Guile vs Ryu Part One
Sorry for the lack of update folks. I hope that this information can be very helpful to everyone out there reading.
Every Guile player in SF4 will encounter a hard fought Ryu matchup wherever they go. Its very important to know the ins and outs of this matchup because Ryu has many tools that get in Guile’s way to victory. Here are some quick key pointers.
- Don’t get caught up in a projectile fight, this is one that you will surely lose for the most part, instead match a fireball when possible and then jump straight up (if within close quarters for Ryu to DP you if you had jumped towards) or jump in from far away. If possible, stay within the tip of Guile’s low forward range, match fireballs and then proceed to backhand Ryu’s hand while he recovers with towards and fierce punch.
- Ryu’s best approach to a Guile is to always pressure with low forward 2in1 fireball, the thing that gives Guile such a hard time is when a Guile player jumps towards a Ryu that is right outside DP or standing roundhouse range, they will always go for a low forward 2in1 fireball setup.
- Don’t back yourself into the corner while charging, make an effort to push Ryu into the corner.Advance yourself using his Sobat kick followed up by some pressure strings to keep Ryu guessing AND blocking. Guile must create a comfort zone for himself where he has the following options :
a. Guile can stay right up in front of Ryu and harass him with Sobats and back fierces, turning it into a pressure game with the option to play footsies when Guile gets right outside the low forward range. Guile’s low roundhouse sweep should be always used to punish a whiffed low forward from Ryu. Since a low forward will stuff Guile’s lunging roundhouse, keep an eye out and punish this move. Once you shut down that option, incorporate Guile’s lunging roundhouse, on counter hit you can tag on a back and fierce punch for mad damage and stun. When you have Ryu in the corner,knock him down and pursue with block strings with a pause at the end, just a chance to bait out Ryu to whiff a DP (which is usually the case).
b. Guile can also stay right outside his low forward range and play projectile wars and backhand Ryu. It is also at this range that Guile must be weary of Ryu’s hurricane kick. A Guile player that becomes predictable will get HK’ed many times in this scenario, so please, mix it up and never ever do EX SB from that close (that’s guaranteed HK on reaction from that distance). It is also from this range that Ryu players will get the urge to jump in and attack. The moment Ryu leaves the ground for a jump, immediately react and throw him back to the corner.At this distance and dependant on your reaction, air throws are 90% free. They do good damage and they position your opponent across the screen whereas you can start doing a mean long distance zoning game. Mix it up with low fierces – air throws – standing forwards, as Ryu can mixup his jump in attack timing and hit you out of your low fierce.
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You’re currently reading “Guile vs Ryu Part One,” an entry on The SF4 Guile Blog
- Published:
- August 6, 2009 / 8:42 am
- Category:
- SF4, SF4 Guile, SF4 Guile gameplay, SF4 Guile matchups, SF4 Guile vs Ryu, SF4 strategy, Street Fighter 4, Street Fighter 4 Guile, Street Fighter 4 strategy
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- arcade games, Guile, SF footsies, SF Guile, SF IV, SF4 footsies, SF4 Guile, SF4 Guile Blog, SF4 guile strategies, SF4 Guile vs Ryu, SF4 zoning game, SFIV, Street Fighter 4, Street Fighter 4 footsies, Street Fighter 4 gameplay, Street Fighter 4 Guile, Street Fighter IV, Street Fighter IV Guile, the SF4 Guile Blog, Tips on how SF4 Guile can control space, video game competition, video games
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