Next Up Guile
Shoutouts to Noriega for covering this guy a little I just thought I’d expand on it a little more.
OVERVIEW
The guy who has lived through the SF Series with only two special moves is here in SF X Tekken and my god his meta game still hasn’t changed: pure defense.
Guile thrives on zoning and pure frustration, made worse by the fact that his Sonic Booms have some very good recovery on them and his normals are also pretty strong too.
APPROACH TACTICS
SONIC BOOM
Expect to hear Guile say this alot during this match-up to be honest as he will be using this to keep you out. Your best defense against a Sonic Boom is your own fireballs. Your Shakunetsu Hadoken can burst through his Sonic Booms and hit him if he gets too Boom happy.
JUMPING
Something to note about Guile’s jump is that it is pretty floaty in the air making it pretty easy to anti-air. So if he jumps in your face return him the favor for being so defensive and anti-air him with a cr.HP/ DP.
NORMALS TO LOOK OUT FOR
Far Standing HK
This normal has quite alot of range, probably moreso than it does in SF4. It moves Guile forward and on hit allows Guile to launch and bring in his partner for extra damage.
It is arguably his longest range normal on the ground. Its even longer than your normals but in footsies reach isn’t everything. Its a good idea to learn the range of this move so that you can stand just outside of its hitting range.
From here you can whiff punish with a cr.HK sweep.
It is also pretty slow so if you can see this move coming you can cr.MK him into a Cross Rush.
Cr.MK
Guile’s cr.MK has some decent range to it. Expect him to use this around the range of your cr.HK sweep so that he can interrupt you and punish you for it.
This normal also leads into his target combo so it is important to recognise this so that you will be able to block his target combo.
J.LK
This is Guile’s main cross-up, it is just something to recognise really if he gets a knockdown against you and he tries to pressure you on your wake-up its really ambigious so if you aren’t sure as to which way to block, teleport out to safety.
Cr.HK
This double sweeping move hits twice and can be used to throw you off in footsies.
Some Guile players tend to delibarately make the first hit of this attack whiff and then use the second hit to knock you down. If this is the case raw launcher him and if you can see this move coming depending on where you are, there is a chance that you can jump in on him and score a free combo.
UNIQUE ATTACKS
STRAIGHT CHOP (Forward + MP)
Guile slams his fist downwards.
This move hits as an overhead and it is quite a safe one too. It doesn’t do too much damage but still 50 damage is quite a bit for Akuma especially if you are hit by 3 of these at one time.
On block this move is safe to your normals and DP but it is Reversal Demon Punishable if performed deep. It is only safe to everything that you have if he does this move at its maximum range.
SPINNING BACK KNUCKLE (Forward + HP)
Guile spins around and smacks his opponent in the face with his two knuckles.
This move is mainly used to keep you out and/or if you keep on standing alot. Its safe to your normals, DP and your Demon but it whiffs against crouching opponents.
If Guile isn’t hitting you with his Far Standing HK there is a chance that he is probably trying to hit you with this if so crouch under it and either cr.MK him into a Cross Rush or cr.HK sweep him.
KNEE BAZOOKA (Forward/Back + LK)
Guile jumps forwards using his knee
This move not only moves Guile forwards along the ground but it also allows him to retain his charge also. Guile will most likely use this when he is approaching you and trying to connect this move as on whiff its pretty punishable via a cr.HK sweep or a cr.MK into a Cross Rush if you are fast enough.
Also on block this move is Reversal Demon Punishable. Although the blockstun period is pretty small compared to most attacks in the game so practice against it and try to get used to busting out a Reversal Demon on block during the small window of blockstun.
ROLLING SOBAT (Forward/Back + MK)
Guile performs a spinning kick.
This move goes over lows and can be used as a small pressure tool against you as it is safe to your normals, DP as well as your Demon also on block.
Something to note about this is move is that if Guile does the forward variant of the move, he loses all of his charges so he will have to charge again to gain access to his specials again.
If he does it backwards, then he still retains his charges.
Your best bet is to watch out for this move at all costs and try to punish it on whiff if he tries to use it as a means to approach you.
REVERSE SPIN KICK (Forward/Back + HK)
Guile basically does what no other military man can do by spinning upside down and kicking in the air
Not much you can do on block here. This move is safe to everything in Akuma’s arsenal including a Reversal Demon on block.
It is a little slow though, so if you have some good reactions then you can DP him out of this move and into your partner so that you can score some good damage on him.
GUILE HIGH KICK (Down-Forward + HK)
Guile’s Signature Head Kick.
This move is only useful in combos to be honest as this move misses crouching opponents.
On whiff you can cr.HK sweep him or cr.MK him into a Cross Rush. If he stupidly does this close you can Close st.HP him into a full combo but the window of punishment is pretty strict. You’ll have to perform the Close st.HP as soon as you see his leg whiff over your head though for the full punish.
TARGET COMBO (Cr.MK > Forward + MP)
Guile hits low and then does his Straight Chop Overhead.
This target combo can be a pain to deal with especially if you get frustrated mid-match against Guile. The concept is pretty simple. A low hit and then straight to an overhead but it can catch out even the best of players especially if they are flustered by Guile’s Defense.
Something to note about his target combo is that if he starts it from far away, the ‘overhead’ portion of the Target Combo will whiff. It will whiff if he tries to hit you with his ‘foot’ of his cr.MK allowing you to whiff punish it with a cr.HK.
Fortunately for you the completed string is Reversal Demon Punishable on block.
The first hit on block is his cr.MK on block it is only Reversal Demon Punishable on block this is whether he does it up close or far away.
SPECIALS
SONIC BOOM (Back (Charge) > Forward + Any Kick)
Guile’s Signature Projectile.
Unlike most projectiles in this game Guile’s Projectile can’t be Demon Flipped over on reaction due to its almost instant recovery.
The speed of this projectile changes depending on what version Guile does.
The LP Version travels the slowest
The MP Version is like a mix of speeds between the LP and HP Version
The HP Version travels the fastest.
The most notable version is the LP Version, it can be used as a method of approach against you if Guile just throws the Boom. He can walk behind it like its his own personal shield. If he tries this you can try to go air to air with him and hope that you’ll win. Or you can try to bait this move out and/or throw him off with an EX Gohadoken.
The EX Version travels alot faster than the other versions and hits twice. You’ll want Guile to abuse his EX’s as much as possible as they are his main way through your wall of fireballs.
Like most fireball characters, Guile will be trying to vary the speeds of his Booms to catch you off guard and its up to you to beat him at his own game with your own.
One of the ways you can do this, is through your Shakunetsu Hadoken. Try to vary the versions and get him to jump so you can throw him off. For instance, throw out a couple Light Shakunetsu’s and see what he does. Get him comfortable with throwing booms against your Shakunetsu and then go for a heavier version to throw him off if he doesn’t stay grounded.
This is also Guile’s Charge Move. If Guile tries to get free EX Booms from full-screen by charging this move up, punish him with an EX Demon Flip > Palm Followup for a full combo. He can dash to cancel the charge so if he tries to do so and you can read him then try a regular Demon Flip (preferably HK Version) if he is fullscreen.
You also can play the Charge Move game with him too by charging your own Demon Flip and trying to mess up his anti-airs. (Oh the mindgames of the fireball war.)
FLASH KICK (A.K.A SOMERSAULT) (Down (Charge) > Up + Any Kick)
Guile’s Somersault, a Somersault in which many people have tried to attempt to do this move in real life with some mixed results.
If there is one thing that must be said about this move is that maybe I’m wrong here but the range on this move has increased quite a bit from SF4 especially in the HK version which travels a very good distance in this game.
This move has 3 uses to it:
[LIST]
[]As an anti-air against your jump-ins
[]To punish your Cr.HK Sweep
[*]As a Wake-up Move
[/LIST]
As an anti-air and a wake-up move this is pretty weak to cross-up pressure so you can abuse cross-ups against him whilst he gets up assuming he doesn’t roll away from you.
If he does roll away from you continue trying to zone him out as usual. As Norieaga stated you can neutral jump air hadoken him to keep him grounded and stop him from jumping to start his offense.
Guile can also bring in his partner off of a blocked Flash Kick. Like Ryu’s DP Switch Cancels, the regular versions of this move are NOT safe on block. This is arguably your best time to catch Guile out on his wake-up as this is where he is most open.
Reversal DPing both the LK and MK versions on block can lead to you hitting both characters on incoming.
If you want to hit both characters in incoming for the HK Version, you will have to time your DP precisely. Still even on reversal you will still hit his partner on incoming.
The above is assuming that the move is performed deep. If it is performed shallow then a Reversal DP will catch both characters on incoming.
As Norieaga stated you can also Demon/Misogi a blocked Flash Kick even if he brings in his partner.
ALL IN ALL
Its a very patient and very very long match-up this one to be honest.
Its a waiting game you should try to not be the first one to crack and leave an opening.
Punish his massive openings HARD as I have mentioned before and try to frustrate the Guile Player by beating Guile at his own game. (Yeah that sounded very stupid and hard as Guile’s are a patient bunch)
One plus for you is that Guile is usually placed on the Second Spot of teams as a sort of ‘run the clock’ type character. So you’ll want to land as much damage on his partner as much as possible so that when his partner Raw Tags you can punish Guile HARD on incoming.
Guile’s health was nerfed from SF4 to SF X Tekken and so you’ll be able to KO him alot quicker than in SF4. 50 damage does make the difference you know !
He also doesn’t hit REALLY hard so the worst you’ll get if he punishes you with no meter is a couple hits into a Flash Kick if he even has a charge which doesn’t do alot to you (Well considering everything else does a crap tonne of damage to you this isn’t as bad as everything else.) Hence you’ll find that Guile will be bringing in his partner most of the time to do some extra damage.
Severely damaging Guile’s partner is also another good way to beat Guile himself as depending on who he is paired up with, that partner may have to rely on Raw Tags to get Guile back in again and Akuma is good at dealing with Raw Tags thanks to his Demon Flip.
If all else fails you can always play his game and run the clock but be prepared for some Rage Mail if you do so.