
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 •
Strength of the button used determines the speed, with Hard Punch being the fastest.
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• Flash Kick •
Like his old school move, except this one generates an energy wave in its wake which can also hit airborne opponents.
(In the air)
• Aerial Flash Kick •
Same as the ground version except you do not have to charge to pull this one off.
• Sonic Hurricane •
Guile creates a vortex Sonic Boom which has about 3/4ths screen reach. If it connects, your opponent will be sucked in and hit multiple times.
(In the air)
• Crossfire Assault •
This makes you dash straight across the screen while jumping. If you run into an enemy you'll do a series of melee moves ending in a Flash Kick. You can hit with this from about 3/4ths screen range.
• Hyper Flash Kick •
In a nut shell, a souped up version of Guile's regular Flash Kick.
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• Bazooka Knee (Knee Hop) •
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• Sabot Kick (Jump Kick) •
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• Backfist •
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• Upside Down Kick •
| Type | Partner Assist | Variable Counter | Variable Combination | |
| A | Anti-air Type | (H) Flash Kick | (H) Flash Kick | Hyper Flash Kick |
| B | Projectile Type | (H) Sonic Boom | (H) Sonic Boom | Sonic Hurricane |
| Y | Balance Type | (H) Sonic Boom | (H) Flash Kick | Sonic Hurricane |
Easiest way to efficiently use Guile for a Hyper Combo setup.
Play with a different character.
Swap to Guile, attacking the opponent.
Opponent is in the air, and do a Sonic Hurricane before the opponent lands.
Do a variable/crossover hyper combo with 2 other characters (Cable's Viper Beam or Iron Man's Proton Cannon or Spiderman's Maximum Spider) for best results.
Frustrates the opponent. Should get you 80% danger at best.
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