blankahomedruidpally        
                                       
           

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.

 

youtbe videos link:

ultra combo/super combo

http://www.youtube.com/watch?v=ojw7q_eBI6w

basic:

http://www.youtube.com/watch?v=cHy9x0hxOS4 (in japanese)

gameplay:

http://www.youtube.com/watch?v=lato8FmMoIQ&feature=related

 
       
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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.

 

   
                         

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.

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.

 
                 
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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

   
                         
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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.

 

 

 

         
                           
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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.