Capcom vs SNK 2/Guile: Difference between revisions

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http://sfgalleries.net/art/sf2t/series2/guile.jpg
http://sfgalleries.net/art/sf2t/series2/guile.jpg


Well ,here he is ,the army guy of fighting games ,Guile .
Well, here he is, the army guy of fighting games, Guile.


Guile was first introduced in Street Fighter 2 : The World Warrior .
Guile was first introduced in Street Fighter 2: The World Warrior. Chronologically, he made his debut in Street Fighter Alpha 3.
Chronologically ,he made his debut in Street Fighter Alpha 3 .






Street Fighter Alpha 3 :  
Street Fighter Alpha 3:  


Guile ,a Lieutenant of the United States Air Force , is being ordered to find his best friend Charlie who got lost during a secret mission  
Guile, a Lieutenant of the United States Air Force, is being ordered to find his best friend Charlie who got lost during a secret mission  
(Charlie is searching for Bison) .Guile meets the Interpol investigator Chun-Li who tells him to go back home because it would be too dangerous for Guile to follow Charlie .Guile refuses to leave and explains that he has to find Charlie under any circumstances ,as a friend and as a soldier .Chun-Li understands and teams up with Guile .
(Charlie is searching for Bison). Guile meets the Interpol investigator Chun-Li who tells him to go back home because it would be too dangerous for Guile to follow Charlie. Guile refuses to leave and explains that he has to find Charlie under any circumstances, as a friend and as a soldier. Chun-Li understands and teams up with Guile.


They find Charlie in Thailand ,the place where the base of the crime organisation Shadaloo lies .Bison shows up .Charlie and Guile fight him outside while Chun-li is investigating the base .Shortly after the battle Bison gets back to the base .The two friends enter the base .They find the Psycho Drive ,the generator that stores Bison's evil energy ,and begin to set explosives around the Psycho Drive .
They find Charlie in Thailand, the place where the base of the crime organisation Shadaloo lies. Bison shows up. Charlie and Guile fight him outside while Chun-li is investigating the base. Shortly after the battle Bison gets back to the base. The two friends enter the base. They find the Psycho Drive, the generator that stores Bison's evil energy, and begin to set explosives around the Psycho Drive.


Out of nothing Bison attacks Charlie with a Psycho Shot .Then he tries to kill Guile with a Psycho Crusher but Charlie grabs Bison from behind and saves Guile .Charlie tells Guile to leave the base because the explosives would blow up in any minute .Guile does so while Charlie is fighting Bison within the base .The base explodes .
Out of nothing Bison attacks Charlie with a Psycho Shot. Then he tries to kill Guile with a Psycho Crusher but Charlie grabs Bison from behind and saves Guile. Charlie tells Guile to leave the base because the explosives would blow up in any minute. Guile does so while Charlie is fighting Bison within the base. The base explodes.


Days later Guile stands on a hill with Charlie's dog tag in his hands .Chun-li appears and tells Guile that all facilities of Shadaloo have been destroyed .
Days later Guile stands on a hill with Charlie's dog tag in his hands. Chun-li appears and tells Guile that all facilities of Shadaloo have been destroyed.  
Guile doesn't respond .Chun-Li tries to console Guile by saying that she still believes that her father (he was also killed by Bison) is alive just like Charlie and that the only death occurs when you stop believing .
Guile doesn't respond. Chun-Li tries to console Guile by saying that she still believes that her father (he was also killed by Bison) is alive just like Charlie and that the only death occurs when you stop believing.








Street Fighter 2 :
Street Fighter 2:


Somehow Bison survives the explosion .
Somehow Bison survives the explosion.


Guile swears revenge for what Bison did back then .Guile leaves his family and enters the second World Warrior Tournament after he got an invitation  
Guile swears revenge for what Bison did back then. Guile leaves his family and enters the second World Warrior Tournament after he got an invitation  
(Bison holds the tournament in order to get revenge on everybody who hindered his plans to dominate the world ) .
(Bison holds the tournament in order to get revenge on everybody who hindered his plans to dominate the world ).


Guile gets his fight with Bison and wins .The defeated Bison tells Guile to kill him but suddenly Guile's wife Jane and his daughter Amy appear and beg him not to kill Bison because it would make Guile a murderer just like Bison and that killing him wouldn't bring back Charlie .
Guile gets his fight with Bison and wins. The defeated Bison tells Guile to kill him but suddenly Guile's wife Jane and his daughter Amy appear and beg him not to kill Bison because it could make Guile a murderer just like Bison and that killing him wouldn't bring back Charlie.  
Guile understands and together with his family he ''goes back home and is a family man '' .
 
Guile understands and together with his family he "goes back home and is a family man".


= Moves List =
= Moves List =
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== Special Moves ==
== Special Moves ==


Sonic Boom :
Sonic Boom:


- back charge ,forward punch
- back charge, forward punch






Flash Kick :
Flash Kick:


- down charge ,up kick
- down charge, up kick


==Supers==
==Supers==


Total Wipeout :
Total Wipeout:
 
- back charge, forward ,back, forward kick


- back charge ,forward ,back ,forward kick




Somersault Justice:


Somersault Justice :
- down-back charge, down-forward, down-back, up-forward kick


- down-back charge ,down-forward ,down-back ,up-forward kick




Sonic Hurricane (only level 3):


Sonic Hurricane (only level 3) :
- back charge, forward, back, forward punch


- back charge ,forward ,back ,forward punch
==The Basics==


= The Basics =
Guile is a charge character.
You will have to be patient if you want to become a (true) Guile player. Patient means: Charge.


Guile is a charge character .
Start charging right after you have done a special move. Having charge will prepare you for the unexpected, i.e. mix-ups, sometimes throws and even cross-ups. Of course, just charging won't prevent all these things but it seizes your reaction window by far; you'll just have to tap forward/up and the corresponding button to get the special move. This makes mindgames less risky and dangerous... at least for you...
You will have to be patient if you want to become a (true) Guile player .Patient means : Charge .


Start charging right after you have done a special move .Having charge will prepare you for the unexpected ,i.e. mix-ups ,sometimes throws and even cross-ups .Of course ,just charging won't prevent all these things but it seizes your reaction window by far ;you'll just have to tap forward/up and the corresponding button .This makes mindgames less risky and dangerous ...at least for you...
In many situations Guile has to rely on his special moves. THERE ARE ONLY TWO!! But they're very useful and can save your butt in many situations. Especially the Sonic Boom is of great importance. It limits your opponent's mobility and it gives you time enough for jump-ins; never do a jump-in without a Sonic Boom in front of you. The Sonic Boom is useful in (little) mindgames, for example you're throwing one at your opponent. He's blocking and thinks that you would go for a 2-in-1...Now throw him. Then do a cross-up or something else.


In many situations Guile has to rely on his special moves .THERE ARE ONLY TWO !! Especially the Sonic Boom is of great importance .It limits your opponent's mobility and it gives you time enough for jump-ins ;never do a jump-in without a Sonic Boom in front of you .The Sonic Boom is useful in (little) mindgames ,for example you're throwing one at your opponent .He's blocking and thinks that you would go for a 2-in-1 ...Throw him .Now do a cross-up or something else .
The Sonic Boom is not only a combo-ender, it can also lead into combos.  
Guile's impeccable recovery after he has thrown a Sonic Boom keeps him in safe distance (helpful when fighting one of the wrestler dudes).


The Sonic Boom is not only a combo-ender ,it can also lead into combos .
Guile's impeccable recovery after he has thrown a Sonic Boom keeps him in safe distance (helpful when fighting one of the wrestler dudes) .




Guile's second special move is the Flash Kick. It's a good anti-air attack with pretty decent damage. The Flash Kick is a great move with the ability to prevent cross-up attempts by your opponent and its reversal version hits very fast.
The priority is pretty good, too. But it's possible that you could trade hits when executing the Flash Kick too late (doesn't happen always, just sometimes). In such a situation you should use one of Guile's normal anti-air attacks instead of his Flash Kick. His c.Fierce is always a good option. It comes out fast and the damage is good. His s.Strong is faster but weaker. Your choice. However, these are normals, so they won't floor your opponent but you can throw a Sonic Boom to slow him down.


Guile's second special move is the Flash Kick .It's a good anti-air attack with pretty decent damage .The Flash Kick is a great move with the ability to prevent cross-up attempts by your opponent and its reversal version hits very fast .
The priority is pretty good ,too .But it's possible that you could trade hits when executing the Flash Kick too late (doesn't happen always ,just sometimes) .In such a situation you should use one of Guile's normal anti-air attacks instead of his Flash Kick .His c.Fierce is always a good option .It comes out fast and the damage is good .His s.Strong is faster but weaker .Your choice .However ,these are normals ,so they won't floor your opponent but you can throw a Sonic Boom to slow him down .




==Strategy==


== Groove selection  ==
On its way...


C-Groove :


This is the Groove that suites Guile the best but it's not his only good Groove .Due to the fact that Guile players always keep charging they benefit a lot from air-guarding ,making jump-ins less risky .Guile's combo-ability is great and he can take more advantage of his low punches and low kicks (combo-starters) .His level 2 cancels aren't difficult to execute and the additional damage is good ,too .
The counter-attack/-movement option (maximal 3 in a row) is nice but in C-Groove it's not as advanced as in other Grooves and Guile's super combos are 100 times more useful when playing him in C-Groove .


==Groove selection==


C-Groove:


A-Groove :
This is the Groove that suites Guile the best but it's not his only good Groove. Due to the fact that Guile players always keep charging they benefit a lot from air-guarding, making jump-ins less risky. Guile's combo-ability is great and he can take more advantage of his low punches and low kicks (combo-starters). His level 2 cancels aren't difficult to execute and the additional damage is good, too.
The counter-attack/-movement option (maximal 3 in a row) is nice but in C-Groove it's not as advanced as in other Grooves and Guile's super combos are 100 times more useful when playing him in C-Groove.


Well ,I don't like this Groove for Guile .


His "good" Custom Combos can only be done in the corner and even when you perfectly Custom-Combo your opponent the overall damage is bad ,considering that A-Groove only offers level 1 supers and that Any-other-Groove Guile can activate more damaging level 3 super combos that can be comboe'ed into (not possible in competitive play with A-Guile) .
There isn't anything worth mentioning about A-groove that could make up for the missing air-guard option .


A-Groove:


Well, I don't like this Groove for Guile.


P-Groove :
His "good" Custom Combos can only be done in the corner and even when you perfectly Custom-Combo your opponent the overall damage is bad, considering that A-Groove only offers level 1 supers and that Any-other-Groove Guile can activate more damaging level 3 super combos that can be comboe'ed into (not possible in competitive play with A-Guile).
There isn't anything worth mentioning about A-groove that could make up for the missing air-guard option.


Master parrying ...That's the first and most important step in order to play P-Groove successfully.


And even after having mastered parrying there are many negative aspects that make this Groove a bad choice for Guile .
Guile's offensive gameplay is pretty bad in P-Groove simply because of the fact that you will lose charge when parrying .This decreases Guile's combo-ability a lot ,for example you would like to punish your opponent pretty badly but because you parried his attack you can't do a c.Jab ,c.Jab ,Flash Kick combo .
Another big limitation of Guile's combo-ability is the only level 3 available super combo .
His mobility suffers from the missing roll .You can't escape if your cornered (bad ,if your fighting Zangief) and you won't be able to move forward while charging (rolling makes this possible).


P-Groove:


Master parrying... That's the first and most important step in order to play P-Groove successfully.


S-Groove :
And even after having mastered parrying there are many negative aspects that make this Groove a bad choice for Guile.
Guile's offensive gameplay is pretty bad in P-Groove simply because of the fact that you will lose charge when parrying. This decreases Guile's combo-ability a lot, for example you would like to punish your opponent pretty badly but because you parried his attack you can't do a c.Jab, c.Jab, Flash Kick combo.
Another big limitation of Guile's combo-ability is the only level 3 available super combo.
His mobility suffers from the missing roll. You can't escape if your cornered (bad, if your fighting Zangief) and you won't be able to move forward while charging (rolling makes this possible).


In general ,S-Groove is bad because it's just too risky .


You only benefit from S-Groove when you are about to die ...Additionally ,you can only get meter when you are charging up Roundhouse and Fierce .This will leave you wide open .Level 3 super combos are only possible when your stamina is low AND when your meter is full .
Dodging is useless in the corner .Compared to rolling ,which can also be used to avoid getting hit by the opponent ,dodging has only defensive use (though Guile can set up a juggle with his "dodge" kick) .


S-Groove:


In general, S-Groove is bad because it's just too risky.


N-Groove :
You only benefit from S-Groove when you are about to die... Additionally, you can only get meter when you are charging up Roundhouse and Fierce. This will leave you wide open. Level 3 super combos are only possible when your stamina is low AND when your meter is full.
Dodging is useless in the corner. Compared to rolling, which can also be used to avoid getting hit by the opponent, dodging has only defensive use (though Guile can set up a juggle with his "dodge" kick).


This Groove is the most versatile one and therefore great for Guile .


Guile gains a lot of mobility from running and counter movements ,making him even more offensive .Cross-ups are easier to set up .When you've got meter you can power-up any time you want to strengthen Guile's pokes and his Sonic Boom (for little block damage) .


Guile can combo his level 3 Total Wipeout into a level 1 Somersault Justice for great damage .
N-Groove:


This Groove is the most versatile one and therefore great for Guile.


Guile gains a lot of mobility from running and counter movements, making him even more offensive. Cross-ups are easier to set up. When you've got meter you can power-up any time you want to strengthen Guile's pokes and his Sonic Boom (for little block damage).


K-Groove :
Guile can combo his level 3 Total Wipeout into a level 1 Somersault Justice for great damage.


Guile's 3rd best Groove .


Although the Groove doesn't feature rolling it makes up this deficit with offense ,power and just defense .Guile's pokes will get more dangerous ,thanks to the rage mode and the quick recovery of his normal attacks .Quick standing (Safe Fall) is a great tool in K-Groove .But don't do it too often .
Just defending is easier to accomplish than parrying despite the fact that you won't gain much meter/stamina when just defending .
The run option also adds more offense to Guile's gameplay .


== Bread and Butter Combos ==
K-Groove:


These are Guile's main combos :
Guile's 3rd best Groove.


with meter :
Although the Groove doesn't feature rolling it makes up this deficit with offense, power and just defense. Guile's pokes will get more dangerous, thanks to the rage mode and the quick recovery of his normal attacks. Quick standing (Safe Fall) is a great tool in K-Groove. But don't do it too often.
Just defending is easier to accomplish than parrying despite the fact that you won't gain much meter/stamina when just defending.
The run option also adds more offense to Guile's gameplay.


- J.Fierce ,c.Jab ,c.short ,Sonic Hurricane
== Bread and Butter Combos ==


- J.Fierce ,c.Jab ,c.Short ,level 2 Total Wipeout ,Flash Kick
These are Guile's main combos:


You can do a c.Forward instead of the c.Jab and c.Short for more damage but therefore it's less hit-confirmable .
with meter:


- J.Fierce, c.Jab, c.short, Sonic Hurricane
- J.Fierce, c.Jab, c.Short, level 2 Total Wipeout, Flash Kick


- cross-up j.Short ,c.Jab ,c.Jab ,c.short ,Sonic Hurricane
- cross-up j.Short ,c.Jab ,c.Jab ,c.short ,Sonic Hurricane




Non-meter combos :
Non-meter combos:


- J.Fierce ,s.Fierce ,Sonic Boom ,forward Fierce
- J.Fierce, s.Fierce, Sonic Boom, forward Fierce


- J.Fierce ,c.Jab (not possible in corner) ,c.Strong ,Flash Kick
- J.Fierce, c.Jab (not possible in corner), c.Strong, Flash Kick


- c.Strong ,c.Strong ,Sonic Boom
- c.Strong, c.Strong, Sonic Boom


==Corner Pressure==
==Corner Pressure==


The Sonic Boom is very important in the corner .
The Sonic Boom is very important in the corner.
It avoids wake-up attempts by your opponent (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) .
It avoids wake-up attempts by your opponent (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).


If your opponent's guard is almost broken ,kick him with Guile's Roundhouse  
If your opponent's guard is almost broken, kick him with Guile's Roundhouse  
(now the guard is broken) and ...Sonic Hurricane .
(now the guard is broken) and... Sonic Hurricane.






Corner Mix-ups :
Corner Mix-ups:


Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to your opponent, wait until his block stun is over and throw him.
Ticking was helpful in the old days of Street Fighter... and it still is...


Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to your opponent ,wait until his block stun is over and throw him .
Guile's far Roundhouse is good as well as his forward Fierce (though the charge gets lost).  
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) .
Throw a Sonic Boom. If your opponent is blocking high do a c.Forward/Roundhouse.  


Throw a Sonic Boom .If your opponent is blocking high do a c.Forward/Roundhouse .
Use Guile's long-range attacks. They will keep your opponent in his defensive state because he can't get close to you.  


Use Guile's long-range attacks .They will keep your opponent in his defensive state because he can't get close to you .
If your opponent rolls out try to hit him with c.Jab, c.Jab, c.Short  
 
(don't do it too fast, you have to gain charge), Sonic Hurricane or throw him.
If your opponent rolls out try to hit him with c.Jab ,c.Jab ,c.Short  
(don't do it too fast ,you have to gain charge) ,Sonic Hurricane or throw him .


==Openings==
==Openings==
Line 595: Line 597:
== Custom 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  
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 .
mid-stage if the Custom Combo mode was activated. But since he's a good battery you can use him in A-Groove (as lead character, of course).


The only time he has A-groove activated should be in the corner :
The only time he has A-groove activated should be in the corner:


   
   


c.Roundhouse (to set up the juggle) ,s.Roundhouse ,
c.Roundhouse (to set up the juggle), s.Roundhouse,  


c.Fierce ,Short Flash Kick ,c.Fierce ,Short Flash Kick ,c.Fierce ,Short Flash   
c.Fierce, Short Flash Kick, c.Fierce, Short Flash Kick, c.Fierce, Short Flash   
    
    
Kick ,...
Kick,...
    
    
...when meter depletes ,Somersault Justice
... when meter depletes, Somersault Justice






NOTE :
NOTE:


Be sure to use CROUCHING Fierce ,not STANDING Fierce because the c.version  
Be sure to use CROUCHING Fierce, not STANDING Fierce because the c.version  
does more damage .
does more damage.




Line 622: Line 624:


   
   
close s.Roundhouse ,Sonic Boom ,Sonic Boom ,Sonic Boom ,...
close s.Roundhouse, Sonic Boom, Sonic Boom, Sonic Boom,...


...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) ,
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 ,
high-jump towards the opponent, activate CC mode in mid-air,  
followed by a j.Roundhouse ,s.Roundhouse ,Sonic Boom over and over ,
followed by a j.Roundhouse, s.Roundhouse, Sonic Boom over and over,  
finished by a Somersault Justice .
finished by a Somersault Justice.


The damage is a lot higher but this setup is too unreliable (and too 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.


= Advanced Strategy =
= Advanced Strategy =
==Matchups==
==Matchups==


Shotos:


Shotos :
Their main weakness is their bad recovery from a fireball and their smaller range.Exploit this weakness by using Guile's pokes. Force them to throw a fireball by using blocking strings so that their normal attacks are out of range after you've been pushed back by their blocking, leaving them the only option of a fireball.
 
Their main weakness is their bad recovery from a fireball and their smaller range .Exploit this weakness by using Guile's pokes .Force them to throw a fireball by using blocking strings so that their normal attacks are out of range after you've been pushed back by their blocking ,leaving them the only option of a fireball.


Guile's c.Forward is one of his best normals .
Guile's c.Forward is one of his best normals.


Fireball fights shouldn't be a problem .Guile has got less lag .
Fireball fights shouldn't be a problem. Guile has got less lag.  
Do a forward Fierce or (if you're close enough) c.Roundhouse .
Do a forward Fierce or (if you're close enough) c.Roundhouse.  
It's also possible to roll .Then throw or do a combo.
It's also possible to roll. Then throw or do a combo.


Try to avoid jump-ins ,they will get you with a Shoryuken or c.Fierce if you're NOT in C-Groove .
Try to avoid jump-ins, they will get you with a Shoryuken or c.Fierce if you're NOT in C-Groove.  
The only time to ever jump-in is when they have been floored  
The only time to ever jump-in is when they have been floored  
or after you have thrown a Sonic Boom .
or after you have thrown a Sonic Boom.  
Jump-in with a cross-up move ,tick and back throw them so that they end up in the corner .
Jump-in with a cross-up move, tick-throw them so that they end up in the corner.


Beware of their Hurricane kicks .If they activate it at the right spot they will make you block (or not if it comes very unexpectedly) and they will also recover fast .Now you could get thrown or get hit by a sweep and it's their turn .
Beware of their Hurricane kicks. If they activate it at the right spot they will make you block (or not if it comes very unexpectedly) and they will also recover fast. Now you could get thrown or get hit by a sweep and it's their turn.


==Random Tricks/Notes==
==Random Tricks/Notes==


Guile hasn't got any overheads.
Guile hasn't got any overheads.

Revision as of 22:29, 8 August 2007

Guile.gif


Introduction

http://sfgalleries.net/art/sf2t/series2/guile.jpg

Well, here he is, the army guy of fighting games, Guile.

Guile was first introduced in Street Fighter 2: The World Warrior. Chronologically, he made his debut in Street Fighter Alpha 3.


Street Fighter Alpha 3:

Guile, a Lieutenant of the United States Air Force, is being ordered to find his best friend Charlie who got lost during a secret mission (Charlie is searching for Bison). Guile meets the Interpol investigator Chun-Li who tells him to go back home because it would be too dangerous for Guile to follow Charlie. Guile refuses to leave and explains that he has to find Charlie under any circumstances, as a friend and as a soldier. Chun-Li understands and teams up with Guile.

They find Charlie in Thailand, the place where the base of the crime organisation Shadaloo lies. Bison shows up. Charlie and Guile fight him outside while Chun-li is investigating the base. Shortly after the battle Bison gets back to the base. The two friends enter the base. They find the Psycho Drive, the generator that stores Bison's evil energy, and begin to set explosives around the Psycho Drive.

Out of nothing Bison attacks Charlie with a Psycho Shot. Then he tries to kill Guile with a Psycho Crusher but Charlie grabs Bison from behind and saves Guile. Charlie tells Guile to leave the base because the explosives would blow up in any minute. Guile does so while Charlie is fighting Bison within the base. The base explodes.

Days later Guile stands on a hill with Charlie's dog tag in his hands. Chun-li appears and tells Guile that all facilities of Shadaloo have been destroyed. Guile doesn't respond. Chun-Li tries to console Guile by saying that she still believes that her father (he was also killed by Bison) is alive just like Charlie and that the only death occurs when you stop believing.



Street Fighter 2:

Somehow Bison survives the explosion.

Guile swears revenge for what Bison did back then. Guile leaves his family and enters the second World Warrior Tournament after he got an invitation (Bison holds the tournament in order to get revenge on everybody who hindered his plans to dominate the world ).

Guile gets his fight with Bison and wins. The defeated Bison tells Guile to kill him but suddenly Guile's wife Jane and his daughter Amy appear and beg him not to kill Bison because it could make Guile a murderer just like Bison and that killing him wouldn't bring back Charlie.

Guile understands and together with his family he "goes back home and is a family man".

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

Guile is a charge character. You will have to be patient if you want to become a (true) Guile player. Patient means: Charge.

Start charging right after you have done a special move. Having charge will prepare you for the unexpected, i.e. mix-ups, sometimes throws and even cross-ups. Of course, just charging won't prevent all these things but it seizes your reaction window by far; you'll just have to tap forward/up and the corresponding button to get the special move. This makes mindgames less risky and dangerous... at least for you...

In many situations Guile has to rely on his special moves. THERE ARE ONLY TWO!! But they're very useful and can save your butt in many situations. Especially the Sonic Boom is of great importance. It limits your opponent's mobility and it gives you time enough for jump-ins; never do a jump-in without a Sonic Boom in front of you. The Sonic Boom is useful in (little) mindgames, for example you're throwing one at your opponent. He's blocking and thinks that you would go for a 2-in-1...Now throw him. Then do a cross-up or something else.

The Sonic Boom is not only a combo-ender, it can also lead into combos. Guile's impeccable recovery after he has thrown a Sonic Boom keeps him in safe distance (helpful when fighting one of the wrestler dudes).


Guile's second special move is the Flash Kick. It's a good anti-air attack with pretty decent damage. The Flash Kick is a great move with the ability to prevent cross-up attempts by your opponent and its reversal version hits very fast. The priority is pretty good, too. But it's possible that you could trade hits when executing the Flash Kick too late (doesn't happen always, just sometimes). In such a situation you should use one of Guile's normal anti-air attacks instead of his Flash Kick. His c.Fierce is always a good option. It comes out fast and the damage is good. His s.Strong is faster but weaker. Your choice. However, these are normals, so they won't floor your opponent but you can throw a Sonic Boom to slow him down.


Strategy

On its way...


Groove selection

C-Groove:

This is the Groove that suites Guile the best but it's not his only good Groove. Due to the fact that Guile players always keep charging they benefit a lot from air-guarding, making jump-ins less risky. Guile's combo-ability is great and he can take more advantage of his low punches and low kicks (combo-starters). His level 2 cancels aren't difficult to execute and the additional damage is good, too. The counter-attack/-movement option (maximal 3 in a row) is nice but in C-Groove it's not as advanced as in other Grooves and Guile's super combos are 100 times more useful when playing him in C-Groove.


A-Groove:

Well, I don't like this Groove for Guile.

His "good" Custom Combos can only be done in the corner and even when you perfectly Custom-Combo your opponent the overall damage is bad, considering that A-Groove only offers level 1 supers and that Any-other-Groove Guile can activate more damaging level 3 super combos that can be comboe'ed into (not possible in competitive play with A-Guile). There isn't anything worth mentioning about A-groove that could make up for the missing air-guard option.


P-Groove:

Master parrying... That's the first and most important step in order to play P-Groove successfully.

And even after having mastered parrying there are many negative aspects that make this Groove a bad choice for Guile. Guile's offensive gameplay is pretty bad in P-Groove simply because of the fact that you will lose charge when parrying. This decreases Guile's combo-ability a lot, for example you would like to punish your opponent pretty badly but because you parried his attack you can't do a c.Jab, c.Jab, Flash Kick combo. Another big limitation of Guile's combo-ability is the only level 3 available super combo. His mobility suffers from the missing roll. You can't escape if your cornered (bad, if your fighting Zangief) and you won't be able to move forward while charging (rolling makes this possible).


S-Groove:

In general, S-Groove is bad because it's just too risky.

You only benefit from S-Groove when you are about to die... Additionally, you can only get meter when you are charging up Roundhouse and Fierce. This will leave you wide open. Level 3 super combos are only possible when your stamina is low AND when your meter is full. Dodging is useless in the corner. Compared to rolling, which can also be used to avoid getting hit by the opponent, dodging has only defensive use (though Guile can set up a juggle with his "dodge" kick).


N-Groove:

This Groove is the most versatile one and therefore great for Guile.

Guile gains a lot of mobility from running and counter movements, making him even more offensive. Cross-ups are easier to set up. When you've got meter you can power-up any time you want to strengthen Guile's pokes and his Sonic Boom (for little block damage).

Guile can combo his level 3 Total Wipeout into a level 1 Somersault Justice for great damage.


K-Groove:

Guile's 3rd best Groove.

Although the Groove doesn't feature rolling it makes up this deficit with offense, power and just defense. Guile's pokes will get more dangerous, thanks to the rage mode and the quick recovery of his normal attacks. Quick standing (Safe Fall) is a great tool in K-Groove. But don't do it too often. Just defending is easier to accomplish than parrying despite the fact that you won't gain much meter/stamina when just defending. The run option also adds more offense to Guile's gameplay.

Bread and Butter Combos

These are Guile's main combos:

with meter:

- J.Fierce, c.Jab, c.short, Sonic Hurricane

- J.Fierce, c.Jab, c.Short, level 2 Total Wipeout, Flash Kick

- cross-up j.Short ,c.Jab ,c.Jab ,c.short ,Sonic Hurricane


Non-meter combos:

- J.Fierce, s.Fierce, Sonic Boom, forward Fierce

- J.Fierce, c.Jab (not possible in corner), c.Strong, Flash Kick

- c.Strong, c.Strong, Sonic Boom

Corner Pressure

The Sonic Boom is very important in the corner. It avoids wake-up attempts by your opponent (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).

If your opponent's guard is almost broken, kick him with Guile's Roundhouse (now the guard is broken) and... Sonic Hurricane.


Corner Mix-ups:

Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to your opponent, 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).

Throw a Sonic Boom. If your opponent is blocking high do a c.Forward/Roundhouse.

Use Guile's long-range attacks. They will keep your opponent in his defensive state because he can't get close to you.

If your opponent rolls out try to hit him with c.Jab, c.Jab, c.Short (don't do it too fast, you have to gain charge), Sonic Hurricane or throw him.

Openings

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. But since he's a good battery you can use him in A-Groove (as lead character, of course).

The only time he has A-groove activated should be in the corner:


c.Roundhouse (to set up the juggle), s.Roundhouse,

c.Fierce, Short Flash Kick, 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.

Advanced Strategy

Matchups

Shotos:

Their main weakness is their bad recovery from a fireball and their smaller range.Exploit this weakness by using Guile's pokes. Force them to throw a fireball by using blocking strings so that their normal attacks are out of range after you've been pushed back by their blocking, leaving them the only option of a fireball.

Guile's c.Forward is one of his best normals.

Fireball fights shouldn't be a problem. Guile has got less lag. Do a forward Fierce or (if you're close enough) c.Roundhouse. It's also possible to roll. Then throw or do a combo.

Try to avoid jump-ins, they will get you with a Shoryuken or c.Fierce if you're NOT in C-Groove. The only time to ever jump-in is when they have been floored or after you have thrown a Sonic Boom. Jump-in with a cross-up move, tick-throw them so that they end up in the corner.

Beware of their Hurricane kicks. If they activate it at the right spot they will make you block (or not if it comes very unexpectedly) and they will also recover fast. Now you could get thrown or get hit by a sweep and it's their turn.

Random Tricks/Notes

Guile hasn't got any overheads.