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Line 39: |
Line 39: |
| =Combos= | | =Combos= |
| *j.HP,cr.MP xx Flash Kick | | *j.HP,cr.MP xx Flash Kick |
| *j.HP,s.HP xx Sonic Boom (b+HP in corner) | | *j.HP,s.HP xx Sonic Boom (can add a normal at the end in the corner) |
| *cr.LK CPS1 Chain s.HP xx Sonic Boom | | *cr.LK CPS1 Chain s.HP xx Sonic Boom |
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| |
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Introduction
"Are you man enough to fight with me?"
No, Mr. Guile. I don't think anyone in World Warrior is "man enough" to deal with your magic throw and handcuffs.
Guile is the first pure charge character in the Street Fighter series, meaning that all of his special moves are performed by charging in a specific direction and then moving the stick into another direction while pressing an attack button. His design makes him best suited for a defensive style. Just keep pushing your opponent back with your normals and Sonic Booms (Guile's fireball) and punish any jump-in attempts with an anti-air, usually crouching fierce or a flash kick.
Guile's debut in World Warrior was far from perfect, although you could also say he was perfect depending on how you look at it. His imperfection is due to the infamous WW Guile glitches. Guile can repeatedly throw opponents to the ground without actually throwing them (magic throw) or freeze an opponent in place (handcuffs) and maintain a health lead, only unfreezing the opponent as the timer runs out to prevent the game from soft-locking. Even without using these glitches, Guile is clearly the most powerful character in the game which is why you could say he's perfect. The flash kick deals insane amounts of damage, his jab has unusually long reach for a light punch which can allow for a 5-6 hit jab dizzy combo, and aside from Dhalsim, the other fighters have very limited options against him.
Guile is top tier and can win most matchups easily. However, I recommend learning another character as well if you plan on using Guile since mirror matches aren't possible in World Warrior and you likely won't get to pick Guile first every time.
DCG
Color Options
Default
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Moves List
Command Normals
- Bazooka Knee: forward/back + mk (when close)
- Upside down kick: forward/back + hk (when close)
Special Moves
Sonic Boom: charge back > forward + Punch
Flash Kick: charge down > up + kick
The Basics
Anti-Airs: Flash Kick,Crouching fierce, close mk, far hk, cr mk/sweep
Combos
- j.HP,cr.MP xx Flash Kick
- j.HP,s.HP xx Sonic Boom (can add a normal at the end in the corner)
- cr.LK CPS1 Chain s.HP xx Sonic Boom
Advanced Strategy
Hitboxes
Standing Normals
Damage |
6 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6
|
Frame Count |
3 |
4 |
2 |
3 |
3
|
Simplified |
3 |
4 |
2 |
3 |
3
|
This jab has unusually good reach. You can easily dizzy your opponent simply by rapid-firing the light punch button up close (the move will star out as the close-range version and then switch to this far-standing one as they get pushed back)
Damage |
16 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+6
|
Frame Count |
2 |
2 |
4 |
3 |
3 |
3
|
Simplified |
1+2 |
2 |
13
|
Damage |
22 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+1
|
Frame Count |
2 |
3 |
4 |
5 |
10 |
8
|
Simplified |
1+9 |
5 |
18
|
Damage |
6 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+5
|
Frame Count |
2 |
2 |
4 |
3 |
3
|
Simplified |
1+4 |
4 |
6
|
Damage |
16 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+2
|
Frame Count |
2 |
2 |
2 |
3 |
5 |
4 |
3 |
2 |
2 |
2
|
Simplified |
1+9 |
5 |
13
|
Damage |
22 |
 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-5
|
Frame Count |
4 |
4 |
5 |
6 |
8 |
9 |
1
|
Simplified |
1+8 |
5 |
24
|
Close Standing Normals
Damage |
6 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6
|
Frame Count |
3 |
4 |
2 |
3
|
Simplified |
3 |
4 |
2 |
3
|
Damage |
16 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+5
|
Frame Count |
3 |
3 |
3 |
3 |
3 |
3
|
Simplified |
1+3 |
3 |
12
|
Damage |
22 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
-8
|
Frame Count |
3 |
3 |
8 |
10 |
6 |
5
|
Simplified |
1+3 |
3 |
29
|
Damage |
16 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+10
|
Frame Count |
3 |
3 |
4 |
3 |
3
|
Simplified |
1+3 |
4 |
6
|
Damage |
22 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+11
|
Frame Count |
3 |
4 |
4 |
9
|
Simplified |
1+7 |
4 |
9
|
Crouching Normals
Damage |
6 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6
|
Frame Count |
1+3 |
4 |
5
|
Damage |
16 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+8
|
Frame Count |
3 |
4 |
4 |
4
|
Simplified |
1+3 |
4 |
8
|
Damage |
22 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-2
|
Frame Count |
2 |
3 |
4 |
12 |
9 |
1
|
Simplified |
1+5 |
16 |
10
|
Damage |
6 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
No
|
Frame Advantage |
+5
|
Frame Count |
3 |
3 |
4 |
3 |
3
|
Simplified |
1+7 |
4 |
6
|
Damage |
16 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+8
|
Frame Count |
3 |
4 |
5 |
4 |
4
|
Simplified |
1+7 |
4 |
8
|
Damage |
22 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
KD/+7,-24
|
Frame Count |
3 |
4 |
5 |
4 |
6 |
8 |
6 |
4 |
5 |
4 |
6
|
Simplified |
1+7 |
5 |
28 |
5 |
10
|
Aerial Normals
Damage |
10 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Frame Count |
3 |
4 |
∞
|
Simplified |
7 |
∞
|
Damage |
16 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
3 |
4 |
∞
|
Simplified |
7 |
∞
|
Damage |
16 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
3 |
4 |
20 |
4 |
∞
|
Simplified |
7 |
20 |
∞
|
Damage |
16 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
3 |
4 |
20 |
4 |
∞
|
Simplified |
7 |
20 |
∞
|
Damage |
22 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
3 |
4 |
8 |
4 |
∞
|
Simplified |
7 |
8 |
∞
|
Damage |
22 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
3 |
4 |
8 |
4 |
∞
|
Simplified |
7 |
8 |
∞
|
Damage |
10 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Frame Count |
3 |
4 |
∞
|
Simplified |
7 |
∞
|
Damage |
10 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Frame Count |
3 |
4 |
∞
|
Simplified |
7 |
∞
|
Damage |
16 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
3 |
4 |
∞
|
Simplified |
7 |
∞
|
Damage |
16 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
3 |
4 |
20 |
4 |
∞
|
Simplified |
7 |
20 |
∞
|
- Neutral/Diagonal Jumping HK:
Damage |
22 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
2 |
4 |
5 |
4 |
4 |
∞
|
Simplified |
6 |
5 |
∞
|
Command Normals
- Reverse Spin Kick: (On ground and close, ←/→ + HK)
Damage |
22 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
2 |
3 |
4 |
6 |
4 |
3 |
3 |
3 |
3
|
Simplified |
1+15 |
4 |
16
|
Guile's upside-down kick may have excellent reach, but you can't really take advantage of it since this command normal must be done up close. It's still a good move nonetheless, but be careful when using it. If you try to cancel into a Sonic Boom, Guile will freeze during the recovery frames of the upside-down kick, leaving you vulnerable. You can escape by charging and inputting a flash kick, but your opponent can hit you before you have time to free yourself. This glitch is fun to show off in casuals, but it's not a good idea in a serious match so just avoid cancelling this move into a Sonic Boom and you'll be fine.
Throws
- Judo Throw: (←/→ + Strong) and Dragon Suplex: (←/→ + Fierce)
Damage |
32 |
|
Duration |
130
|
Stun |
7~13
|
Stun Timer |
100
|
Range (from axis) |
48
|
Range advantage |
18
|
- Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage |
40 |
|
Duration |
130
|
Stun |
7~13
|
Stun Timer |
100
|
Range (from axis) |
54
|
Range advantage |
24
|
- Flying Buster Drop:(Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage |
40 |
|
Duration |
130
|
Stun |
7~13
|
Stun Timer |
100
|
Range (from axis) |
54
|
Range advantage |
24
|
Special Moves
- Sonic Boom: charge ←, → + Punch (charge 60f)
Startup
|
 |
 |
 |
|
Frame Count |
2 |
2 |
2 |
2
|
Simplified |
8
|
LP version:
Damage |
12 |
 |
 |
 |
 |
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
-
|
Frame Count |
1 |
1 |
1 |
1 |
1
|
Simplified |
25
|
MP version:
Damage |
12 |
 |
 |
 |
 |
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
-
|
Frame Count |
1 |
1 |
1 |
1 |
1
|
Simplified |
25
|
HP version:
Damage |
12 |
 |
 |
 |
 |
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
-
|
Frame Count |
1 |
1 |
1 |
1 |
1
|
Simplified |
25
|
- Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)
Startup:
Damage |
24/26/16,14 |
 |
 |
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
-24/-24/-33
|
Short |
1 |
2 |
2
|
Foward |
1 |
2 |
1
|
Roundhouse |
3 |
1 |
2
|
Active:
|
 |
 |
 |
|
Short |
4 |
2 |
2 |
4
|
Foward |
3 |
2 |
2 |
5
|
Roundhouse |
2 |
2 |
2 |
6
|
Recovery:
|
 |
 |
 |
|
Short |
2 |
2 |
22 |
3
|
Foward |
4 |
4 |
25 |
4
|
Roundhouse |
2 |
5 |
28 |
6
|
Misc Animations
Walk back |
Neutral |
Walk Fwd |
Crouch
|
 |
 |
 |
|
Match-Ups
Vs. Ryu
Your Sonic Boom is worst but your Sommersault Kick is better
Vs. Ken
Same as Ryu,only Kick Throw is the problem
Vs. E.Honda
Sweep him is better than spamming
Vs. Chun Li
Sommersault Kick beats Spinning Bird Kick
Vs. Blanka
He is faster than you,anyway Sonic Boom spam its ok
Vs. Zangief
Cold War, Use your sweep instead of Sonic Boom,its better offensive
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