Just hoping to get some good info on CE Guile or even any other Guile.
Just starting to play Guile so some tips and ways to go about match ups would be great.
i play guile in ST and hyper fighting at my local arcade … the problem is the sticks / buttons are sticky … and all i really do is jab sonic boom, walk forward and react to any openings. you can try sonic boom , walk forward , c. mk x2 , repeat x n. for pressure. or if the oponent jumps try f sk, f mk or s mp or c fp depending on what type of angle he jumps at (forward, up, back etc). apparently you can whore the jab sonic boom to anti air c. fp if anyone tries to jump in from half screen. he has a nice air throw , but i don’t really jump with guile (usually just turtle). some other hyper threads have some guile combos … but some of the combos aren’t very realistic. i’ve never been able to land meaty attacks on the computer. at least not in hyper fighting or ST.
Guile
Been i while since i touched my sega and i dont have AE yet so all i can do is try to offer a little strategy.
From my recollection (guile was my fav char) i had to bait and switch like mad. If you sincerely abuse your flash kick prowess and can convince them not to jump in they may try to start baiting you into the kick, I found it helpful to ocasionally just jump instead of flash kicking after land a few of them or if the start trying to twitch trigger my kick. Also goes without saying whenever you are charging your flash kick always use downback for the sonic boom charge as well. ANY time you jump and i mean any,
always have his moves precharging as soon as you leave the ground,
you wont always use them but then they will be there. Abuse medium kick, we all know the lovely 2 swing crouching rounhouse is nice,
nad it should be in your arsenal but the foward kick looks exactly like the first round of the 2RH. so if they expect
foward and get rh they hit the ground. knee bazoka ruch time.
if they expect rh and get a medium, more than likely they are jumping for an overhead. so hopefully you have your flashkick charged and you have time to pull it off. if not, well lets just hop they expected medium then shall we.
2fp is nearly as good as flash kick for anti air(unless they happen to cross you up) and may be better since you can follow up with a sweep as they wake up and if they block it you are in a better position to react to whatever they may throw out in response. i think guile is more of a mind game char(hence his name) than a big damage combo char. As long as you dont fall into an obvious patern you should do okay.
Ryu and his fireballs can pose a problem of course, but with smart use of jumpins(by that i mean still far enough away to avoid the evils of the DP enema) and 2fk and 2rh mixups can shut that down.
if yer opponent is manages to fake you out and dp your flash kick
start throwing out the weak one every now and then to stay out of there dp range and it will still stop any sincere air assaults.
Guile does lean toward turtling but i think that should be augmented with once you get the upperhand dont let off.
only reason to go back to turtling is if they manage to get away completely.
his arsenal of normals including his knee bazooka, that jean claude van dam flip me upside down and stick my foot out thing,
and the spinning back fist are all nice, the backfist being the least used of the 3.
anytime they cross you up or you think they going for a low attack use the affor mention jean claude.(i think its an overhead but cant remember exactly, but the animation is long enough to jump over sweeps and catch them at the end of their animation) 6 or 4fk or 6or 4rh dont remember wich, the other is the bazooka. the great thing about these attacks isthat they can be used while retreating or if your backpedaling to charge the specials.
his throws are not only good for damage but positioning as well,
the suplex, like all throws if i am not mistaken cna be preformed in either direction by pressing, you guessed it, either direction. good for switching sides or to just say “Did i say you could come out of that corner?”.
ui also think it leaves you close enough for a flash kick or a sweep after its all said and done. now the normal toos on the other hand is just that, use it to releave some of the pressure they put on you if needs be or to put them in a corner from distance.
i guess all round i would say guile is a mind gaming, semi turtling, poke combo wielding maniac with air supremecy, just like the USA he so proudly represents(lame i know but this is my post not yours).
Thats all i can recall for now. that should give you enough of a foundation to fashion your own combos, wich is better than copying others im my opinion causwe its easier to block what ya see everyday, and not everything has to be a combo. good solid attacks that string well visually can be just as effective in the right hands.(i could be talking out my a$$ here).
Well thats it, hope it helps, and suggestions or anything are welcome cause i am allways looking to improve my game as well, or if ya just wanna say i am fulla crap, you can do that to
Kore
actually there were a few things i wanted to know about Guile in this game… i’ve been playing CE Guile against the computer, and though i’ve NEVER played Guile in SF2 before (i picked up SF2 on SNES in like late '92), i found him to be pretty good vs. the CPU and i can see that his basic strategies are simple but painfully effective… i see that his crouching strong and forward are good pokes, probably standing forward too (but i get the knee because i forget to stop charging)… aa is clearly the somersault kick, but also standing roundhouse or crouching fierce. should i need to jump… i’m in trouble. but i guess it’s fierce, forward, short as crossup, and roundhouse for air to air because of insane range.
all that said, i don’t know how he stacks up against some people. like, how does he fight Sagat, Dhalsim, Ryu, or… himself? i’ve also had problems vs CPU Zangief, but that’s mostly because the computer snatches me from max range without hesitation. what i hear is that CE Guile is the best, i’m inclined to agree since i’ve never turtled and destroyed so easily in my life, but i want to know how he deals with those matchups.
Phoenix Fury:
Sagat, Dhalsim and Ryu are all tough matches for Guile. With Sagat you want to try and stay close so he has to be more careful with his low fireballs. Poke at him with low forward and start setting him up with the sonic boom. If you have a charge at around or just out of Guile’s low forward range you can match fireballs with Sagat and use the knee hop to advance, start charging and hit Sagat’s arms as he recovers from his fireball. Your gameplan should be to try and stay as close to sagat as you can so don’t just sit there and try to match fireballs with him.
If you do get pushed out, it can get pretty bad since you can lose quite a bit of life trying to get back in. Just be patient and try and inch in on the ground. Jump up over the fireballs when you can and just block the ones you can’t anticipate. Never jump in at midrange. You don’t want to risk landing on a TU that takes off nearly a quarter of your life. If you have to jump in, only do so at full screen and pick your moment carefully.
Guile vs. Ryu is I think tougher than Guile/Sagat. Here your sonic booms have to be used much more carefully at midrange. Guile can’t keep up with Ryu in a firefight either so try not to stay full screen for long. Try to keep pressure on Ryu with low forwards and sonic booms. However you must be very careful with using both booms and low forward. If you ever whiff a low forward within half-screen range a good Ryu will sweep you every time. Also watch out when you’re trying to continue pressure with a sonic boom after Ryu blocks one of your attacks. If you’re too predictable with your booms he’ll fly right over the next one you throw and knock you down with the hurricane kick.
Try to mix up your pokes and setups. If you throw a sonic boom and he reacts with a fireball, you can backfist him as he recovers. If he jumps in, use low fierce or stand RH depending on range, or keep walking in so he thinks he can combo you for free and hit low strong just before he hits you. You’ll duck under his jump-in and that’ll let you throw him as he lands. Just mix up your antiairs. If you made him block a sonic boom you can either walk in and go for a throw, low jab then throw, or fake a throw and start going for a poke string, or low forward. If you’ve got Ryu blocking a low forward try throwing out a backfist if you think he’s going to throw a fireball. You’ll hit him out of his startup.
If he’s got you pushed out with fireballs. Again, be patient and try to move in on the ground. Jump up over his fireballs. If he starts getting predictable with fireballs you can try jumping in with a roundhouse at max range. I wouldn’t try this too often though.
The worst part of this fight is if he’s got you fireball-trapped in the corner. How you get out depends on distancing. If he’s just in flash kick range you can either try to go through the FB with the flash kick. Or you can try to trade a backfist with a fireball to just mess up his timing. If he’s got you in a range where you can’t do either, that’s the worst. You really have to keep your cool and watch for a hole in the trap that will let you at least move forward a bit and escape that awful trap distance. If you do get that hole, try and move forward and watch what Ryu does. If he tries another fireball to push you back in, you can either try jumping up or trade with the backhand. THe best thing to do is try not to get cornered in this match.
Guile/Dhalsim is also tough. What I like to do in this fight is try to get a lead and then run away and run the clock down as the Dhalsim player tries to catch up. At the distance just out of range of Sim’s stand fierce you can use stand short to hit his hands. At mid to half-screen range never throw sonic booms. You’ll eat a low slide for free, and probably noogie ticks as you get up too. Don’t jump in either. Also avoid close-range since his ticks are better than yours. I think the best distance is just out of his stand fierce range. There you can hit his fierce with stand short and you have a bit of time to react if he tries to drill or slide to get close.
interesting, thanks dogberry… does CE Guile have any other rough spots? i know that Vega is said to be hard, but how does he fare vs. Balrog? i guess i’m learning him because he’s interesting and i want to learn how to fight against him by learning him…