Moveset and Attributes Courtesy of EventHubs.com
Normal Moves
This is not a complete list of all of Guile’s normal moves, just the ones we think are noteworthy.
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Overhead Punch
Comes out pretty fast and has good range for an overhead.
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Anti-air Kick
A surprisingly effective move to counter air attacks.
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Crouching Uppercut
Still one of Guile’s best options for countering jump in attacks.
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Bazooka Knee
This makes Guile leap forward with his knee out. Good for quickly moving forward and playing a ‘zone’ game.
:lk: (In the air)
Cross Up Knee
The only known way to cross up the other fighter with Guile while jumping in. This move isn’t as effective as it was in Super Turbo.
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to ‘charge’ the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you’re holding back, you can jump backwards or block low and still maintain your charge.
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Sonic Boom
A really good projectile, it’s a bit sped up from previous Sonic Booms in other Street Fighter games.
You can spam the heck out of these because the recovery and charge times are quite forgiving.
To follow behind it and set up some of Guile’s Street Fighter 2 tricks, you may need to dash instead of just holding forward though.
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Flash Kick (Somersault Kick) Armor Breaking
Guile’s famous anti-air move is back, in mostly true form. It’s anti-air properties are pretty decent still, but now it’s also good against people who stick out pokes and low attacks.
The Kick button pressed determines the range and power of this move. Light Kick is good for countering attacks made on the ground, but it does the least damage.
Hard Kick flies up more vertically and does the most damage, but if you miss with it you can kiss goodbye to a good portion of your power. Medium is a mix of the two.
This move has a bit more combo potential this time around, as you can do a jump in attack, three quick Light Punches and then go right into his Somersault Kick. Again, the recovery on this move is as terrible as ever though, so make sure you land it.
:lp:+:lk: (In the air)
Air Throw
A pretty good anti-air move if you can anticipate a jump in from your opponent.
Having the joystick in a neutral position or forward will result in a backbreaker, and holding back makes Guile do an air slam.
EX Moves
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EX-Sonic Boom
Hits twice, and it’s a great way to keep pressure on your opponent. It’s also faster than the Hard Punch normal version of the Sonic Boom, meaning it’s VERY quick.
This attack works well against fireball spammers, because your EX-Sonic Boom can take one projectile and still keep going, plus its speed can really throw them off.
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EX-Flash Kick (Somersault Kick) Armor Breaking
The EX version of this attack increases damage, range and priority it also hits twice. This is a good, “Get the heck off me!” move.
Super and Ultra Moves
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Double Flash Kick (Super Somersault Kick)
Very, very few practical uses for this attack. You can use this to punish your opponent when they leave themselves open, but you’re best off spending your Super meter on EX moves.
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Flash Kick Explosion (Ultra Somersault Kick)
Guile does a series of three Somersault Kicks resulting in big damage if they land. This is a good anti-air measure if you can pull off the motion consistently.