Guile (Modern Revival)

Yes, I know there’s a Guile thread, but it’s been so long since there was a post, I thought I’d open up for business again since Guile is a beast and we all know you can’t duck da beast.

Anyway, while I don’t usually play with long combos with Guile, I can still make some nice work with him. I’m not top tier with him, but that’s okay.

Here’s a common combination I have found a bit useful if I pull the first initial two hits off:

Be warned, it’s possible for the opponent to roll out of this, but there are exceptions that make roll outs impossible.

Very short combo:
(opponent in corner or at least close to), lp.Sonic Boom (either mid or full screen distance is recommended), djp (dash jump) lp, mp, c.lp, c.lk, c.rh

Now I know that’s a bit washed up, but here’s where the beauty of the combination is revealed.

ASSISTS! THAT’S RIGHT!

Now, let’s try this again, except add some assists in there and watch the small expansion.

M.Bison (Variety)
(opponent in corner or at least close to), lp.Sonic Boom (either mid or full screen distance is recommended), djp (dash jump) (call M.Bison either a second after the dash jump or right when you jump if you’re mid screen) lp, mp, c.lp, c.lk, c.rh (The assist hits either right before the crouching roundhouse or after the first hit depending on your timing), if your timing is right, chain a j.lp (if your timing is perfect, then chain a j.lk also) and finish it off with qcf+kk.

MAX Stats: 28 hits, 75 Damage on 2/4 damage setting.

You can do M.Bison’s version without being in the corner (I just confirmed this by trying). However, the distance factor changes and so will your air moves since M.Bison comes in behind you so your distance is critical to the success of the combo.

Hayato (Expansion)
(opponent in corner or at least close to), lp.Sonic Boom (either mid or full screen distance is recommended), djp (dash jump) lp, mp, c.lp, c.lk, c.rh (call Hayato either a split second before the first c.rh hit or right when it connects. Hayato comes from full screen so the second hit with connect), j.lp into qcf+kk.

MAX Stats: 19 hits, 71 Damage on 2/4 damage setting.

Hayato’s has to be done in the corner since his hit knocks the opponent way too far for you to even follow up and in all likelyhood he’ll hit the opponent with both swings, making it a little more difficult.

Gambit (Projectile)
(opponent in corner or at least close to), lp.Sonic Boom (either mid or full screen distance is recommended), djp (dash jump) lp, mp, c.lp, c.lk, c.rh (Now this is important. Call Gambit in before the first hit of the c.rh connects), you have two options (this is the fun part): super jump cancel (or normal jump but I like the super cancel better as it’ll put you in the perfect connecting spot) into qcf+kk OR you can get fancy and perform a dashing c.hp, sj. 1 2 3 4 into qcf+kk.

MAX Stats: 23 hits, 78 Damage on 2/4 damage setting.

This combination can be performed anywhere on the stage since Kinetic Card stuns the opponent in place.

Gambit (Expansion) (This is a little trickier to pull off since Gambit comes in with a one swing Cajun Slash)
(opponent in corner or at least close to), lp.Sonic Boom (either mid or full screen distance is recommended), djp (dash jump) lp, mp, c.lp, c.lk, c.rh (Call Gambit the instant the second kick connects or he will miss), super jump cancel into qcf+kk.

MAX Stats: 18 hits, 73 Damage on 2/4 damage setting.

I know a few players who use Gambit under Expansion who this should be a nice one for them. This combination must be performed in the corner spot since Cajun Slash knocks the target away.

I’ll do one last assist. I have a lot more assist options (And a lot better ones at that) but I’ll leave with this to suffice for now.

Psylocke (Anti-Air)
(opponent in corner or at least close to), lp.Sonic Boom (either mid or full screen distance is recommended), djp (dash jump) lp, mp, c.lp, c.lk, c.rh (Timing is everything. Call her in right when the second kick connects, not a second before or after), now, you have a little window of room to do a NORMAL JUMP (that’s right, a normal jump) and just qcf+kk away.

MAX Stats: 19 hits, 69 Damage on 2/4 damage setting.

Personally, I like this one since I play Psylocke obsessively and it gives me a chance to practice using her as Anti-Air instead of Projectile for once as I never usually stick her with AA except for fun.

As I said before, I’m not really a Guile player who likes stringing long chains with him as I don’t feel he’s best used that way since I consider him a real balance character (not too strong, not too weak, but right in between). I like to keep the combos straight to the point and keep him in reserve until I need him. Trust me, he’s saved my ass on many accounts even when I was just a n00b using the SHOULD BE MASTERED BY ANYONE combo c.lk, c.mk., c.rh, Sonic Hurricane or the underrated dashing s.lp., s.mp, c.hp, sj. 1 2 3 4 Air Flash Kick.

Heh, I could still use some advice on how to become a better Guile player. Like most say, including myself, “I am great, yet, I am humble.”:lol:

Guile is really an under-used character his sonic boom/projectile assist set ups really reck mags if they don’t know how to fight it, or even if they do lol, with storm/cable/sentinel then it’s a whole other ball game, but for the most part guile can hold da shit down if the person knows what they are doing.

I agree. Guile really is under-used. Well, against a team like that, I think Guile would still stand a chance of holding his own, the only REAL drawback being having to charge for Sonic Boom or Somersault. However, a crafty player can work around that, epsecially if they know how to play it off with a combination. Let’s face it, how many other Anti-air moves have the kind of flexibility Guile’s has. You don’t even have to do a rh. version of it, just an lk. version and still…off with that wave into the air. I’ve seen that move shut many storm, mag, sent tricks down. I should know…I abuse the hell outta that move.

Guile is a really good player for the reason that, in my opinion, assists turn him into a wrecking ball.

Oh yeah, I almost forgot to mention this. In the Combination with Hayato, you can chain an lp. Sonic Boom right after you connect the second kick, because Hayato will hit and if the timing was right, the sonic boom will pop them into place. However, you have to give up the j.lk chain and just stick with a j.lp -> qcf+kk.

Heh, I can remember when the game first hit the arcade. I’d say that out of the 10 players that played (including me), 8 of us put Guile into our team. He really was the shit back and and IMO he still is. I think people don’t give him enough credit. Heh, if used right, he could eliminate a character in a matter of seconds as well. A nice little trick I use a lot when playing with Guile is I’ll put the pressure on a blocking opponent with a combo ending low since most players nowadays have figured out to low guard off of reflex. Anyway, during the low guard part, I’ll send an assist in (I usually have some kind of Projectile assist since this will make Guile excel even more) to maintain the low guard. While they low guard, I’ll jump in with an attack and 9/10 times I will catch’em and be able to punish them badly.

Another reason I believe he stands out is because he doesn’t share those high tier commonalities like mag, storm, ckye, sent, IM, etc. What I’m referring to is double jumping, air dashing, flying. I mean, imagine Guile DOUBLE JUMPING. I bet he’d move up in rank for sure. I encourage putting him in and giving him some time on the field.

–does arm move taunt-- “Too easy…”