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==Moves List== | ==Moves List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
c.mk- main poke | |||
c.lk- fast attack to push a close opponent away to ideal c.mk range. | |||
c.hk- used as an anti air at a certain range. | |||
c.hp- the main anti air to use when being jumped on and you aren't charged for a flash kick. | |||
j.lk- for crossups. | |||
j.mk- the most used jump-in move | |||
j.hk- when j.mk won't reach | |||
j.hp- a good air to air move. used mostly when jumping backwords to counter dictator's stomps or claw's wall dives. | |||
====Throws==== | ====Throws==== | ||
====Command Normals==== | ====Command Normals==== | ||
b+lk- the knee bazooka. allows you to advance forward while charging a sonic boom. | |||
mk/f+mk/b+mk- a great kick. allows you to move forwards or backwards while attacking, and also goes above low hits like shoto c.mk or guiles c.mk. at certain ranges can be used as an anti air. | |||
f+hp- the backfist's awesome range makes this guile punisher. used at anti air at certain ranges but mostly to punish fireball lag after you cancelled the fireball itself with a sonic boom and the opponent is left open. | |||
====Target Combos==== | ====Target Combos==== | ||
===Special Moves=== | ===Special Moves=== | ||
== Special Moves == | == Special Moves == |
Revision as of 17:41, 1 September 2007
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
New Guile's color options in Super Turbo
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.
--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)
Moves List
Normal Moves
c.mk- main poke c.lk- fast attack to push a close opponent away to ideal c.mk range. c.hk- used as an anti air at a certain range. c.hp- the main anti air to use when being jumped on and you aren't charged for a flash kick. j.lk- for crossups. j.mk- the most used jump-in move j.hk- when j.mk won't reach j.hp- a good air to air move. used mostly when jumping backwords to counter dictator's stomps or claw's wall dives.
Throws
Command Normals
b+lk- the knee bazooka. allows you to advance forward while charging a sonic boom. mk/f+mk/b+mk- a great kick. allows you to move forwards or backwards while attacking, and also goes above low hits like shoto c.mk or guiles c.mk. at certain ranges can be used as an anti air. f+hp- the backfist's awesome range makes this guile punisher. used at anti air at certain ranges but mostly to punish fireball lag after you cancelled the fireball itself with a sonic boom and the opponent is left open.
Target Combos
Special Moves
Special Moves
Sonic Boom Charge B,F + P
Somersault Kick Charge D,U + K
Super Art
Move Analysis
Combos
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Art
Additional Frame Data
Strategies
Overview
Basics
Zoning
Mixups
Additional Notes
Match-ups
- Balrog (Boxer)
- O. Balrog (Boxer)
- Blanka
- O. Blanka
- Cammy
- O. Cammy
- Chun-Li
- O. Chun-Li
- Dee Jay
- O. Dee Jay
- Dhalsim
- O. Dhalsim
- E. Honda
- O. E. Honda
- Fei Long
- O. Fei Long
- Guile
- O. Guile
- Ken
- O. Ken
- M. Bison (Dictator)
- O. M. Bison (Dictator)
- Ryu
- O. Ryu
- Sagat
- O. Sagat
- T. Hawk
- T. Hawk
- Vega (Claw)
- O. Vega (Claw)
- Zangief
- O. Zangief