Line 494: | Line 494: | ||
...when meter depletes ,Somersault Justice | ...when meter depletes ,Somersault Justice | ||
You can also start with a Jab Sonic Boom (on the other side of the stage) ,high-jump | You can also start with a Jab Sonic Boom (on the other side of the stage) , | ||
high-jump towards the opponent ,activate CC mode in mid-air , | |||
followed by a j.Roundhouse ,s.Roundhouse ,Sonic Boom over and over , | |||
finished by a Somersault Justice . | |||
The damage is a lot higher but this setup is too unreliable (and hard to pull off) | The damage is a lot higher but this setup is too unreliable (and too hard to pull | ||
off) | |||
in competitive play . | in competitive play . | ||
Revision as of 19:02, 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 his block stun is over and throw him .
Ticking was helpful in the old days of Street Fighter ...and it still is ...
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 Guile's long-range attacks .They will keep your opponent in his defensive state because he 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
You can also start with a Jab Sonic Boom (on the other side of the stage) , high-jump towards the opponent ,activate CC mode in mid-air , followed by a j.Roundhouse ,s.Roundhouse ,Sonic Boom over and over , finished by a Somersault Justice .
The damage is a lot higher but this setup is too unreliable (and too hard to pull off) in competitive play .