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==Corner Pressure== | ==Corner Pressure== | ||
The Sonic Boom is very important in the corner . | |||
It avoids wake-up attempts by the enemy (making Dragon Punches useless) and the quick recovery gives you enough time to do a jump-in so that you can follow up with a 2-in-1 (for example j.Fierce ,close Fierce ,Sonic Boom) . | |||
Your goal is to break your opponents guard and to get an opening . | |||
Corner Mix-ups : | |||
Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to the enemy ,wait until their block stun is over and throw them . | |||
Guile's far Roundhouse is good as well as his forward Fierce (though the charge gets lost) . | |||
If your enemy is blocking high do a c.Forward . | |||
Use his long-range attacks .They will keep your opponent in their defensive state because they can't get close to you . | |||
==Openings== | ==Openings== | ||
== Super Combos == | == Super Combos == |
Revision as of 18:21, 24 June 2007
Introduction
Moves List
Normal Moves
Button | Position | Buffers: | Itself | Specials | Supers | Hit | Block | Startup | Active | Recovery | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Standing | y | y | y | +5 | +5 | 3 | 4 | 6 | 200 | |
Crouching | y | y | y | +5 | +5 | 3 | 4 | 6 | 200 | ||
Jumping | - | - | - | - | - | 8 | 22 | - | 500 | ||
Strong | Close | n | y | y | +2 | +2 | 3 | 3 | 16 | 700 | |
Far | n/n | y/n | y/y | +2 | +2 | 4 | 5 | 16 | 800,600 | ||
Crouching | n | y | y | +5 | +5 | 4 | 5 | 10 | 700 | ||
Jumping | - | - | - | - | - | 8 | 16 | - | 700 | ||
Fierce | Close | n | y | y | -9 | -9 | 4 | 3 | 30 | 1100 | |
Far | n | n | y | +4 | +4 | 6 | 6 | 18 | 1200 | ||
Crouching | n/n | n/n | y/n | -3 | -3 | 5 | 16 | 11 | 1200,700 | ||
Jumping | - | - | - | - | - | 8 | 8 | - | 1200 | ||
Short | Standing | y | y | y | +4 | +4 | 4 | 4 | 7 | 300 | |
Crouching | y | n | y | +2 | +2 | 6 | 4 | 9 | 300 | ||
Jumping Neutral | - | - | - | - | - | 4 | 22 | - | 500 | ||
Jumping Diagonal | - | - | - | - | - | 4 | 22 | - | 400 | ||
Forward | Close | n | y | y | +0 | +0 | 4 | 6 | 14 | 800 | |
Far | n | n | n | +1 | +1 | 11 | 5 | 14 | 700 | ||
Crouching | n | n | y | +6 | +6 | 7 | 5 | 9 | 700 | ||
Jumping Neutral | - | - | - | - | - | 9 | 5 | - | 800 | ||
Jumping Diagonal | - | - | - | - | - | 8 | 16 | - | 700 | ||
Roundhouse | Close | n | n | n | +0 | +0 | 8 | 8 | 16 | 1300 | |
Far | n | n | n | +4 | +4 | 15 | 6 | 14 | 1100 | ||
Crouching | n/n | n/n | y/n | down | +8 | 7 | 5(28)5 | 11 | 1300,1200 | ||
Jumping | - | - | - | - | - | 7 | 5 | - | 1200 | ||
Command Normals | |||||||||||
b or f +Forward | n | n | n | +1 | +1 | 11 | 5 | 14 | 700 | ||
f + Fierce | n | n | n | +0 | +0 | 8 | 5 | 19 | 1300 | ||
b or f +Short | n | n | n | -12 | -5 | 6 | 5 | 20 | 600 | ||
(close) b or f +Roundhouse | n | n | n | +1 | +1 | 15 | 6? | 17 | 1300 |
Special Moves
Sonic Boom :
- back charge ,forward punch
Flash Kick :
- down charge ,up kick
Supers
Total Wipeout :
- back charge ,forward ,back ,forward kick
Somersault Justice :
- down-back charge ,down-forward ,down-back ,up-forward kick
Sonic Hurricane (only level 3) :
- back charge ,forward ,back ,forward punch
The Basics
Bread and Butter Combos
These are Guile's main combo opportunities :
- J.Fierce ,c.Jab ,c.short ,Sonic Hurricane
- J.Fierce ,s.Fierce ,Sonic Boom ,->Fierce
Corner Pressure
The Sonic Boom is very important in the corner .
It avoids wake-up attempts by the enemy (making Dragon Punches useless) and the quick recovery gives you enough time to do a jump-in so that you can follow up with a 2-in-1 (for example j.Fierce ,close Fierce ,Sonic Boom) .
Your goal is to break your opponents guard and to get an opening .
Corner Mix-ups :
Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to the enemy ,wait until their block stun is over and throw them .
Guile's far Roundhouse is good as well as his forward Fierce (though the charge gets lost) .
If your enemy is blocking high do a c.Forward .
Use his long-range attacks .They will keep your opponent in their defensive state because they can't get close to you .
Openings
Super Combos
Custom Combos
First off all ,I would like to note that Guile shouldn't be played in A-Groove simply because he'd lack juggle opportunities in mid-stage if the Custom Combo mode was activated .
The only time he has A-groove activated should be in the corner :
- c.Roundhouse ,s.Roundhouse ,
c.Fierce ,Short Flash Kick ,c.Fierce ,Short Flash Kick ,...
...when meter depletes ,Somersault Justice
NOTE : Be sure to use CROUCHING Fierce ,not STANDING Fierce because the c.version does more damage .
- close s.Roundhouse ,Sonic Boom ,Sonic Boom ,Sonic Boom ,...
...when meter depletes ,Somersault Justice