 5) Not knowing how to deal with Abel :-(...
|
|
| 2 weeks ago :: Nov 14, 2009 - 11:53AM #37 | |
|
Re: Abel Rush Abel down. Never let up pressure, his cross-up options are too good for Guile to handle so don't give him the option. Learn how to recognize the change of direction and how to block its variations and its set-ups. Remember you can FK after the first hit on block. Bait his ultra with lp.Booms. Throw his rolls. You will get caught by command throws in this match because of Abel's mobility; reset and don't panic. I pretty much don't ever FK unless it is guaranteed in this match-up because of roll to command grab (or worse) punish. Re: FA to Ultra Not worth it in my opinion because crumple FA is so situational (and the FA to Ultra causes less damage than a straight up ultra), if you get it though remember what was already mentioned. You don't need to dash. hold down back during the charge up and follow through. Then input the ultra after the hit. You would be surprised how slowly you can input it. Re: c.HK Lose that ****. It is terrible. Only use it if it is guaranteed. Usually your opponent will see it once and fall for it or block the whole thing; while in the back of their mind they prepare to destroy you the next time it comes out. Next time you mirror another Guile who uses that garbage, FK or ultra after blocking the first hit. You can guarantee I crush if a Guile uses it on me. Re: Wakeup FK Well, this one is tricky. You really need to recognize when it is necessary (Gief's wakeup death traps) to throw something out there just to get away or get a reset. A lot of people will FA backdash just out of range on wake-up just to bait the FK and its hilarious recovery time. If you have the meter, wake-up FK Focus cancel can trick people out once (and pretty much only once.) Re: Wakeup Ultra Great against certain things like close up fireball pressure. or people that don't know what they are doing. You are better off learning when the ultra is useful for countering or punishing (like after Zangief's green handiness or Blanka's River Slide, or...)or when you need to burn it to be safe against a cross-up as mentioned by Tongari...leading to... Re: Cross-ups Late FK (EX especially) can work well, just wait until it autocorrects. If you have time to use c.HP (slowish startup) then their crossup timing isn't all that great and you can keep using it .Crossups are Guile biggest weakness. You are going to have to learn move by move what works (s.HK, s.MK, focus backdash, focus crumple) and what doesn't . The only crossups you really have to be wary of are Gen's and Gief and Akuma's in my opinion. Gen's because it is can be ambiguous and lead to monster damage (combo to super and ultra juggle). Gief because it is entirely a guessing game in his favor, Guile has no answer. Akuma because his vortex and ambiguous can be really hard to escape, might as well go get a beer once that starts up.
My 5, Guile specific- 1. Forward dash to Ultra, I still try to catch "safe" jumps with it and use it for surprise factor. Pretty terrible in that regard though. Should be incorporating backdash to ultra instead since it can absorb a hit and punish (still can't do that one very often yet.) 2. Falling for stupid throw set-ups. Against Ryu and Ken mostly, just because thaey have so many blockstrings that I sit there like a lump of clay and watch them stop the string and walk forward in slow motion to throw. So I either tech early and eat a poke to blah blah balh easy mode big damage or tech late so because I was overly safe during string. 3. Not using c.HP enough. 4. Saving meter so I can lp.boom xx super xx ultra. I just like how cool it looks even though it is crap damage for the meter (and scaling makes it so super to ultra is only 60 or so more points of damage than ultra alone). Just EX boom and EX FK and win already idiot. 5. Not going for links online because of potential lag problems. c.lp to c.mp; b.hk to c.mp; c.lk to c.lp to s.lp to s.hp. I go away from all of these because I mistrust the timing. bonus- 6. After a dizzy I LV3 FA dash to airthrow (thanks to Gilley) - I like to think it crushes my opponents spirit because of how awesome it is. I really should just go for a "big" damage combo. |
|
| 2 weeks ago :: Nov 16, 2009 - 8:01AM #38 | |
|
Re: Abel
Rush Abel down. Never let up pressure, his cross-up options are too good for Guile to handle so don't give him the option. Learn how to recognize the change of direction and how to block its variations and its set-ups. Remember you can FK after the first hit on block. Bait his ultra with lp.Booms. Throw his rolls. You will get caught by command throws in this match because of Abel's mobility; reset and don't panic. I pretty much don't ever FK unless it is guaranteed in this match-up because of roll to command grab (or worse) punish
Thanks for the advice, you say that you can FK after the first hit of Abels change of direction on block, however isnt the first hit an overhead?, therefore if i'm charging for a FK wont I get hit?.....I hate this matchup, seems like Guile doesnt have many answers to Abels tricks.. |
|
| 1 week ago :: Nov 18, 2009 - 1:26AM #39 | |
|
The second hit of COD is overhead if it is a punch input (I think). First hit is blockable high and low. So c.mp to FK works fine. If you want to mix it up do s.mp xx boom or s.lp link s.hp or just throw (can be teched). Pretty much anything you want after blocking the first hit. A lot of good Abel players will stop after the first hit (on hit or block) for more complicated mix-ups. DO NOT let him get a crossup game started, he will win. Block the crossup mk, and pay attention to block the followup which will lead to COD. One thing I forgot to mention about this matchup is Guile's nuetral jump. It is really useful in this fight, since Abel will be working to get in. Nuetral jump to late mp, hk to c.mp xx boom and airthrow all become viable. Abel expects people to run away, which is why his roll is so unsafe. Nuetral jump keeps you "mobile" without retreating into a dangerous area. Also, only use LP boom and EX boom, and only when safe. He can roll to command grab very quickly, so you need to be able to move after booms (hence lp for shorter recovery). EX can catch him pre-roll, much like EX booms can catch Gief pre-jump or pre-green hand. |
|


