This is probably Guile's easiest matchup, but it's still important to know your options. You can whiff a jab or something to bait it, but be careful since you can still be punished for this. Don't be afraid to just block, it's sometimes not worth risking it letting him land j hp> jab srk. These catch his low tiger startup quite easily. Also used when jumping backwards to counter Dictator's stomps or Claw's wall dives. As long as you can keep him from getting close enough to harass you with standing forward and out of the corner then this matchup isn't too bad. Main time I use upside down kick is as a meaty after an air to air j hp mid screen. But he may throw it out in between fireballs to stuff a low kick or sobat. n/a Rating. You gotta be a superman to land this one. 2) Standing roundhouse I also recommend learning to super on reaction to his super, you have like 5 frames I think (has to be inputted after the super freeze), you can do it reliably with practice. Cr mp> cr mp/far mp/ throw. Only things to look out for are his standing lk, which he can do while charging, it's a decent defensive normal, but nothing major. 2) Vertical jump roundhouse / climbing jump fierce Flash kick is ok if you expect a tick throw, but don't get carried away. Forward sobat (forward+mk): Use super sparingly, ok to beat crouching normals, but use from max range to avoid getting grabbed after it lands.Not bad if you expect him to sweep as a poke, or to stuff your cr mk. One thing to be careful for is that his jump forward jab stuffs flash kicks from max range. Jumping roundhouse can hit the following characters standing if done quickly : Boxer, Sagat, Hawk, Gief, Claw, DJ. Super Street Fighter II Turbo HD Remix - PS3 Network Cheats. Without charge you can mash stand jab to beat it, from far away just about anything works. Want to be an editor? You can do some blockstrings like cr jabX2> stand jab>fireball. Sometimes I just walk backwards to bait her to walk to me, then pelt her with a normal. Cr lp > Cr lk/mk : Usually cr mk is favoured at the end. Dealing with his normals: The slide is fairly straightforward, that can be countered with a well timed cr mp or sweep. Be patient and don't jump in or you will eat standing fierce or Tiger Uppercut. Just be careful when he does safejumps with drills, they usually hit low when done like this. Towards+medium kick sometimes works but you have to predict and Guile's down on a trade. After waiting on Cammy for two seconds, go to Ryu by moving directly to Ken and then up onto Ryu. He has none of those kara tricks since he has no moving sobats, and his mobility is much worse because of no step kick. Whiff the kick and throw the beast. Watch out for max range cr mk baits to punish reversal flash kick. Green hand: Decent if he destroys a fireball with perfect timing and gets to spd range. One good thing about doing this is that you can bait him to try a cr mk/hk after he blocks the cr jab, expecting it to hit you. But crouching short and cr mk are the best ones since they hit low, and are safe on block anyways. You can sub the stand jab for cr lk instead. Matchups classified with this diagram in mind. He enters to put M. Bison into custody for the murdering of his best friend Charlie. This allows you to advance while charging a Sonic Boom, and hits extended limbs from Low Tigers. Backfist: Really good if used right, do it from far away to trade with his jump ins, basically you are both like full screen after this trade, so great for guile. This is best used in mirrors to maximise damage off a low hitting attack. - If he backflips you can't throw him. Play As Akuma: *At the character select screen highlight Ryu and stay there for 3 seconds, move to T.Hawk and stay there for 3 seconds, move to Guile and stay there for 3 seconds, move … And it is generally just good to have a move that beats dive clean, that does not require charge, just be careful he's not above you, this can result in you getting hit, or trading (horrible trade for Guile). Cr hp late to trade (can trade with all his air normals, and dive, but it knocks down, so don't use it vs dive). Cannon spike/thrust kick can be ok, but is also very punishable, usually not worth it, meaty fireball beats it etc. Do whatever you need to do to trade with him (usually cr. Step kick can be useful here also, make sure it's used sparingly, beats cr hp, and ok vs rekka from a distance. Be careful on the spacing, doing it at max range usually refers to when they crouch (wider hitbox), but when they stand up they are thinner, causing cr jab to whiff. Be patient, when he gets close try walk up cr mk to push him out. His bulldogging is effective thanks to his fast walk speed, walk up throw to punish this is incredibly effective. He enters to put M. Bison into This is a great frame trap. Video examples: The best times to go for this standing jab is after beating a drill/air to air, or after a teched fierce throw. You can use jump forward hk to punish his fireballs from very far away, but try not to be predictable. Things are different on jumps that crosses over the opponent (landing on the other side) though. He can maybe crouch to make this whiff, but that's unlikely since usually you expect crossup j lk. Seems to beat everything. (nohoho). If you expect him to mash throw, you want to go for cr lk after the air normal, best to use weak air normals for this since they do less pushback. Subscribe =D He can crossup with j mk, unlike old Sagat, this is always a fake crossup it seems, easy to block when you see it. His tatsu is only safe on hit at specific ranges, don't be afraid to use cr hp if he flies over you, the trade is almost always in your favour. This will usually dizzy if he does not block as well. Best punish to lariat, and also good for green hand and sweep whiffs. Basically mash stand jab to stuff dive, great to catch early dives. Guile can throw using Strong and Fierce. It whiffs on most characters if they are crouching, but will still hit these characters regardless: Sim, Hawk, Gief, Sagat, Boxer, Deejay, Old Fei. If he is able to safejump, and then do negative edge 360, you have no chance, if you take the hit he can still get you since the 360 is negative edge and has much, much more range than Guile's throw, trying to super or flash kick will just cause him to block if he does the OS right. Risk reward stinks. Mashing stand jab can also work ok if spaced correctly. The best situation to be in vs Hawk, is a distance where you can use jump forward fierce on reaction to forward jumps, this really shuts down a lot of his options. Walk up throw after cr lk to mix it up can also be nice sometimes. It's going to feel impossible when someone has great zoning and is much better than you. They are too thin for cr lkx2 into whatever to work. Crouching strong can usually counter his slide, cr mk and sweep are also decent as long as you are not too close. Make use of neutral jumps to avoid fireballs you don't have charge to cancel out while retaining your spacing. You have no choice but to play the more defensive game here, his rushdown is too powerful and dangerous. Aim for cr lk to hit from far away, this allows the following cr mk to be safe should he uppercut between cr lk> cr mk. But cr lp is usually easier to set it up optimally. At long range this is not unlike Sagat's standing fierce. If you must jump, do it when he is throwing a low Tiger and hit him with jumping forward (risky.). This has a lot of frame advantage, which allows you to link things like cr mp after it lands, and close fierce on some characters. Though if he does an upper I think you only can get a cr lp/mp at best. This matchup has a ton, basically every range has a different one. Grabs opponents slightly above airborne Guile. His Sonic Booms have projected vulnerable hitboxes, his main poke - the crouching Forward kick - has worse priority and he has lost his dangerous CPS-1 chains. Fireball - Her only effective answer is fierce hooligan. Far fierce: Used like stand jab but has more startup and bad recovery, probably no reason to use this over stand jab other than the damage. The second hit will catch him during pushback from the fireball, causing him to get pushed back quite a lot. YOGA FIRE: Down, Down/Forward, Forward + Punch Keeping quiet and blocking is safest. Cr mk might be favoured due to better frame advantage, and safe vs uppercuts. The slow fireball can come out and hit her after the first hit when she becomes vulnerable. This is a little risky, but vs old Hawk especially it is sometimes worth it. If he whiffs rekka to try reach you from mid screen, you can sweep it. Set the game speed for the HYPER mode by pressing the D-Button LEFT or RIGHT to select from (0-4) stars. Guile was a fighter specifically made to appeal to American audiences. As for drill you just want to make sure it doesn't hit or trade, you can block it standing, so don't fear it much. It can also be used as a feint, tricking the enemy into thinking you stood up and lost charge. Likewise if he jumps when close to you, best bet if you expect a dive is to just wait if you don't have flash kick ready, block and punish. If you find yourself without charge, walk up cr mk or backfist is ok to punish his bulldogging/forward walking. Once you have distance, you can zone him pretty easily as his methods of getting in are quite easy to punish. A single cr lk into flash kick or super works, but pretty tough to hit confirm. Cr jab x2 > throw/far mp into fireball/ cr lk/ cr mk/ cr jab into fireball. Basically you want to try get some damage in, if possible try take advantage of his lack of reversals after a knockdown. Sobat: From a distance this is fairly good, destroys the knee drop. Forward sobat at round start is a good option for coverage since you trade with her fireball, and win if she tries walk up cr mk/sweep. Otherwise when she jumps and cannot even reach you with j hk, use sweep or your cr mk to anti air and push her back. Upside down kick : If they stand after taking the cr jab, you get step kick instead. If he does a really early dive, react with flash kick, or mash stand jab to stuff it. You can use j hk to punish dive attempts, usually I do this to neutral jumps since j hp has less range. It allows you to move forwards or backwards while attacking, and also goes above low hits like shoto's crouching kicks or Guile's cr.Forward. He can do jump forward mk in the corner to hit you high, and flash kick whiffs. You can also do Close stand hp instead of cr mp, but most characters can crouch to make it whiff. Cr lk x1/2 > st lk> hk flash kick | This is the one you use vs Chun and Claw. It is a good move. If he gets a knockdown and goes for srk OS with throw, don't be afraid to take the throw, better than getting knocked down again. Then he has to block the second hit due to the blockstun, uppercut whiffs vs first and second hit. Anti air him the same as you would vs old Sagat, cr mk to punish diagonal and neutral jumps outside of his j hk range.Cr hp late to trade is great otherwise, early j hk is ok sometimes, and far mp is good at a specific range. Just don't get too predictable and you'll be ok. His pressure is not that great outside of fireball traps, don't let him get you in the corner, and it's not that bad at all. He is very well known for his glitches, excellent combo ability, and ability to launch Sonic Booms and Flash Kicks. Street Fighter II Move List for Super Nintendo. You can throw a sonic boom, but he can jump over it as he recovers. - Doesn't mean much since he's got standing flip kick. Best option if he is right above you. This move can be ok for punishing whiffed srks, flash kicks, up kicks from Chun etc. Both basically destroy low attacks, and are leaving you at a good range. Dhalsim has the actual longest jump, but he can use drills to get down quickly. He cannot actually do a standing 720 like gief, he has to whiff a normal/move first, or do it after landing or recovering. Fei wants to get a knockdown with rekka or chicken wing combos, or a throw to start mixups. Even when you have not enough charge, don't be afraid to sometimes do step kick or forward sobat. Turtle doesn't work very well vs Claw, but offensive can be a problem. The crouching version also has rapid-fire properties, and similar priority. Though back sobat can be used to move back when in proximity block. You can use cr mk if you expect him to use a standing attack or block. So cr mk, step kick, walk up throw, walk back, jump cancel, jab fakes are all great options. And second sweep hit does give nice frame advantage, giving you time to retreat to j hp range. The last useful tech vs dive is stand jab, far fierce and sobat work too, but are much less consistent, and harder to utilize. Meaty cr lk is pretty effective after air to air j hk/ jump forward hp, or after a teched throw to apply pressure. Best bet is to not get here in the first place obviously. Okiseme Guile's stage is in a United States Air Force Base. Vertical Rolling Attack: Hold D for at least 2 seconds, U, +K . Use bazooka knee to punish low tiger recovery from far away, step kick is also good, time permitting. If he tries a fireball or flame within flash kick range, use it to go through and punish him. If you are really confident he will do dash punch, st hp, or headbutt at round start, you can start off with a sweep, this beats rush moves, st hp, and the second hit usually catches headbutt recovery.Basically it's just a case of creating that good range to safely zone. The bad time to use this would be if they try srk, or Ryu does super. It juggles air opponents for 4 hits. The typical situation in an ideal match is her trying to close the gap while you zone, if she gets confident with bulldogging, walk up throw is ok, or walk up cr mk/backfist to hit her. You can use cr mp instead, but has less range, and gets bodied by reversals. Air throw can work if you have practiced enough, good for killing them with 1/3 health left. Cr lpx1/2/3 > Stand lp > Flash kick/super, or sonic boom | Depends on the character for how many jabs you can do. Late cr hp is great in this match, far mp can also be good as well if spaced correctly (it can stuff his jump jab clean). Sobat mixups are ok, remember whatever you have, he also has, so it's a case of reading the other player. Basically use it to escape the corner, practice cr mp> cr mp blockstring, 2 frame window, but you can be consistent with it if you practice. Neckbreaker only seems to cross up if she first hits you air to air. It stays active for quite some time, which is good or control space while airborne. World Warrior / Turbo / New Challengers Sonic Boom: Hold L for at least 2 seconds, R, +P Somersault Kick: Hold D for at least 2 seconds, U, +K . You want to play it the same as vs N.Ryu for the most part. Guile has a considerably fast prejump. Likewise if you expect her to walk up and do cr mk or sweep at round start to beat sonic boom, walk backwards a little then fireball works pretty well. Constantly fire booms to zone him out. cr mk: Use to push him back when he tries to walk you into the corner. But otherwise, jump forward hk is the winning move here, best punish for dives by far, learn the range for it so you know when it will work. Post navigation street fighter 2 guile moves. Top . When you get close, stay outside of his st hp range, and try get him to the corner using fireballs. O.Guile has some benefits like the ability to do the back fist and the standing short while charging for Booms, his standing Roundhouse is a decent anti-air, plus most of his normals are more damaging, but all in all N.Guile is slightly better due to the cross-up and most of the normal moves … Sonic boom has to be used sparingly. Juice Kick: He can do this to cross you up and hit you out of a flash kick. This literally sends Guile flying full screen after the jump back hk hits. It pushes them back quite a bit, and the step kick leaves you in a good position if blocked/hits. Do not ever try to tick throw him or challenge the stored ochio in any way because if the Honda is any good you will almost certainly lose. If he gets in just be patient, you can mash cr jab to consistently stuff rekka. Low attack: Cr lk or cr mk, use like a frame trap, can lead to more mixups. A single cr lk works as a tick, if he gets hit you can do st lk chain after the first cr lk, then cancel it into hk flash kick for a combo. His super is fully invincible until the recovery, you can punish it on block at least, if the last hit whiffs, use flash kick. He should never be close enough to you to sweep you or start doing hands, but if he gets in do your best to get away from him again. Guile (First name William, don’t you know) returns as an add-on character for Street Fighter 5, and this hardened … Jab ones are pretty nasty, if you neutral jump, he can use st hk to trade with your attacks. Guile. Objective: Get into the range just outside of sweep distance. I recommend always using fierce throw (suplex) vs Dhalsim, this gives you time to pressure afterwards. Favor this move if you have mastered the timing or if you are sure it will hit (e.g., you have just guessed right that your enemy would throw a projectile). In most cases forward sobat is used for kara flash kick, while back sobat is used for kara sonic boom. The blocked cr mp leaves you at the perfect range. Crouching lk is ok if used sparingly, make sure to use cr lk x2, st lk>hk flash kick if you want a combo from it, two cr lk into flash or super seems to whiff vs Chun after crossup. If he manages to safejump you it might be worth taking the hit so you still have charge to reverse an spd, but he has ways of dealing with any option so avoid this at all costs. cr mk/sweep first hit: Typical low anti air, his heavy air normals, and neutral jump hk beat these, but they beat everything else. ... William F. Guile. Backfist: Use sparingly, catch him walking up to you, loses to most of his attacks, the idea is to be patient and bait him to walk up, either by whiffing jab fakes, or walking backwards while he is 1/3 screen away. Most of the time bazooka knee leaves you at max cr mk range, which is ideal. Don't challenge it until it ends since it's fully invincible, wait until it ends and try get him with flash kick or air throw before he lands. Cr lk is just to add more to the string, it comes out 1 frame faster than cr mk, so this may sometimes make it preferred. Guile punches down while in the air. It can be canceled into special attacks so as not to be punished on block. Use walk up throw to punish things since he cannot tech. - When you predict a wall dive fake out, fierce sonic, Anti Slide Kick Cr mk is generally the best tool to deal with this due to the range, and good frame advantage. Jumping backwards over mk/hk tigers is still ok if you're not too predictable, good way to avoid chip while maintaining charge. 0 Tips. If he tries to zone, don't crack and jump predictably, you can usually afford to let him come to you, but his startup and recovery is quite long, so he is very punishable, use walk up backfist/cr mk to punish fireball attempts mid screen. Obviously in addition to all these you can just go in and throw her. It indeed gives Flash kick a bit little more range, if hopping forward since it will push guile forward a bit, the timing is tricky though. Like vs shotos it leaves you at a really good range. Guile's arm is fully invincible, but it does not have much reach, just like other such Jabs. You should be able to fireball after the cr mk, since you should be out of his st hp range. This has just acceptable range for a crouching Strong move. The link is about 2 frames, you can get it perfectly consistent with practice. NOTE: You can kara cancel this move into flash kick for additional range! If he stands up he avoids it since his hitbox is less wide, but it's not likely he'll punish your cr jab whiff, and this leaves him open to a low kick. Best saved for characters like Sim or Gief. Other than that, it's just a case of not cracking under pressure, and knowing your options. Pause on Ryu for 2 seconds and then press all three Punch buttons and X simultaneously. Proximity block is a big factor in this matchup also, keeps him in place, which is the main reason players whiff jabs when charging. Sobat kick: Use this to pressure, and to work your way back to a safe distance when far away. Three crouch jabs jump cancelled into back jump is also ok. You can risk going for a throw maybe, but the chance of getting grabbed usually makes me never bother. Step kick however is very useful in this scenario, if done early enough (double tapping helps here) at round start, it will trade with a sonic boom, even if they do kara back sobat, guile's leg will still reach easily. Cr mp > far stand mp : Another good one off a cr mp. If he gets one from far away and the timing is good, putting him at ideal spd range, best bet is to jump back if possible if you don't have time to do anything. Keep in mind far mp can be stuffed with upkicks, but this is a big risk for him, try to punish upkicks with a flash kick or normal before he lands. Either using forward+mk, or back+mk, you can cancel startup to change your position. This leaves you in a good position as you have full charge. All Details. Cross-up Short Vs Blanka the cr mp is always favoured as he can crouch to make far mp and close mp whiff, and the faster startup of cr mp lets you beat reversal electricity. Can also be used like shoto far stand strong to anti air in mirrors and stuff specific moves. Cr mp> cr mp> flash kick | This is only possible vs some characters. Jump hk if you are far away. The trajectory is different too, mk spins twice, hk 3 times. The low tiger is much weaker, quite easy to punish during startup and recovery. This move has relatively low priority and can by punished if whiffed. Cr mk is the key move for Guile in this matchup as it has great range and is an effective poke, also beats lariats clean. 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. You can actually mash this while charging a fireball and not get bazooka knee. After a crossup it's a similar deal, low or throw, sometimes gamble flash kick after a tick to beat his throw or cr mk. Hit confirm it and either finish the combo, go for a throw or finish with a boom to create some space. Anti airs His throw has much more range than yours, keep that in mind. Close stand mk might be ok if he's right above you, but I have not found many times to use it vs Hawk. All of these are done with a crossup j lk unless specified. Cr lk > Cr mp > flash kick | The meaty is not too hard to do since cr lk is a slow move. Crouching fierce: Use late to trade, takes practice to time, but when timed well it covers you pretty well. I’ve been trying to learn Sagat in Super Street Fighter 2 Turbo, and I can’t pull off the super move “Tiger Genocide.” I got his Tiger Shot and Uppercut pretty quickly. He can use sobat or sweep to beat this as a read though. Standing jab is a fantastic and underrated pressure/mixup starter in this matchup. These are pretty safe in general from far away, trades or stuffs all of his standing ranged normals. When doing a meaty fireball you can afford to walk up and use cr mk to force block and discourage reversal lariat. You can also do the crouching forward a little late looking for a blocked hit. At the start of the round it's a case of will she use fireball, or use normals. Cr mk > Step kick (far stand hk) : Useful vs some characters that have fireballs. And startup one useful thing to be out of a set/game and pay attention! Sim drills, mash it you have similar range 11/9/7f ] Jab/Strong/Fierce by jab DP for additional!. Have worse priority U, +K: he can safejump you, you are frame perfect, Guile! 32 points of damage jab x2 > throw/far mp into fireball/ cr lk/ mk/. Least 60f, [ 7~14f ] → [ 11/9/7f ] Jab/Strong/Fierce recommend using! Not eat chip damage all day moves, as well position if.! 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