Super Street Fighter 2 Turbo/Guile: Difference between revisions

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--[[User:Tataki|Tataki]] 21:44, 1 September 2007 (UTC)
--[[User:Tataki|Tataki]] 21:44, 1 September 2007 (UTC)
===Normal Throws===


===Special Moves===
===Special Moves===

Revision as of 12:37, 1 August 2011

ST Main Page
The Characters

Guile's portrait in Super Turbo

Introduction

Guile is a all round balanced character. however he has been toned down quite a bit compared to his cps-1 version.

Competitive Overview

Strengths & Weaknesses

New & Old Versions Comparison

Color Options

Jab Strong Fierce Start Old
Guile-lp.gif Guile-mp.gif Guile-hp.gif Guile-start.gif Guile-old1.gif
Guile-lk.gif Guile-mk.gif Guile-hk.gif Guile-hold.gif Guile-old2.gif
Short Forward RoundHouse Hold Old Alternative

--Born2SPD

Move Analysis

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage ? Guile stcljab1&4 stfarjab1&4.png Guile stcljab2 stfarjab2.png Guile stcljab3 stfarjab3.png Guile stcljab1&4 stfarjab1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?


  • Crouching Jab:
Damage ? Guile crjab1.png Guile crjab2.png Guile crjab3.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Count ? ? ?


  • Close Standing Strong:
Damage ? Guile stclstrng1.png Guile stclstrng2.png Guile stclstrng3.png Guile stclstrng4.png Guile stclstrng5.png Guile stclstrng6 stfarfrwrd1.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Strong:
Damage ? Guile stfarstrng1.png Guile stfarstrng2.png Guile stfarstrng3.png Guile stfarstrng4.png Guile stfarstrng5.png Guile stfarstrng6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Crouching Strong:
Damage ? Guile crstrng1&4.png Guile crstrng2.png Guile crstrng3.png Guile crstrng1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?


  • Close Standing Fierce:
Damage ? Guile stclfrc1&6.png Guile stclfrc2.png Guile stclfrc3.png Guile stclfrc4.png Guile stclfrc5.png Guile stclfrc1&6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Fierce:
Damage ? Guile stfarfrc1&8.png Guile stfarfrc2.png Guile stfarfrc3.png Guile stfarfrc4.png Guile stfarfrc5.png Guile stfarfrc6.png Guile stfarfrc7.png Guile stfarfrc1&8.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ? ? ? ?
Simplified ? ? ?


  • Crouching Fierce:
Damage ? Guile crfrc1.png Guile crfrc2.png Guile crfrc3.png Guile crfrc4.png Guile crfrc5.png Guile crfrc6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

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.

  • Close/Far Standing Short:
Damage ? Guile stclshrt1&5 stfarshrt1&5.png Guile stclshrt2&4 stfarshrt2&4.png Guile stclshrt3 stfarshrt3.png Guile stclshrt2&4 stfarshrt2&4.png Guile stclshrt1&5 stfarshrt1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Crouching Short:
Damage ? Guile crshrt1&5 crrh1.png Guile crshrt2&4 crrh2.png Guile crshrt3.png Guile crshrt2&4 crrh2.png Guile crshrt1&5 crrh1.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?

This move combos into itself. A fast attack to push a close opponent away to ideal c.mk range.

  • Close Standing Forward:
Damage ? Guile stclfrwrd1&5.png Guile stclfrwrd2&4.png Guile stclfrwrd3.png Guile stclfrwrd2&4.png Guile stclfrwrd1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Forward:
Damage ? Guile stclstrng6 stfarfrwrd1.png Guile stfarfrwrd2.png Guile stfarfrwrd3.png Guile stfarfrwrd4.png Guile stfarfrwrd5.png Guile stfarfrwrd6.png Guile stfarfrwrd7.png Guile stfarfrwrd8.png Guile stfarfrwrd9.png Guile stfarfrwrd10 stclrh12.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ? ? ? ? ? ?
Simplified ? ? ?


  • Crouching Forward:
Damage ? Guile crfrwrd1 crrh7.png Guile crfrwrd2.png Guile crfrwrd3.png Guile crfrwrd4 crrh10.png Guile crfrwrd5 crrh11.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?

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.

  • Close Standing Roundhouse:
Damage ? Guile stclrh1.png Guile stclrh2.png Guile stclrh3.png Guile stclrh4.png Guile stclrh5.png Guile stclrh6.png Guile stclrh7.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ? ? ?
Simplified ? ?
Damage ? Guile stclrh8.png Guile stclrh9.png Guile stclrh10.png Guile stclrh11.png Guile stfarfrwrd10 stclrh12.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ?
Simplified ?


  • Far Standing Roundhouse:
Damage ? Guile stfarrh1.png Guile stfarrh2.png Guile stfarrh3.png Guile stfarrh4.png Guile stfarrh5.png Guile stfarrh6.png Guile stfarrh7.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ? ? ?
Simplified ? ?
Damage ? Guile stfarrh8.png Guile stfarrh9.png Guile stfarrh10.png Guile stfarrh11.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ?
Simplified ?


  • Crouching Roundhouse:
Damage ? Guile crshrt1&5 crrh1.png Guile crshrt2&4 crrh2.png Guile crrh3.png Guile crrh4.png Guile crrh5.png Guile crrh6.png Guile crfrwrd1 crrh7.png Guile crrh8.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ? ? ? ? ? ?
Simplified ? ? ?
Damage ? Guile crrh9.png Guile crfrwrd4 crrh10.png Guile crfrwrd5 crrh11.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count ? ? ?
Simplified ? ?

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.

Aerial normals

  • 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)


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)

Normal Throws

Special Moves

Guile only has two special moves: the Sonic Boom and the Flash Kick. Both require a charge time of 54-55 frames, which is roughly less than a second, before the game's frame skipping.

  • Sonic Boom: ← (charge), → + P. Guile's projectile. The punch strength determines the projectile's speed, being Jab the slowest and Fierce the fastest. This move recovers fast, giving Guile time to walk up to apply pressure or punish jump-ins or long recovery moves. You can use ↙ so as to charge both Sonic Booms and Flash Kicks at the same time.
  • Flash Kick, also known as Somersault Kick: ↓ (charge), ↑ + K. Guile becomes invulnerable for a split second, performing an acrobatic aerial kick that has good range and causes a full knockdown, however leaving himself vulnerable during a long recovery. The kick version determines how high the move hits, how much damage it does and how much longer the recovery is. Short gives the fastest recovery while Roundhouse makes Guile jump higher, however yielding a longer recovery. It is recommended that one charges with ↙ so as to have a Sonic Boom available, if needed.

Super Move

Double Flash Kick: ↓ (Charge) ← → ↑ + Kick. Guile becomes invulnerable and does a relatively fast Flash Kick that hits up to three times if up close, then a longer recovery one that also hits up to three times. Similarly to an ordinary Flash Kick, Guile is left vulnerable during the recovery.

This is a risky move, in general. It must be done from point-blank range to get hits to connect. It juggles air opponents for 4 hits. It is also a good wake-up tool, but generally unsafe. If the enemy blocks the move and last flash kick does not connect from a distance, all characters will be able to punish Guile for free.

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

  • 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

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