This thread is composed of what all the other characters in the game think about Guile. Ranging from what they should do against Guile, what they should look out for, and how they can win.
All information is taken from the SRK forums simply by looking at the other characters’ match-up sections. I did not write any of this myself and I’m pretty much just posting what they say in their threads. Take advantage of knowing what most people think of when they see Guile. Notice patterns between the different characters’ strategies versus Guile and use this to become less predictable.
See the Normal Guile Match-Up Thread for what Guile thinks about the other characters. (Opposite of this thread.)
Don’t understand some of the terms or acronyms? See Sonic Hurricane’s Street Fighter Glossary
Abel
What Abel says
[details=Spoiler]General Info:
- Standing LK tends to beat out most if not all of Guile’s main pokes
[/details]
Adon
What Adon says
Spoiler
Adon is speechless.
Akuma
What Akuma says
Spoiler
Guaranteed Demons:
Blocked Flash kick
Blocked f+MP (Super only)
Blocked target combo (Super only)
Blocked cr.HK (do it between the two kicks)
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
Guile has great defense. Akuma?s is better. This is a match of patience and attrition, but one where the cards are stacked heavily in your favor.
Guile?s basic gameplan involves throwing sonic booms to zone, and waiting for a flash kick opportunity. Don?t jump in, force him to come to you. The match is very basic, if he presses forward behind a sonic boom you can Shakunetsu if you?re at max range, jump back air hadou to force him to block, or teleport through him if he?s right behind it. But there?s really nothing Guile can do to force Akuma into a bad situation. If he?s far, your ranged game beats his, and if he?s close you can always teleport out. If you do happen to be on the offensive, try to bait the flash kick since it?s the only thing Guile really has to deal with pressure at the risk of exposing himself?? Guile really doesn’t have the tools to hang with Akuma?.
-Be wary of his target combo: c.mk, overhead punch. It?s quick and dirty.
-If the Guile you are playing is using the sweep, punish it every time.
-Keep patient, stick to your roots and play very basic runaway.
Balrog/Boxer
What Balrog/Boxer says
Spoiler
Blanka
What Blanka says
[details=Spoiler]Japanese Wiki: 6/4
Event Hubs April 09: 6/4
Event Hubs October 09: 6/4
Popular SRK Opinion: Slight advantage Blanka
Quick info:
EX Ball > Sonic Boom (Guile has the best projectile recovery in the game…so…yeah…watch it)
Slide > Sonic Boom
Coward Crouch > Sonic Boom
The match breakdowns:
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C.Viper
What C.Viper says
[details=Spoiler]
-throwing j.FK (towards) a little early stuffs FlashKick but not EX Flashkick. (Slide)
-Punish Guile’s c.FK with BK [block the first kick then BK]
-When Viper is more then full screen away from Guile and you want to get in, you should constantly throw FP Seismo feints to scare Guile into throwing a Sonic Boom. The FP Seismo wont hit if Guile is exactly the furthest distance away. The FP Seismo will hit if he throws a Sonic Boom, or walks forward slightly. I think this method is the safest way to corner Guile and maintain pressure at the same time even though your full screen away. (Shigz)
-If Viper guesses right and throws a real seismo to hit guile, SJC and your in. If guile quick rises, throw out your hk and continue pressuring him.
-If Guile keeps walking or jumping backwards and you think he wont throw a Sonic Boom, slowly creep your way in by walking foward a bit and Seismo feinting.
-Make sure when your feinting, that you keep in mind that his EX sonic booms are very fast and try your best to jump over them.
-If you miss your hp Seismo, Guile can EX Sonic Boom so watch out. If you put him in block stun, guile can’t do anything, SJC from the blocked Seismo into anything you want. (Shigz)[/details]
Cammy
What Cammy says
[details=Spoiler]His normals are unchanged. Some of them (far Hp. and cr. Rh) do less damage.
His normals are still (or should I say even more) subpar to Cammy’s. All this talk about his cr. Mk being 6 frames and cr. Lp, cr. Mp link being 2 frames is BS.
Also James is wrong about FK having faster charge time, only Guile’s SB charge time is faster.
This matchup is mostly unchanged. To win you need to score a knockdown or bore him to death. Guile was my alt in… pretty much every SF game, besides SSFIV, so I think I know something about the matchup.
Start every fight (but not round) with building meter. Use TKCS when there are no SBs around, and use LP SBF to go through a SB from full screen, it is almost as fast as jumping and doing LK CStrike but gives you 30 meter instead of 10. Do not Focus Absorb Booms, from far range, unless you’re going to get hit by it, as it gives him additional meter, if you use SBF and TKCS, you will build meter twice as fast as Guile does. I know it will take a while to build that one EX bar, but it is worth it. Once you get that EX bar start walking forward. I do not recomed using FA dash through them.
From mid screen start baiting his Booms with random jabs and shorts, and buffer motion every time. If he does a Boom, EX Arrow through it (this takes a lot of practice, but it is possible). If he starts moving forward (only moving, and not using his db Lk Knee Bazooka) do a Neutral jump. From a N.jump I usually do two moves N.j. Hp to reduce Cammy’s lower hitbox to avoid mistimed F+Hp or far Hp, and EX Cstrike to hit Guile when he is in range. Either way you will get in.
When poking agianst Guile, Cammy’s new far Rh helps a lot. His only two normals that have comparable range are: f+Hp, that is crouchable and whiff punishable with improved cr. Rh, and far Rh that has whole 13 frame startup. Even if it trades with his Boom you still do more damage. I also like to whiff far Mp and cr. Mk with buffered SA against him from time to time. Both moves have 4 active frames so they work well if he decides to throw a random poke.
Another important thing. Guile’s cr. Hp is overrated as AA. It is fast and has a great hitbox but lacks one thing to make it a great AA, large active frame window. Let’s say Ryu’s cr. Hp has 8 active frames, but Guile’s cr. Hp has only 4. So when jumping on Guile at mid range (yes it is possible) you want to use Cammy’s j. Hp, and only it, CStrikes have very long startup, so Guile is able to hit them on reaction. The whole problem with having only 4 active frames means that Guile cannot throw it early and instead he has to use it on reaction (which is impossible with j.Hp) or just time it with a jump in. You can trick him by using j. Hp early so it would stuff his cr. Hp. That way it can be beaten by Flash Kick, but you can stuff FK by timing it too late. EX FK will win every time though. If you hit him like this, always use SA as a combo ender, as it leaves you very close.
I think you know what to do when you get a knockdown against Guile.
Hope this helps. It sure is a boring strategy but it should even up the score. Just make sure you practice doing Lp SBF through SB from full screen before going online.
About changed stun.
I already said it in the “buffs and nerfs” thread, only one move that has changed stun values is:
Cannon Spike
LK ground 100 air 150 (all versions were ground 200 air 100)
MK ground 100 air 180
HK ground 100 air 200
EX ground 200 air 100
Even more reasons to stop using CS>FADC>CS, and start doing CS>FADC>Ultra instead.
Far HK shoud be used simmilar to how Guile uses his far Hp, it is great.
I had some sucess using SBF. Lp version fullscreen to go through fireballs and to bait things, Mp version against fireballs while walking forward, and against some moves with long startup and active frames, like Soul Spiral, Double Knee Press, Machinegun Punches. Use it from time to time.
Cr. Mk does work as AA but don’t buffer SA into it. My favourite move against n. Jump besides CSpike (sometimes it is hard to land it) is n. Jump Hk, (or Hp from very close range). Try it against Chun doing her n. Jump Hk or Honda doing his n. Jump Hp, you will be surprised. You can also beat things like Dictators Headstomp (EX version mostly trades, but you can beat it with n.j. Lp, no joke), Devils Reverse (even the EX version), and other moves with it. I find myself doing this a lot because it does same damage as (non Air to Air) CS now and it is a lot safer to do.[/details]