Super Street Fighter 2 Turbo/Guile: Difference between revisions

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j.hp- a good air to air move. used mostly when jumping backwords to counter dictator's stomps or claw's wall dives.
j.hp- a good air to air move. used mostly when jumping backwords to counter dictator's stomps or claw's wall dives.
--[[User:Tataki|Tataki]] 21:44, 1 September 2007 (UTC)


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



Revision as of 17:44, 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.

--Tataki 21:44, 1 September 2007 (UTC)

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.

--Tataki 21:44, 1 September 2007 (UTC)

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

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups