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Guile Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix

Guide last updated on
May 13, 2009 at 11:58 p.m. PDT


Guile Character Guide: Super Street Fighter 2 Turbo HD Remix


Character Overview

Guile is an interesting character, he's regarded as middle tier in Super Turbo, but some high level players can do some real damage with him.

In HD Remix he receives a few boosts that helped even out his bad matches against Vega, Dhalsim and Sagat.

What's left is a character that does not have many weaknesses — when you play him smart — but he's still not someone you're going to see a lot of players dominate with.

He's best played as a defensive character, where charge timing and execution of his normal moves are paramount to playing him extremely well.

Guile has some of the best anti air options in the game, so you'll often use his Sonic Booms and pokes to bait people to jump at you.

You also have a lot of tools at your disposal to control the areas you and your opponent end up fighting at.

Again, you're going to be throwing out A LOT of Sonic Booms, following up with pokes and anti air options and controlling space to win matches. And Guile is really freaking good at these things.

Strengths
+ Excellent defensive character.
+ Has very few weaknesses when played well.
+ New Overhead Attack and Hard Kick Flash Kick help him out quite a bit.
+ Outstanding anti air options.
+ Has a more complete offensive game in HD Remix.
+ A great set of normal moves.
+ Takes off a good amount of damage when he hits.
+ Top notch "zoning" game, meaning he controls the space on screen really well.
+ Because of his style of play, charges up his Super quickly.

Weaknesses
- Doesn't have many tactics to cause offensive pressure.
- Learning to play him at a high level takes a lot of time.
- Requires exceptional timing to play well.
- Can have problems countering well timed cross ups.

Using Anti Air normal moves when you don't have a Flash Kick charged

Guile has many different ways of dealing with jump ins from other characters even when he doesn't have a Flash Kick charged. When you're attempting to use his anti air normal moves it's absolutely crucial that you have the right timing, distance and know which attack to use.

If your timing or range is just a bit off you can get clobbered, so practice — a lot.

Here's a breakdown of what to use and where.

Standing Medium Punch: This works best with your opponent is in front and a bit above you, usually after jumping from about half-screen's distance. If you're too close to your opponent, Guile will do sort of a down punch instead of a step forward uppercut, so watch your spacing.

Crouching Medium Kick: Used when your opponent jumps in from far away, about 3/4ths distance. If you know your spacing and reach real well, you should be able to catch the other fighter as they're coming down from a jump in and avoid their attack cleanly.

Crouching Hard Punch: Used when your opponent is directly above or -very- slightly in front of you, usually after jumping in from close range. You want Guile to hit the other fighter in the inner thigh/crotch area.

Jumping Hard Punch or Hard Kick: Once your opponent gets used to you hitting them as they're jumping in, often times they'll try to do their attacks a little deeper or different distances to try and at least trade hits.

When you expect this, either jump forward and nail them with Hard Punch or if they're some what far away, Jumping Hard Kick. While Guile's anti air normals are pretty good when timed correctly, it's important to mix up your attacks because smart opponents can figure out the right distances and times to jump in at you and at least trade hits in an anti air situation.

Freedom from charging: Using these moves will give you a lot more freedom as a Guile player. Instead of constantly charging down-back, you can get your offensive game going because you don't have to worry about having a Flask Kick ready for anti air.

Being able to not only play a defensive game, but also applying some real solid offensive pressure with Guile will make you a much better player.

Using your Hop kicks

Guile has a couple of moves which increase his mobility and help him control spacing, all the while letting him charge up for a Sonic Boom. They are:

Backwards Sabot: Holding back and pressing Medium Kick will cause Guile to do a short little kick hop away from his opponent. This allows him to quickly retreat from the action with an attack, but still keep his Sonic Boom charged up for an ideal time.

This is an OUTSTANDING move to get a bit of breathing room and usually be safe from any counter attacks in the process, all the while charging up for another projectile. This is one of the better defensive tools you have available to you, because buying an extra moment and forcing your opponent to block all in the same process can change a match.

Yes, this move is THAT good.

Bazooka Knee:: Holding Away and Light Kick will cause Guile to lunge forward with his knee. This lets you quickly advance, again keeping your Sonic Boom charged up for an ideal release.

This can move you swiftly into position to set up an anti air attack for an opponent who you feel is about to jump in or set up an offensive pressure situation as you glide across the screen.

Just don't get too frisky with this move. If you actually hit with it, you're probably going to be open to counter attacks, so you mostly just want to use this to adjust your positioning on screen.

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.

Joystick Joystick Joystick Joystick
Sonic Boom
One of the biggest keys to Guile is timing your projectiles so you're always ready to throw one out. Using Light Punch projectiles will give you a little extra time to charge up for another Sonic Boom or Flash Kick because of how long they will stay on screen.

Also you'll want to use his Bazooka Knee, Hop Kick and Sabot Kick to quickly change positions while maintaining your charge for another Sonic Boom.

You need to practice often to know EXACTLY how much time you need to charge up your moves so you can always be ready with another projectile or Flash Kick.

A simple but effective tactic is to throw out a Light Punch Sonic Boom and follow behind it to close ground on your opponent. From there, you can either follow up with an Overhead Attack, Crouching Medium Kick, Throw or try to set up an anti air situation.

Your reaction should be based on what your opponent does, but it's one of the few ways Guile can cause offensive pressure — and it's VERY effective.

As you get your timing down, you should be able to barrage your opponent with Sonic Booms all the while maintaining the spacing you need to counter any moves they happen to throw out.

Also when your opponent throws out a projectile and it hits your Sonic Boom, some times you can follow up with one of Guile's pokes before the other fighter can recover.

The Punch button pressed determines the speed and power of this move. Hard Punch travels the fastest and does the most damage, while Light Punch is slowest and weakest. Medium is a mix of both moves. Note the damage difference on these moves is very minor.

Also remember that Guile's recovery time from a Sonic Boom is nearly instant.

Joystick Joystick Joystick Joystick
Somersault Kick (Flash Kick)
When timed correctly, a Light Kick Flash Kick will beat out basically every jump in attack in the game. You may have to do it early or late depending on the attack your opponent throws out there though.

The Light Kick version has the shortest recovery time, so it's your best bet to use in situations if you're unsure of landing your attack.

Depending on your spacing and the character you're fighting, it can be very easy to some what hard to counter a blocked Light Kick Flash Kick.

The Hard Kick Somersault has been changed up quite a bit now. It flies forward and stays fairly low to the ground — and this new angle makes it very useful.

It will miss most ducking characters, but it's a big time surprise counter for a lot of standing moves, including fireballs.

The problem is missing with it. If you whiff you're going to pay a heavy price, because this is arguably the easiest move to punish in the entire game.

Guile's Flash Kick takes off the most life at close range, but all three versions do about the same damage.

Super Move

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
or
Joystick Joystick Joystick Joystick Joystick Joystick
or
Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Double Somersault (Super Flash Kick)
There are many ways you can perform this move in HD Remix. You may have noted that we're showing the motions as one smooth set of movements, that's because you'll find it much easier to execute this move if you roll the joystick along the path instead of tapping out the specific key points you need to hit.

Only the first two motions for some reason will allow this move to work in combos. If you perform it with the new motion (last one shown), you'll only get a normal Flash Kick to come out when trying to combo with it.

Guile's Super knocks down on any of the hits and will juggle, which makes it a lot more useful. Now against jumping and grounded opponents you can score some nice damage.

Because of Guile's style of play, his Super should charge up pretty quickly, and this will become an important move to add to your arsenal to score extra damage when the right situations present themselves.

Also when timed correctly, this will go through projectiles.

Combos

Jumping Hard Kick, Crouching Medium Punch, Cancel into Flash Kick
A simple three-hit combo. Takes off about 40% of your opponent's life. You can also do Guile's Super instead of a Flash Kick if you're good.

Jumping Hard Kick, Standing Hard Punch (close), Cancel into Hard Punch Sonic Boom, Towards + Hard Punch
Only works in the corner, but will take off about 60% of the other fighter's life.

Cross up with Jumping Light Kick, Crouching Light Punch 2x, Standing Light Punch, Standing Light Kick to Cancel into Super
You need to Chain (Renda) Cancel to go into your Super with this combo. You won't see the last Standing Light Punch because you'll be Canceling it directly into your Super with Light Kick.

If you were to do this combo with Guile's new Super motion it would look like this.

Joystick (In the air)     Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick

Normal Moves

This is not a complete list of all of Guile's normal moves, just the ones we think are noteworthy.

Joystick Joystick Joystick
Crouching Medium Kick
This is your main poke. It has great range, speed and alright priority, plus you'll be charging up for a Flash Kick when you execute it.

You can some times sneak a Crouching Medium Kick in there when you hit your opponent with a Sonic Boom for a two hit combo.

You'll likely use this move more often than anything else with Guile, so try not to be predictable with it because it can be countered by Shoryukens and some other attacks.

Joystick or Joystick Joystick Joystick
Overhead Kick (Upside Down Kick)
This can be done at any range while holding towards, but when you're holding away on the joystick you have to be fairly close.

Guile's Overhead is a wicked good. Mix up this with Crouching Medium Kicks to keep your opponent guessing which way they need to block after following a Sonic Boom.

Joystick or Joystick Joystick Joystick
Bazooka Knee (Knee Hop)
You don't actually want to hit your opponent with this move, at least, not if they're on the ground. More than likely if you hit with this or your opponent blocks it, you'll be wide open to being punished.

What you'll mainly use this for is advancing quickly across the screen because you can keep your Sonic Boom charged while hopping forward. Very nice.

Joystick Joystick Joystick (When outside of close range)
Hop Kick
Guile will advance a bit less distance than when he does with the Bazooka Knee. This gives you another tool to gain ground or slightly adjust your position without losing your Sonic Boom charge.

Also if you hit the Hop Kick or it's blocked, you should be safe from counter attacks.

This attack works pretty well against Dhalsim and Blanka when they try to slide under your Sonic Booms. Nail them with the Hop Kick when they attempt to slide, and they'll likely get knocked back into the projectile you just threw.

Joystick Joystick Joystick
Anti Air Punch
The timing on this can be very tricky, but once you learn when and where to use it, it's an invaluable tool for knocking back the other fighter when they jump in at you.

Joystick Joystick Joystick
Crouching Medium Punch (Cross up counter)
Most people would never think that this move is great for countering cross up attempts, but when Guile does his Crouching Medium Punch his hit box is really small and difficult to hit for most players, meaning they'll usually miss you in the process.

This is one of the few ways Guile has for dealing with cross ups, so learning how to use it is key.

Joystick or Joystick Joystick Joystick
Sabot Kick (Jump Kick)
This makes Guile jump off the ground slightly in whichever direction you press while sticking out a kick. Most useful when holding away to quickly retreat from your opponent, and against Dhalsim to hit his limbs.

Changes from Super Street Fighter 2 Turbo

* Hard Kick Flash Kick now travels forward rather than straight up.

* Super has easier motion: Charge Down-Back, Down, Down-Forward, Forward, Up-Forward + Kick. (Old motion still works.)

* Super does slightly less damage.

* Upside down kick is an overhead, can be performed at any range, but has been slowed down slightly.

* Upside down kick is more vulnerable now, allowing Sagat's low tiger shots and other moves to hit it.

Contributions to this guide by Python9109.


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