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=Match-Ups= | =Match-Ups= | ||
==Vs. Ryu== | ==Vs. Ryu== | ||
When fireballs trade at close range, far hp/sweep to punish his recovery. Cr hp trade for anti air, cr mk when far away. Careful whiffing cr mk as it's a free sweep whiff punish for them. Tatsu can go through sonic booms, but he's usually unsafe on hit, flash kick or cr hp trade to punish him. | |||
==Vs. Ken== | ==Vs. Ken== | ||
Same as Ryu | Same as Ryu. | ||
==Vs. E.Honda== | ==Vs. E.Honda== | ||
Keep him out with fireballs, far hk and cr hp for anti airs, early j hk can work as well. Cr mk/sweep jumps from far. | |||
==Vs. Chun Li== | ==Vs. Chun Li== | ||
A harder matchup, relatively speaking. You want to force her to block a sonic boom, then go for mixups/throws. Her air normals are hard to deal with if you have no flash kick, so try avoid that situation. Otherwise, sac throw/close mk and walk under are ok. You can fight back in neutral with cr mk, but hers is faster and has better recovery, so use sparingly. | |||
==Vs. Blanka== | ==Vs. Blanka== | ||
Similar to honda, but he has better air normals when close. Anti air sweep/cr mk can only be beat with his late j hp from far, otherwise, close mk if he's above (sac throw if you lose), jump forward back and far hp trade are also decent. Ball is safe on block, it can beat stuffed with mashed cr lp. | |||
==Vs. Zangief== | ==Vs. Zangief== | ||
Just get distance and throw fireballs. Lariat gains like no ground, and you can punish with cr mk usually. Use far hk or cr hp to beat jump attempts over fireballs. | |||
==Vs. Dhalsim== | |||
Probably the most common matchup in the game? He can slide under sonic booms when close, and his long normals are strong. Stand lk beats slides, and can punish him trying to go under. Flash kick can beat fireballs when in close range. Just try maintain a safe distance and zone him, he can do a throw loop on you with his fierce throw, so avoid him getting that close. | |||
[[Category:Hyper Street Fighter 2]] | [[Category:Hyper Street Fighter 2]] | ||
[[Category:Street Fighter 2: The World Warrior]] | [[Category:Street Fighter 2: The World Warrior]] | ||
{{Street Fighter II}} | {{Street Fighter II}} |
Revision as of 10:40, 22 November 2020


Introduction
"Are you man enough to fight with me?" No, Mr. Guile. I don't think anyone in World Warrior is "man enough" to deal with your magic throw and handcuffs.
Guile is the first pure charge character in the Street Fighter series, meaning that all of his special moves are performed by charging in a specific direction and then moving the stick into another direction while pressing an attack button. His design makes him best suited for a defensive style. Just keep pushing your opponent back with your normals and Sonic Booms (Guile's fireball) and punish any jump-in attempts with an anti-air, usually crouching fierce or a flash kick.
Guile's debut in World Warrior was far from perfect, although you could also say he was perfect depending on how you look at it. His imperfection is due to the infamous WW Guile glitches. Guile can repeatedly throw opponents to the ground without actually throwing them (magic throw) or freeze an opponent in place (handcuffs) and maintain a health lead, only unfreezing the opponent as the timer runs out to prevent the game from soft-locking. Even without using these glitches, Guile is clearly the most powerful character in the game which is why you could say he's perfect. The flash kick deals insane amounts of damage, his jab has unusually long reach for a light punch which can allow for a 5-6 hit jab dizzy combo, and aside from Dhalsim, the other fighters have very limited options against him.
Guile is top tier and can win most matchups easily. However, I recommend learning another character as well if you plan on using Guile since mirror matches aren't possible in World Warrior and you likely won't get to pick Guile first every time.
Color Options
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Moves List
Command Normals
- Bazooka Knee: forward/back + mk (when close)
- Upside down kick: forward/back + hk (when close)
Special Moves
Sonic Boom: charge back > forward + Punch
Flash Kick: charge down > up + kick
The Basics
Anti-Airs: Flash Kick,Crouching fierce, close mk, far hk, cr mk/sweep
Combos
- j.HP,cr.MP xx Flash Kick
- j.HP,s.HP xx Sonic Boom (can add a normal at the end in the corner)
- cr.LK CPS1 Chain s.HP xx Sonic Boom
Advanced Strategy
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +6 | |||||
Frame Count | 3 | 4 | 2 | 3 | 3 | |
Simplified | 3 | 4 | 2 | 3 | 3 |
This jab has unusually good reach. You can easily dizzy your opponent simply by rapid-firing the light punch button up close (the move will star out as the close-range version and then switch to this far-standing one as they get pushed back)
- Standing MP:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 3 | |
Simplified | 1+2 | 2 | 13 |
- Standing HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +1 | ||||||
Frame Count | 2 | 3 | 4 | 5 | 10 | 8 | |
Simplified | 1+9 | 5 | 18 |
- Standing LK:
Damage | 6 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 2 | 2 | 4 | 3 | 3 | |
Simplified | 1+4 | 4 | 6 |
- Standing MK:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||||||||||||||
Stun Timer | 60 | ||||||||||||||||||
Chain Cancel | No | ||||||||||||||||||
Special Cancel | No | ||||||||||||||||||
Frame Advantage | +2 | ||||||||||||||||||
Frame Count | 2 | 2 | 2 | 3 | 5 | 4 | 3 | 2 | 2 | 2 | |||||||||
Simplified | 1+9 | 5 | 13 |
- Standing HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -5 | |||||||
Frame Count | 4 | 4 | 5 | 6 | 8 | 9 | 1 | |
Simplified | 1+8 | 5 | 24 |
Close Standing Normals
- Close Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 3 | 4 | 2 | 3 | |
Simplified | 3 | 4 | 2 | 3 |
- Close Standing MP:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +5 | ||||||
Frame Count | 3 | 3 | 3 | 3 | 3 | 3 | |
Simplified | 1+3 | 3 | 12 |
- Close Standing HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -8 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 6 | 5 | |
Simplified | 1+3 | 3 | 29 |
- Close Standing MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +10 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+3 | 4 | 6 |
- Close Standing HK:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +11 | ||||
Frame Count | 3 | 4 | 4 | 9 | |
Simplified | 1+7 | 4 | 9 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6 | |||
Frame Count | 1+3 | 4 | 5 |
- Crouching MP:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +8 | ||||
Frame Count | 3 | 4 | 4 | 4 | |
Simplified | 1+3 | 4 | 8 |
- Crouching HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -2 | ||||||
Frame Count | 2 | 3 | 4 | 12 | 9 | 1 | |
Simplified | 1+5 | 16 | 10 |
- Crouching LK:
Damage | 6 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+7 | 4 | 6 |
- Crouching MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +8 | |||||
Frame Count | 3 | 4 | 5 | 4 | 4 | |
Simplified | 1+7 | 4 | 8 |
- Crouching HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||||||
Stun Timer | 80 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | KD/+7,-24 | |||||||||||
Frame Count | 3 | 4 | 5 | 4 | 6 | 8 | 6 | 4 | 5 | 4 | 6 | |
Simplified | 1+7 | 5 | 28 | 5 | 10 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Diagonal Jumping MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral/Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 2 | 4 | 5 | 4 | 4 | ∞ | |
Simplified | 6 | 5 | ∞ |
Command Normals
- Reverse Spin Kick: (On ground and close, ←/→ + HK)
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||||||
Stun Timer | 80 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | ? | |||||||||||
Frame Count | 3 | 3 | 2 | 3 | 4 | 6 | 4 | 3 | 3 | 3 | 3 | |
Simplified | 1+15 | 4 | 16 |
Guile's upside-down kick may have excellent reach, but you can't really take advantage of it since this command normal must be done up close. It's still a good move nonetheless, but be careful when using it. If you try to cancel into a Sonic Boom, Guile will freeze during the recovery frames of the upside-down kick, leaving you vulnerable. You can escape by charging and inputting a flash kick, but your opponent can hit you before you have time to free yourself. This glitch is fun to show off in casuals, but it's not a good idea in a serious match so just avoid cancelling this move into a Sonic Boom and you'll be fine.
Throws
- Judo Throw: (←/→ + Strong) and Dragon Suplex: (←/→ + Fierce)
Damage | 32 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 18 |
- Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | 40 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 54 | ||
Range advantage | 24 |
- Flying Buster Drop:(Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage | 40 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 54 | ||
Range advantage | 24 |
Special Moves
- Sonic Boom: charge ←, → + Punch (charge 60f)
Startup
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Frame Count | 2 | 2 | 2 | 2 |
Simplified | 8 |
LP version:
Damage | 12 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
MP version:
Damage | 12 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
HP version:
Damage | 12 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
- Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)
Startup:
Damage | 24/26/16,14 | ![]() |
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Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | -24/-24/-33 | |||
Short | 1 | 2 | 2 | |
Foward | 1 | 2 | 1 | |
Roundhouse | 3 | 1 | 2 |
Active:
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Short | 4 | 2 | 2 | 4 |
Foward | 3 | 2 | 2 | 5 |
Roundhouse | 2 | 2 | 2 | 6 |
Recovery:
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Short | 2 | 2 | 22 | 3 |
Foward | 4 | 4 | 25 | 4 |
Roundhouse | 2 | 5 | 28 | 6 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Match-Ups
Vs. Ryu
When fireballs trade at close range, far hp/sweep to punish his recovery. Cr hp trade for anti air, cr mk when far away. Careful whiffing cr mk as it's a free sweep whiff punish for them. Tatsu can go through sonic booms, but he's usually unsafe on hit, flash kick or cr hp trade to punish him.
Vs. Ken
Same as Ryu.
Vs. E.Honda
Keep him out with fireballs, far hk and cr hp for anti airs, early j hk can work as well. Cr mk/sweep jumps from far.
Vs. Chun Li
A harder matchup, relatively speaking. You want to force her to block a sonic boom, then go for mixups/throws. Her air normals are hard to deal with if you have no flash kick, so try avoid that situation. Otherwise, sac throw/close mk and walk under are ok. You can fight back in neutral with cr mk, but hers is faster and has better recovery, so use sparingly.
Vs. Blanka
Similar to honda, but he has better air normals when close. Anti air sweep/cr mk can only be beat with his late j hp from far, otherwise, close mk if he's above (sac throw if you lose), jump forward back and far hp trade are also decent. Ball is safe on block, it can beat stuffed with mashed cr lp.
Vs. Zangief
Just get distance and throw fireballs. Lariat gains like no ground, and you can punish with cr mk usually. Use far hk or cr hp to beat jump attempts over fireballs.
Vs. Dhalsim
Probably the most common matchup in the game? He can slide under sonic booms when close, and his long normals are strong. Stand lk beats slides, and can punish him trying to go under. Flash kick can beat fireballs when in close range. Just try maintain a safe distance and zone him, he can do a throw loop on you with his fierce throw, so avoid him getting that close. Template:Street Fighter II