Super Street Fighter 2 Turbo/O. Guile

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The Characters

Old Guile's portrait in Super Turbo

Introduction

Color Options

Normal Secondary
Guile-old1.gif Guile-old2.gif

--Born2SPD

Moves Analysis

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage ? OGuile stcljab1&4 stfarjab1&4.png OGuile stcljab2 stfarjab2.png OGuile stcljab3 stfarjab3.png OGuile stcljab1&4 stfarjab1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?

Rapid-fire jab. Guile's arm is fully invincible, but it does not have much reach, just like other such Jabs. It is a good move.

  • Crouching Jab:
Damage ? OGuile crjab1.png OGuile crjab2.png OGuile crjab3.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ?

The crouching version also has rapid-fire properties, and similar priority.

  • Close Standing Strong:
Damage ? OGuile stclstrng1.png OGuile stclstrng2.png OGuile stclstrng3.png OGuile stclstrng4.png OGuile stclstrng5.png OGuile stclstrng6 stfarfrc1 stfarfrwrd1.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

This is not very safe if you do not cancel, and not very useful.

  • Far Standing Strong:
Damage ? OGuile stfarstrng1.png OGuile stfarstrng2.png OGuile stfarstrng3.png OGuile stfarstrng4.png OGuile stfarstrng5.png OGuile stfarstrng6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

Guile performs an upper that has good reach. Unlike N.Guile's, this move does not work as anti-air.

  • Crouching Strong:
Damage ? OGuile crstrng1&4.png OGuile crstrng2.png OGuile crstrng3.png OGuile crstrng1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?

This has just acceptable range for a crouching Strong move. The priority is poor, so this is mostly used in combos and to punish moves such as whiffed Tatsumakis.

  • Close Standing Fierce:
Damage ? OGuile stclfrc1&6.png OGuile stclfrc2.png OGuile stclfrc3.png OGuile stclfrc4.png OGuile stclfrc5.png OGuile stclfrc1&6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Fierce:
Damage ? OGuile stclstrng6 stfarfrc1 stfarfrwrd1.png OGuile stfarfrc2.png OGuile stfarfrc3.png OGuile stfarfrc4.png OGuile stfarfrc5.png OGuile stfarfrc6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

Guile's patented backfist punch. Its awesome range makes this Guile's best punish normal move. It can used at anti air at certain ranges, but mostly to punish projectile recovery after you canceled the projectile itself with a Sonic Boom and the opponent is left open. This move has relatively low priority and can by punished if whiffed.

  • Crouching Fierce:
Damage ? OGuile crfrc1.png OGuile crfrc2.png OGuile crfrc3.png OGuile crfrc4.png OGuile crfrc5.png OGuile crfrc6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? 1
Simplified ? ? ?

The main anti air to use when being jumped on and you aren't charged for a flash kick. This takes training to time: you want it to trade if the enemy attacks the right time. It can also be used as a feint, tricking the enemy into thinking you stood up and lost charge.

  • Close/Far Standing Short:
Damage ? OGuile stclshrt1&5 stfarshrt1&5.png OGuile stclshrt2&4 stfarshrt2&4.png OGuile stclshrt3 stfarshrt3.png OGuile stclshrt2&4 stfarshrt2&4.png OGuile stclshrt1&5 stfarshrt1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Crouching Short:
Damage ? OGuile crshrt1&5 crrh1.png OGuile crshrt2&4 crrh2.png OGuile crshrt3.png OGuile crshrt2&4 crrh2.png OGuile crshrt1&5 crrh1.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?

This move combos into itself. A fast attack to push a close opponent away to ideal c.Forward range. The priority is horrible, so this is mainly used as a feint or in combos.

  • Close Standing Forward:
Damage ? OGuile stclfrwrd1&5.png OGuile stclfrwrd2&4.png OGuile stclfrwrd3.png OGuile stclfrwrd2&4.png OGuile stclfrwrd1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?

Low kick with awesome reach and priority, just poor damage. O.Guile has an advantage over N.Guile related to this move, which is being able to throw it without losing back charge.

  • Far Standing Forward:
Damage ? OGuile stclstrng6 stfarfrc1 stfarfrwrd1.png OGuile stfarfrwrd2.png OGuile stfarfrwrd3.png OGuile stfarfrwrd4.png OGuile stfarfrwrd5.png OGuile stfarfrwrd6.png OGuile stfarfrwrd7.png OGuile stfarfrwrd8.png OGuile stfarfrwrd9.png OGuile stfarfrwrd10.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? ? ? ? ?
Simplified ? ? ?

Sobat kick. Good priority, may avoid low normals, but cannot be steered like N.Guile's. It is also not cancelable.

  • Crouching Forward:
Damage ? OGuile crfrwrd1 crrh7.png OGuile crfrwrd2.png OGuile crfrwrd3.png OGuile crfrwrd4 crrh10.png OGuile crfrwrd5 crrh11.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?

Guile's main poke. It has a very good range, but poor priority. The key to using this attack well is not using it all the time, but positioning yourself so that it will hit or control space when the enemy is not throwing his pokes, which often beat Guile's. It also has an important disadvantage in relation to Chun Li's or Cammy's cr.Fwd, which is that its recovery has projected hitboxes, leaving Guile vulnerable if it does not connect. It also is vulnerable even before going active, which is similar to the shotos' cr.Fwd.

  • Close Standing Roundhouse:
Damage ? OGuile stclrh1.png OGuile stclrh2&4.png OGuile stclrh3.png OGuile stclrh2&4.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ?
Simplified ? ? ?

High side kick. It has good recovery, but poor priority.

  • Far Standing Roundhouse:
Damage ? OGuile stfarrh1.png OGuile stfarrh2.png OGuile stfarrh3.png OGuile stfarrh4.png OGuile stfarrh5.png OGuile stfarrh6.png OGuile stfarrh7.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? 1
Simplified ? ? ?

High roundhouse kick that works very well as a trade anti-air. Due to its poor priority, you are not likely to hit cleanly if the enemy sticks out an attack, but it is good enough to have them land on a Sonic Boom, if you maintain a back charge. It can be used if the enemy is not on top of you, when you would need a crouching Fierce instead, assuming no down charge for a Flash Kick.

  • Crouching Roundhouse:
Damage ? OGuile crshrt1&5 crrh1.png OGuile crshrt2&4 crrh2.png OGuile crrh3.png OGuile crrh4.png OGuile crrh5.png OGuile crrh6.png OGuile crfrwrd1 crrh7.png OGuile crrh8.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? ? ?
Simplified ? ? ?
Damage ? OGuile crrh9.png OGuile crfrwrd4 crrh10.png OGuile crfrwrd5 crrh11.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ?
Simplified ? ?

Used as an anti air at a certain range. The second active part of the move has very good range, which can be used to control space in specific situations, such as on the enemy's wake-up or after forcing him to block a Sonic Boom, with noticeable frame advantage. However, while it has good priority, there is enough time to react with Shoryukens, Dos Koi headbutts and other moves.

Aerial normals

  • Neutral Jumping Jab:
Damage ? OGuile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png OGuile njjab2 djjab2 njstrng2 njfrc2.png OGuile njjab3.png
Stun ?-?
Stun Timer ?
Frame Count ? ?
Simplified ?


  • Diagonal Jumping Jab:
Damage ? OGuile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png OGuile njjab2 djjab2 njstrng2 njfrc2.png OGuile djjab3.png OGuile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Neutral Jumping Strong:
Damage ? OGuile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png OGuile njjab2 djjab2 njstrng2 njfrc2.png OGuile njstrng3.png OGuile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Diagonal Jumping Strong:
Damage ? OGuile djstrng1&4 djfrc1&4.png OGuile djstrng2 djfrc2.png OGuile djstrng3.png OGuile djstrng1&4 djfrc1&4.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Neutral Jumping Fierce:
Damage ? OGuile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png OGuile njjab2 djjab2 njstrng2 njfrc2.png OGuile njfrc3.png OGuile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Diagonal Jumping Fierce:
Damage ? OGuile djstrng1&4 djfrc1&4.png OGuile djstrng2 djfrc2.png OGuile djfrc3.png OGuile djstrng1&4 djfrc1&4.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?

A good air to air move. Can be used as anti-air with good reactions or to mix-up moves. Also used when jumping backwards to counter Dictator's stomps or Claw's wall dives.

  • Neutral Jumping Short:
Damage ? OGuile njshrt1.png OGuile njshrt2.png OGuile njshrt3.png
Stun ?-?
Stun Timer ?
Frame Count ? ?
Simplified ?


  • Diagonal Jumping Short:
Damage ? OGuile djshrt1 djfrwrd1.png OGuile djshrt2 djfrwrd2.png OGuile djshrt3.png
Stun ?-?
Stun Timer ?
Frame Count ? ?
Simplified ?


  • Neutral Jumping Forward:
Damage ? OGuile njfrwrd1.png OGuile njfrwrd2.png OGuile njfrwrd3.png OGuile njfrwrd4.png OGuile njfrwrd5.png OGuile njfrwrd6.png OGuile njfrwrd7.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ? ? ?
Simplified ? ?


  • Diagonal Jumping Forward:
Damage ? OGuile djshrt1 djfrwrd1.png OGuile djshrt2 djfrwrd2.png OGuile djfrwrd3.png OGuile djfrwrd4.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?

Good jump-in move with acceptable range and priority.

  • Neutral/Diagonal Jumping Roundhouse:
Damage ? OGuile njrh1 djrh1.png OGuile njrh2 djrh2.png OGuile njrh3 djrh3.png OGuile njrh4 djrh4.png OGuile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?

A jump-in move with very good range, but poor priority.

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

Command Normals

  • Knee Bazooka: (On ground, ←/→ + Forward)
Damage ? OGuile kb1.png OGuile kb2.png OGuile kb3&5.png OGuile kb4.png OGuile kb3&5.png OGuile kb6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

Allows you to advance while charging a Sonic Boom.

  • Reverse Spin Kick: (On ground and close, ←/→ + Roundhouse)
Damage ? OGuile rk1.png OGuile rk2.png OGuile rk3.png OGuile rk4.png OGuile rk5.png OGuile rk6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?
Damage ? OGuile rk7.png OGuile rk8.png OGuile rk9.png OGuile rk10.png OGuile rk11.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ?

Throws

O.Guile can throw using Strong and Fierce. If in air, he can throw with Forward and Roundhouse too. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds).

  • Judo Throw: (←/→ + Strong)
Damage ?(+?) OGuile throwb.png OGuile throw.png OGuile throwf.png
Stun ?-?
Stun Timer ?
Range (from axis) 48
Range advantage 18


  • Dragon Suplex: (←/→ + Fierce)
Damage ?(+?) OGuile throwb.png OGuile throw.png OGuile throwf.png
Stun ?-?
Stun Timer ?
Range (from axis) 48
Range advantage 18


  • Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage ?(+?) OGuile pairthrow.png
Stun ?-?
Stun Timer ?
Range (from axis) 54
Range advantage 24


  • Flying Buster Drop: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage ?(+?) OGuile kairthrow.png
Stun ?-?
Stun Timer ?
Range (from axis) 54
Range advantage 24

Special Moves

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