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===Command Normals=== | ===Command Normals=== | ||
*B+Short: the knee bazooka. It allows you to advance while charging a Sonic Boom. | |||
Forward/F+Forward/B+Forward: a great kick. It allows you to move forwards or backwards while attacking, and also goes above low hits like shoto's crouching kicks or Guile's cr.Forward. At certain ranges, it can be used as an anti air. | |||
F+Fierce: Guile's patented backfist punch. Its awesome range makes this Guile's best punish normal move. It can used at anti air at certain ranges, but mostly to punish projectile recovery after you canceled the projectile itself with a Sonic Boom and the opponent is left open. This move has relatively low priority and can by punished if whiffed. | |||
--[[User:Tataki|Tataki]] 21:44, 1 September 2007 (UTC) | --[[User:Tataki|Tataki]] 21:44, 1 September 2007 (UTC) |
Revision as of 11:27, 22 March 2011
Introduction
Guile is a all round balanced character. however he has been toned down quite a bit compared to his cps-1 version
Color Options
New Guile Colors
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.
New Guile's color options in Super Turbo
--Raisin (April 6, 2007)
Old Guile Colors
Old Guile's color options in Super Turbo
Old Guile's input code is UDDD. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.
--Raisin (April 6, 2007)
Move Analysis
Normal Moves
- cr.Forward: Guile's main poke. It has a very good range, but poor priority. The key to using this attack well is not using it all the time, but positioning yourself so that it will hit or control space when the enemy is not throwing his pokes, which often beat Guile's.
- cr.Short: this move combos into itself. A fast attack to push a close opponent away to ideal c.mk range.
- cr.RH: used as an anti air at a certain range. The second active part of the move has very good range, which can be used to control space in specific situations, such as on the enemy's wake-up or after forcing him to block a Sonic Boom, with noticeable frame advantage.
- cr.hp: the main anti air to use when being jumped on and you aren't charged for a flash kick. This takes training to time: you want it to trade if the enemy attacks the right time. It can also be used at a feint, tricking the enemy into thinking you stood up and lost charge.
- j.Short- for crossups and ticks.
- j.Forward: good jump-in move with acceptable range and priority.
- j.RH- jump-in move with very good range, but poor priority.
- j.Fierce: a good air to air move. Can be used as anti-air with good reactions or to mix-up moves. Also used when jumping backwards to counter Dictator's stomps or Claw's wall dives.
--Tataki 21:44, 1 September 2007 (UTC)
Normal Throws
Command Normals
- B+Short: the knee bazooka. It allows you to advance while charging a Sonic Boom.
Forward/F+Forward/B+Forward: a great kick. It allows you to move forwards or backwards while attacking, and also goes above low hits like shoto's crouching kicks or Guile's cr.Forward. At certain ranges, it can be used as an anti air.
F+Fierce: Guile's patented backfist punch. Its awesome range makes this Guile's best punish normal move. It can used at anti air at certain ranges, but mostly to punish projectile recovery after you canceled the projectile itself with a Sonic Boom and the opponent is left open. This move has relatively low priority and can by punished if whiffed.
--Tataki 21:44, 1 September 2007 (UTC)
Special Moves
Sonic Boom Charge B,F + P
Somersault Kick Charge D,U + K
Super Move
Double Flash Kick: Charge DB for 2 secs, DF, DB, UF + Kick
Risky move. Must be done close to get hits in. Juggles air opponents for 4 hits. Good wake up tool but unsafe.
Strategy
Guile needs just about a second (54 frames) to charge his moves. This allows him to keep a constant wave of Sonic Booms coming, controling the space in front of him, while leaving himself vulnerable for little time, as the Sonic Boom is the fastest recovery projectile move in the game. His long range pokes allow him to punish mistakes and apply pressure of he decides to follow the Sonic Booms.
Guile wants to force characters without a projectile to jump or otherwise use some longer recovery move to avoid his Sonic Booms, then punish accordingly. Against motion projectile characters, Guile wants to take advantage of his fast charge time to throw as many Booms as possible, forcing the motion character to either throw too many projectiles as a counter, leaving themselves vulnerable for prediction attacks such as a jump-in, or throwing a projectile too late, getting punished by the reviled backfist punch or the knee bazooka (in case of Sagat's Low Tigers).
Even though Guile's Sonic Boom recovers fast, it has been given vulnerable hitboxes in front of the move. Also, most often he will not have a charge ready for the Flash Kick if the enemy jumps as you throw one. Finally, some moves such as Ryu's Tatsu can punish Guile for using a Sonic Boom, if close enough or as a prediction. As a result, Guile must feint while throwing projectiles, tricking the enemy into jumping over no Sonic Booms (eating a Flash Kick) or staying on the ground, getting pushed by the wave of Sonic Booms while accepting chip damage. Guile can feint or disturb his enemy by throwing different fast pokes while crouching, such as Jabs and Shorts, and using a cr.Fierce punch, which makes it look like Guile is on neutral position, apparently losing his vertical charge.
Advanced Strategy
Combos
These the the only combos you should be trying to do.
- j.Fierce/RH, cl.Fierce/cr.Strong xx Flash Kick;
- j.Fierce/RH, Fierce xx Sonic Boom, Backfist (corner only;
- X-up Short, cr.Strong xx Flash Kick (for O.Guile you can swap the X-up LK to X-up MK but i think that only works on crouching opponents);
- X-up Short, cr.Short/cr.Jab x2 xx Flash Kick (chain cancel)
Best way to land the super is on a crossup LK
- X-up Short, cr.Short/cr.Jab x2 xx Super (chain cancel)
- j.Rierce/Roundhouse, cr.Fierce xx super (super cancel)
You gotta be a superman to land this one. Dump the jumping attack and do the C.fierece cancelled into super as a meaty If you really want to do the super off a forward jumping attack do it like this:
- j.Fierce/Roundhouse, cr.Strong xx Super
Attack Info and Frame Data
Match-ups
Blanka
Beat the Slide Punch
1) Standing short
Standing short beats not only the slide punch but also horizontal balls and Blanka's super. One of the sweetest things Guile can do is jab sonic -> standing short. If Blanka tries to slide under the sonic at max-range your short will hit him into it for a 2 hit combo.
2) Standing roundhouse
Try to catch him as he goes into the punch. Especially good if Blanka tries two slide punches in a row -- hit him with roundhouse in between. Blanka can beat Guile's standing roundhouse with his standing jab but if he's doing those jabs you can hit him with an old fashioned crouching forward.
3) Fierce Sonic
Mix these in with the jab sonic booms sometimes to try to catch him flinching.
No-charge Air Defense (Standard)
Any given option can be beat, so good anti-air is a matter of knowing the proper spacing and reading your opponent.
1) Crouching forward/roundhouse
Loses to a late Blanka jump fierce. You can also do the crouching forward a little late looking for a blocked hit. If Blanka is really sneaky he could forward hop over that one but you should have a Flash Kick charged by then so...
2) Vertical jump roundhouse / climbing jump fierce
If you're backed into the corner and you get beat air-to-air by a Blanka jump jab, note that you're vulnerable to his fierce ball trickery so be careful.
3) Crouching fierce
This usually loses to Blanka's jump short but that ain't the end of the world. Do it early such that Blanka hits you high, and you can do a defensive two-way mix-up on the back end: sac-throw or Flash Kick. Crouching fierce a little later if you're trying to trade.
No-charge Air Defense (Non-standard)
1) Backfist
At long range this is not unlike Sagat's standing fierce. Do it as late as possible to try to trade or beat Blanka's jumping jab/jumping roundhouse.
2) Far standing strong
3) Neutral or back+medium kick Sobat
4) Standing roundhouse
5) Standing short (!?)
Cross-up Short
Blanka is a huge target for an ambiguous jump short -> crouching strong -> (hit confirm) flash kick. If your opponent has a reliable reversal vertical ball this doesn't mean much but...
Whiff -> Throw Trickery
Up close, joystick plus roundhouse (the upside down kick) and joystick plus medium kick (sobat) both miss. Whiff the kick and throw the beast. (nohoho)
Vega (Claw)
Guile 3-7 Vega
- Sliding is annoying
- No air defense when he jumps a sonic [from close]
- Difficult to okiseme
Pinned in the corner
- Use flash kick vs. chip damage attempt [rolling claw]
- Gamble flash kick vs. Izuna/Barcelona
- When you predict a wall dive fake out, fierce sonic
Anti Slide Kick
Unless he's right on top of you there's no good way to stop the slide kick.
Gamble flash kick misses. Sonic trades unfavorably. Towards+medium kick sometimes works but you have to predict and Guile's down on a trade.
[Far standing roundhouse works here and there, too.]
Keeping quiet and blocking is safest. At least it doesn't do chip damage.
Also, after a blocked slide, sonic is not recommended. You'll eat crouching strong. If he gets predictable with blocked slide -> crouching strong you can flash kick but don't get carried away.
Bad range for Vega
Get into a more favorable position with jab sonics. Some breathing room. [half screen ish]
- Counter the jump in with crouching roundhouse.
- If he vertical jumps the sonic, use crouching forward. (Try to meet him in the air [w/ jump roundhouse or whatever] and you'll eat his vertical jab)
- If he blocks it, move back with back+medium kick and throw the next sonic.
Okiseme
[when you knock Vega down you want to try to tick but:]
- Very difficult to time safe jump in vs. Vega.
- Doesn't mean much since he's got standing flip kick.
- If he backflips you can't throw him.
- Even when you do get the throw he'll tech hit.
Risk reward stinks.
Ultimately, a blocked jab sonic might be best.(T.Akiba via nohoho)
Serious Advantage Match-ups
E. Honda, Zangief, Cammy and Fei Long
Advantage Match-ups
Ken, Blanka, N.T. Hawk, N.Sagat
Fair Match-ups
Dee Jay, Dictator, O.T. Hawk
Disadvantage Match-ups
Ryu, Chun Li, Boxer
Serious Disadvantage Match-ups
Dhalsim, Claw