Guile (ST)

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The Characters

Guile's portrait in Super Turbo

Introduction

Guile is a all-around balanced character. He can pressure his enemies by shielding his advances with Sonic Booms and also use them as a barrier, together with his Flash Kick, to apply chip damage while holding a defensive position. However, he has been toned down quite a bit, compared to his CPS-1 versions. His Sonic Booms have projected vulnerable hitboxes, his main poke - the crouching Forward kick - has worse priority and he has lost his dangerous CPS-1 chains. Similarly to other characters, his aerial normal moves have worse priority.

Competitive Overview

Strengths & Weaknesses

New & Old Versions Comparison

To select O.Guile, choose Guile and then press ↑ ↓ ↓ ↓ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: O.Guile can not tech throws and does not have a Super;
  • O.Guile has some differences in some of his normals:
    • Far Standing Strong does not have an anti-air hitbox (the first part is better, but he does not has a second active part like N.Guile has) but it does more damage;
    • Crouching Strong does more damage;
    • Close Standing Fierce does more damage;
    • Crouching Fierce does more damage;
    • Far Standing Fierce is the back fist (N.Guile has a straight punch instead, his back fist that is now a command normal also does less damage);
    • Close Standing Forward does more damage;
    • Far Standing Forward has worse feet vulnerability during start-up (plus he does not have the command normal versions) but it does more damage;
    • Crouching Forward does more damage;
    • Both Standing Roundhouse kicks are the classic kicks from the CPS-1, while N.Guile has a mediocre anti-air one for the close version and a donkey kick as the far one;
    • Crouching Roundhouse does more damage;
    • Both Jumping Fierces does more damage;
    • Diagonal Jumping Short is not a cross-up attack;
    • Both Jumping Forwards does more damage;
    • Both Jumping Roundhouses does more damage;
  • The Knee Bazooka is performed with Short instead of Forward. It also does more damage;
  • The Reverse Spin Kick does more damage;

O.Guile has some benefits like the ability to do the back fist and the standing short while charging for Booms, his standing Roundhouse is a decent anti-air, plus most of his normals are more damaging, but all in all N.Guile is slightly better due to the cross-up and most of the normal moves he has gained.

Color Options

Jab Strong Fierce Start Old
Guile-lp.gif Guile-mp.gif Guile-hp.gif Guile-start.gif Guile-old1.gif
Guile-lk.gif Guile-mk.gif Guile-hk.gif Guile-hold.gif Guile-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage 4[0] Guile stcljab1&4 stfarjab1&4.png Guile stcljab2 stfarjab2.png Guile stcljab3 stfarjab3.png Guile stcljab1&4 stfarjab1&4.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +4
Frame Count 3 4 2 3
Simplified 1 + 3 4 5

Rapid-fire jab. Guile's arm is fully invincible, but it does not have much reach, just like other such Jabs. It is a good move.

It whiffs on most characters if they are crouching, but will still hit these characters regardless: Sim, Hawk, Gief, Sagat, Boxer, Old Fei. -GolcarJack

  • Crouching Jab:
Damage 4[0] Guile crjab1.png Guile crjab2.png Guile crjab3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +4
Frame Count 3 4 5
Simplified 1 + 3 4 5

The crouching version also has rapid-fire properties, and similar priority.

  • Close Standing Strong:
Damage 22[0] Guile stclstrng1.png Guile stclstrng2.png Guile stclstrng3.png Guile stclstrng4.png Guile stclstrng5.png Guile stclstrng6 stfarfrwrd1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +3
Frame Count 3 3 3 3 3 3
Simplified 1 + 3 3 12

This is not very safe if you do not cancel. It mostly spoils the anti-air properties of far standing Strong, which is not really good for Guile.

  • Far Standing Strong:
Damage 22[1] Guile stfarstrng1.png Guile stfarstrng2.png Guile stfarstrng3.png Guile stfarstrng4.png Guile stfarstrng5.png Guile stfarstrng6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes / No
Frame Advantage +3 / +5
Frame Count 4 2 4 3 3 3
Simplified 1 + 4 6 9

Uppercut punch. This has good range and recovery, and work as anti-air, from the right range.

  • Crouching Strong:
Damage 20[0] Guile crstrng1&4.png Guile crstrng2.png Guile crstrng3.png Guile crstrng1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +6
Frame Count 3 4 4 4
Simplified 1 + 3 4 8

This has just acceptable range for a crouching Strong move. The priority is poor, so this is mostly used in combos and to punish moves such as whiffed Tatsumakis.

This move hits low in mirrors -GolcarJack

  • Close Standing Fierce:
Damage 24[1] Guile stclfrc1&6.png Guile stclfrc2.png Guile stclfrc3.png Guile stclfrc4.png Guile stclfrc5.png Guile stclfrc1&6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage -10
Frame Count 3 3 10 8 6 5
Simplified 1 + 3 3 29

Upper that has long recovery, but more damage. It can be canceled into special attacks so as not to be punished on block.

  • Far Standing Fierce:
Damage 24[1] Guile stfarfrc1&8.png Guile stfarfrc2.png Guile stfarfrc3.png Guile stfarfrc4.png Guile stfarfrc5.png Guile stfarfrc6.png Guile stfarfrc7.png Guile stfarfrc1&8.png
Stun 1~7
Stun Timer 70
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +6
Frame Count 2 2 2 3 3 3 3 4
Simplified 1 + 6 6 10

Can be used in situations where standing jab would be good, such as anti airs vs boxer and gief, and to stuff headbutts and drills. Can also be used like shoto far stand strong to anti air in mirrors and stuff specific moves. But it cannot be rapid fired or cancelled, and 10 frame recovery is not desirable. -GolcarJack

  • Crouching Fierce:
Damage 24[1] Guile crfrc1.png Guile crfrc2.png Guile crfrc3.png Guile crfrc4.png Guile crfrc5.png Guile crfrc6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel Yes / No
Frame Advantage -4 / +0
Frame Count 2 3 4 12 9 1
Simplified 1 + 5 16 10

The main anti air to use when being jumped on and you aren't charged for a flash kick. This takes training to time: you want it to trade if the enemy attacks the right time. It can also be used as a feint, tricking the enemy into thinking you stood up and lost charge.

  • Close/Far Standing Short:
Damage 12[0] Guile stclshrt1&5 stfarshrt1&5.png Guile stclshrt2&4 stfarshrt2&4.png Guile stclshrt3 stfarshrt3.png Guile stclshrt2&4 stfarshrt2&4.png Guile stclshrt1&5 stfarshrt1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +3
Frame Count 2 2 4 3 3
Simplified 1 + 4 4 6

You can actually mash this while charging a fireball and not get bazooka knee. Start mashing in neutral, then while still mashing, hold back, as long as you don't stop rapid firing while standing, you won't get the knee. -GolcarJack

  • Crouching Short:
Damage 14[0] Guile crshrt1&5 crrh1.png Guile crshrt2&4 crrh2.png Guile crshrt3.png Guile crshrt2&4 crrh2.png Guile crshrt1&5 crrh1.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Super Cancel No
Frame Advantage +3
Frame Count 3 3 4 3 3
Simplified 1 + 6 4 6

This move combos into itself. A fast attack to push a close opponent away to ideal c.mk range.

  • Close Standing Forward:
Damage 22[0] Guile stclfrwrd1&5.png Guile stclfrwrd2&4.png Guile stclfrwrd3.png Guile stclfrwrd2&4.png Guile stclfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +8
Frame Count 3 3 4 3 3
Simplified 1 + 6 4 6

Pretty much solely used as an anti air when the opponent is above you. Useful vs shotos to stuff jump fierce and other air normals. This has a lot of frame advantage, which allows you to link things like cr mp after it lands, and close fierce on some characters. Though this is not useful aside from styling when getting a KO. -GolcarJack

  • Far Standing Forward:
Damage 22[0] Guile stclstrng6 stfarfrwrd1.png Guile stfarfrwrd2.png Guile stfarfrwrd3.png Guile stfarfrwrd4.png Guile stfarfrwrd5.png Guile stfarfrwrd6.png Guile stfarfrwrd7.png Guile stfarfrwrd8.png Guile stfarfrwrd9.png Guile stfarfrwrd10 stclrh12.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +0
Frame Count 2 2 2 3 5 4 3 2 2 2
Simplified 1 + 9 5 13

This exactly the same as his command sobats and can be used in the same ways. -GolcarJack

  • Crouching Forward:
Damage 22[0] Guile crfrwrd1 crrh7.png Guile crfrwrd2.png Guile crfrwrd3.png Guile crfrwrd4 crrh10.png Guile crfrwrd5 crrh11.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +5
Frame Count 3 4 5 4 4
Simplified 1 + 7 5 8

Guile's main poke. It has a very good range, but poor priority. The key to using this attack well is not using it all the time, but positioning yourself so that it will hit or control space when the enemy is not throwing his pokes, which often beat Guile's.

  • Close Standing Roundhouse:
Damage 26[1] Guile stclrh1.png Guile stclrh2.png Guile stclrh3.png Guile stclrh4.png Guile stclrh5.png Guile stclrh6.png Guile stclrh7.png
Stun 1~7
Stun Timer 70
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage -1
Frame Count 2 2 2 1 1 4 4
Simplified 1 + 8 8
Guile stclrh8.png Guile stclrh9.png Guile stclrh10.png Guile stclrh11.png Guile stfarfrwrd10 stclrh12.png
Frame Count 3 3 3 3 3
Simplified 15

Mediocre anti air kick, Guile usually always has better options. You cannot reliably do this while keeping fireball charge either since you get the upside down kick within this moves activation range if you are holding back or forward while pressing hk. -GolcarJack

  • Far Standing Roundhouse:
Damage 24[1] Guile stfarrh1.png Guile stfarrh2.png Guile stfarrh3.png Guile stfarrh4.png Guile stfarrh5.png Guile stfarrh6.png Guile stfarrh7.png
Stun 1~7
Stun Timer 70
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +3
Frame Count 6 2 1 3 1 3 3
Simplified 1 + 13 6
Guile stfarrh8.png Guile stfarrh9.png Guile stfarrh10.png Guile stfarrh11.png
Frame Count 3 3 3 4
Simplified 13

Tied with the second hit of sweep for the most ranged normal. Safe when it lands, and beats a handful of good attacks in some matchups. -GolcarJack

  • Crouching Roundhouse:
Damage 24[1] Guile crshrt1&5 crrh1.png Guile crshrt2&4 crrh2.png Guile crrh3.png Guile crrh4.png Guile crrh5.png Guile crrh6.png Guile crfrwrd1 crrh7.png Guile crrh8.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage -26 / +7
Frame Count 3 4 5 4 6 8 6 4
Simplified 1 + 7 5 28
Guile crrh9.png Guile crfrwrd4 crrh10.png Guile crfrwrd5 crrh11.png
Frame Count 5 4 6
Simplified 5 10

Used as an anti air at a certain range. The second active part of the move has very good range, which can be used to control space in specific situations, such as on the enemy's wake-up or after forcing him to block a Sonic Boom, with noticeable frame advantage.

Aerial normals

  • Neutral Jumping Jab:
Damage 12[0] Guile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png Guile njjab2 djjab2 njstrng2 njfrc2.png Guile njjab3.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 4
Simplified 7

Pretty much only useful for the occasional safejump. One good property of this move is that it stays active throughout the whole jump. -GolcarJack

  • Diagonal Jumping Jab:
Damage 12[0] Guile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png Guile njjab2 djjab2 njstrng2 njfrc2.png Guile djjab3.png Guile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 4 24 4
Simplified 7 24

Weird hitbox, decent for punishing fireballs when jumping from really far away, particularly vs sim and sagat. Does not stay active long enough to last the whole jump. -GolcarJack

  • Neutral Jumping Strong:
Damage 22[0] Guile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png Guile njjab2 djjab2 njstrng2 njfrc2.png Guile njstrng3.png Guile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 3 4 20 4
Simplified 7 20

Same startup as neutral jump fierce but more active frames, and less priority and reach. Decent despite this, but neutral jump fierce is usually preferred. -GolcarJack

  • Diagonal Jumping Strong:
Damage 22[0] Guile djstrng1&4 djfrc1&4.png Guile djstrng2 djfrc2.png Guile djstrng3.png Guile djstrng1&4 djfrc1&4.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 20 4
Simplified 7 20

Usually diagonal jump fierce is preferred for the better priority, but this has more active frames, and is still pretty good nonetheless. -GolcarJack

  • Neutral Jumping Fierce:
Damage 24[0] Guile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png Guile njjab2 djjab2 njstrng2 njfrc2.png Guile njfrc3.png Guile njjab1 djjab1&4 njstrng1&4 njfrc1&4.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 3 4 8 4
Simplified 7 8

Guile punches down while in the air. This move has short reach, but good priority. Great for stuffing sliding attacks, and a lot of moves in general, good defensive move.

  • Diagonal Jumping Fierce:
Damage 24[1] Guile djstrng1&4 djfrc1&4.png Guile djstrng2 djfrc2.png Guile djfrc3.png Guile djstrng1&4 djfrc1&4.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 3~9
Stun Timer 40



Frame Count 3 4 8 3
Simplified 7 8

A good air to air move. Can be used as anti-air with good reactions or to mix-up moves. Also used when jumping backwards to counter Dictator's stomps or Claw's wall dives.

  • Neutral Jumping Short:
Damage 14[0] Guile njshrt1.png Guile njshrt2.png Guile njshrt3.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 4
Simplified 7

For what it's worth this move is nothing special. Pretty much exclusively used for safejumps, and it stays active the whole jump to make this easier. Never use this when jumping a fireball as Guile gets a bigger hurtbox during startup. -GolcarJack

  • Diagonal Jumping Short:
Damage 14[0] Guile djshrt1 djfrwrd1.png Guile djshrt2 djfrwrd2.png Guile djshrt3.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 4
Simplified 7

For crossups and ticks.

  • Neutral Jumping Forward:
Damage 22[0] Guile njfrwrd1.png Guile njfrwrd2.png Guile njfrwrd3.png Guile njfrwrd4.png Guile njfrwrd5.png Guile njfrwrd6.png Guile njfrwrd7.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 2 3 5 4 3
Simplified 8 5

Decent air to air, mainly used as an anti air vs Blanka. -GolcarJack

  • Diagonal Jumping Forward:
Damage 22[0] Guile djshrt1 djfrwrd1.png Guile djshrt2 djfrwrd2.png Guile djfrwrd3.png Guile djfrwrd4.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 3 4 20 4
Simplified 7 20

A good jump-in move with acceptable range and priority. It stays active for quite some time, which is good or control space while airborne.

  • Neutral Jumping Roundhouse:
Damage 24[0] Guile njrh1 djrh1.png Guile njrh2 djrh2.png Guile njrh3 djrh3.png Guile njrh4 djrh4.png Guile njrh5 djrh5.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 2 4 5 4 4
Simplified 6 5

The same as diagonal jump roundhouse. Doubles as an air throw command like all other medium/heavy air normals. Both versions of jumping roundhouse are sometimes favoured over fierce since roundhouse does more dizzy, usually resulting in a dizzy combo ending in flash kick. Jumping roundhouse can hit the following characters standing if done quickly : Boxer, Sagat, Hawk, Gief, Claw, DJ.

  • Diagonal Jumping Roundhouse:
Damage 24[1] Guile njrh1 djrh1.png Guile njrh2 djrh2.png Guile njrh3 djrh3.png Guile njrh4 djrh4.png Guile njrh5 djrh5.png Guile djjab5 njstrng5 djstrnf5 njfrc5 djfrc5 njfrwrd8 djfrwrd5 njrh6 djrh6.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 2 4 5 4 4
Simplified 6 5

A jump-in move with very good range, but poor priority. It is very useful to hit extended limbs due to long recovery projectiles such as Hadoukens or Tigers. It can also be used as a punishing tool while the enemy is in the air after Shoryukens, Condor Dives and jumps in general. If you get lucky or time it well and the enemy is close enough, it will become Guile's most damaging throw: the Flying Buster Drop a.k.a. the back-breaker.

--Tataki 21:44, 1 September 2007 (UTC)

Command Normals

  • Spinning Back Knuckle a.k.a. Back Fist: (On ground, → + Fierce)
Damage 24[1] Guile bf1.png Guile bf2.png Guile bf3.png Guile bf4.png Guile bf5.png Guile bf6.png
Stun 10~16
Stun Timer 80
Frame Advantage -1

Frame Count 2 3 4 5 10 8
Simplified 1 + 9 5 18

Guile's patented backfist punch. Its awesome range makes this Guile's best punish normal move. It can used at anti air at certain ranges, but mostly to punish projectile recovery after you canceled the projectile itself with a Sonic Boom and the opponent is left open. This move has relatively low priority and can by punished if whiffed.

  • Knee Bazooka: (On ground, ←/↖/↑/↗/→ + Short)
Damage 22[0] Guile kb1.png Guile kb2.png Guile kb3&5.png Guile kb4.png Guile kb3&5.png Guile kb6.png
Stun 5~11
Stun Timer 60
Frame Advantage -1

Frame Count 1 2 2 5 14 7
Simplified 1 + 5 5 21

This allows you to advance while charging a Sonic Boom, and hits extended limbs from Low Tigers.

  • Rolling Sobat a.k.a. Hop Kick: (On ground, ←/↖/↑/↗/→ + Forward)
  • Backwards:
Damage 22[0] Guile stfarfrwrd1 b.png Guile stfarfrwrd2.png Guile stfarfrwrd3.png Guile stfarfrwrd4.png Guile stfarfrwrd5.png Guile stfarfrwrd6.png Guile stfarfrwrd7.png Guile stfarfrwrd8.png Guile stfarfrwrd9.png Guile stfarfrwrd10 stclrh12.png
Stun 5~11
Stun Timer 60
Frame Advantage +0

Frame Count 2 2 2 3 5 4 3 2 2 2
Simplified 1 + 9 5 13
  • Forwards:
Damage 22[0] Guile stfarfrwrd1 f.png Guile stfarfrwrd2 f.png Guile stfarfrwrd3.png Guile stfarfrwrd4.png Guile stfarfrwrd5.png Guile stfarfrwrd6.png Guile stfarfrwrd7.png Guile stfarfrwrd8.png Guile stfarfrwrd9.png Guile stfarfrwrd10 stclrh12.png
Stun 5~11
Stun Timer 60
Frame Advantage +0

Frame Count 2 2 2 3 5 4 3 2 2 2
Simplified 1 + 9 5 13

A great kick. It allows you to move forwards or backwards while attacking, and also goes above low hits like shoto's crouching kicks or Guile's cr.Forward. At certain ranges, it can be used as an anti air.

NOTE: You can kara cancel this move into flash kick for additional range!

Thats a trick Muteki uses, here is a example video. It indeed gives Flash kick a bit little more range, if hopping forward since it will push guile forward a bit, the timing is tricky though.

  • Reverse Spin Kick: (On ground and close, ←/↖/↑/↗/→ + Roundhouse)
Damage 26[1] Guile rk1.png Guile rk2.png Guile rk3.png Guile rk4.png Guile rk5.png Guile rk6.png
Stun 1~7
Stun Timer 70
Frame Advantage +0

Frame Count 3 3 2 3 4 6
Simplified 1 + 15 6
Guile rk7.png Guile rk8.png Guile rk9.png Guile rk10.png Guile rk11.png
Frame Count 4 3 3 3 3
Simplified 16

Guile performs an upside-down version of his crouching kick. This is a command normal, but it also demands you to be close enough to the opponent, so you can not take advantage of the reach. It is very good to trick the enemy into throwing a crouching move and punishing it by prediction, though.

--Tataki 21:44, 1 September 2007 (UTC)

Throws

Guile can throw using Strong and Fierce. If in air, he can throw with Forward and Roundhouse too. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds).

  • Ground Throws Throwboxes:
Damage 32 Guile throwb.png Guile throw.png Guile throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 48
(from throwable box) 18
  • Judo Throw: (←/↖/↑/↗/→ + Strong)

Guile's shoulder throw, leaves them further away than the dragon suplex, but if they tech the distance is not much. Useful if you want to throw them far away, especially vs old characters that cannot tech. -GolcarJack

  • Dragon Suplex: (←/↖/↑/↗/→ + Fierce)

The suplex throw, leaves them not too far away, and Guile recovers quickly. -GolcarJack

  • Flying Mare: (Guile and opponent in air, ↖/←/↙/↓/↘/→/↗ + Strong/Fierce)
Damage 34 Guile pairthrow.png
Stun 7~13
Stun Timer 100
Range (from axis) 54
(from throwable box) 24

Grabs opponents slightly above airborne Guile. Useful vs buttslams, can be used a reactionary anti air in some matchups, the damage is pretty high, so if you get his on accident vs a walldive or something, it's often more than welcome. -GolcarJack

  • Flying Buster Drop: (Guile and opponent in air, ↖/←/↙/↓/↘/→/↗ + Forward/Roundhouse)
Damage 46 Guile kairthrow.png
Stun 7~13
Stun Timer 100
Range (from axis) 54
(from throwable box) 24

Grabs opponents slightly below airborne Guile. Does insane damage when not teched. Basically this can kill if they have a little less than half life remaining. This move can be ok for punishing whiffed srks, flash kicks, up kicks from Chun etc. Though they can always tech, so only fully favoured if they are in range to be ko'd by this. -GolcarJack

Special Moves

  • Sonic Boom: (Charge ←, →, P)

Detailed Input: (Charge ← for at least 60f, [0~7f] → [0~11/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)

  • Startup:
Guile sb1.png Guile sb2.png Guile sb3.png Guile sb4.png Guile sb5.png
Frame Count 2 2 2 2 1
Simplified 9
  • Active:
  • Jab Version:
Damage 17[1] Guile sb6.png Guile sb7jab.png Guile sb8jab.png Guile sb9jab.png Guile sb10jab.png
Stun 5~11
Stun Timer 100
Super Meter 7
Frame Count 1 1 1 1 1...
Simplified 21
  • Strong Version:
Damage 18[1] Guile sb6.png Guile sb7strng.png Guile sb8strng.png Guile sb9strng.png Guile sb10strng.png
Stun 5~11
Stun Timer 100
Super Meter 7
Frame Count 1 1 1 1 1...
Simplified 21
  • Fierce Version:
Damage 20[1] Guile sb6.png Guile sb7frc.png Guile sb8frc.png Guile sb9frc.png Guile sb10frc.png
Stun 5~11
Stun Timer 100
Super Meter 7
Frame Count 1 1 1 1 1...
Simplified 21

Guile's projectile. The punch strength determines the projectile's speed, being Jab the slowest and Fierce the fastest. This move recovers fast, giving Guile time to walk up to apply pressure or punish jump-ins or long recovery moves. You can use ↙ so as to charge both Sonic Booms and Flash Kicks at the same time.

  • Somersault Kick a.k.a. Flash Kick: (Charge ↓, ↑, K)

Detailed Input: (Charge ↓ for 60f, [0~7f] ↑ [0~11/9/7/2f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

  • Startup:
Guile fk1.png Guile fk2.png Guile fk3.png
Frame Count (Short) 1 2 2
Frame Count (Forward) 2 2 1
Frame Count (Rh) 3 1 1
Simplified 5
  • Active:
Short Forward Rh Guile fk4.png Short Forward & Rh Guile fk6.png Guile fk7.png Guile fk8.png
Damage 32[0] / 22[0] / 22[0]
22[0] / 22[0]
32[1] / 22[1] / 22[1]
22[1] / 22[1]
32[2] / 22[2] / 22[2]
22[1] / 22[2]
Guile fk5shrt.png Guile fk5.png
Stun 7~13
Stun Timer 100
Super Meter 8
Frame Count (Short) 4 1 1 1 2
Frame Count (Forward) 3 1 1 1 3
Frame Count (Rh) 2 1 1 1 4
Simplified 9
  • Recovery:
Guile fk9.png Guile fk10.png Guile fk11.png Guile fk12.png
Frame Count (Short) 2 2 25 5
Simplified (Short) 34
Frame Count (Forward) 4 4 28 7
Simplified (Forward) 43
Frame Count (Rh) 5 5 31 8
Simplified (Rh) 49

Guile becomes invulnerable for a split second, performing an acrobatic aerial kick that has good range and causes a full knockdown, however leaving himself vulnerable during a long recovery. The kick version determines how high the move hits and how much longer the recovery is, but the damage are almost the same. Short gives the fastest recovery while Roundhouse makes Guile jump higher, however yielding a longer recovery. It is recommended that one charges with ↙ so as to have a Sonic Boom available, if needed.

On the last active frame, Guile has a hurtbox of the exact same size of the hitbox which is placed exactly at the same coordinates, so don't be fooled by its looks, The move has very poor priority on that exact moment.

Super Move

  • Double Somersault Kick: (Charge ↓, → ← ↑ + K)

Detailed Input: (Charge ↓ for at least 60f, [0~7f] → [0~7f] ← [0~7f] ↑ [0~8/2f] K/if you are at a jumpable state)

Damage 16[0] * 6 Guile super1.png Guile super2&11.png Guile super3&12.png Guile super4&13.png Guile super5&14 .png Guile super6&15 .png Guile super7&16.png Guile super8.png Guile super9.png
Stun 0~4 * 6
Stun Timer 20 * 6
Frame Advantage -17

Frame Count 1 + [18] + 3 1 1 2 1 1 4 2 2
Simplified 6 2 2 4 4... (15)
Guile super10.png Guile super2&11.png Guile super3&12.png Guile super4&13.png Guile super5&14 .png Guile super6&15 .png Guile super7&16.png Guile super17.png
Frame Count 9 1 1 2 1 1 4 1
Simplified ...11 (15) 2 6 1
Guile super18.png Guile super19.png Guile super20.png Guile super21.png
Frame Count 5 5 22 8
Simplified 30

Guile becomes invulnerable and does a relatively fast Flash Kick that hits up to three times if up close, then a longer recovery one that also hits up to three times. Similarly to an ordinary Flash Kick, Guile is left vulnerable during the recovery.

This is a risky move, in general. It must be done from point-blank range to get hits to connect. It juggles air opponents for 4 hits. It is also a good wake-up tool, but generally unsafe. If the enemy blocks the move and last flash kick does not connect from a distance, all characters will be able to punish Guile for free.

The Basics

Guile needs just about a second (60 frames) to charge his moves. This allows him to keep a constant wave of Sonic Booms coming, controling the space in front of him, while leaving himself vulnerable for little time, as the Sonic Boom is the fastest recovery projectile move in the game. His long range pokes allow him to punish mistakes and apply pressure of he decides to follow the Sonic Booms.

Guile wants to force characters without a projectile to jump or otherwise use some longer recovery move to avoid his Sonic Booms, then punish accordingly. Against motion projectile characters, Guile wants to take advantage of his fast charge time to throw as many Booms as possible, forcing the motion character to either throw too many projectiles as a counter, leaving themselves vulnerable for prediction attacks such as a jump-in, or throwing a projectile too late, getting punished by the reviled backfist punch or the knee bazooka (in case of Sagat's Low Tigers).

Even though Guile's Sonic Boom recovers fast, it has been given vulnerable hitboxes in front of the move. Also, most often he will not have a charge ready for the Flash Kick if the enemy jumps as you throw one. Finally, some moves such as Ryu's Tatsu can punish Guile for using a Sonic Boom, if close enough or as a prediction. As a result, Guile must feint while throwing projectiles, tricking the enemy into jumping over no Sonic Booms (eating a Flash Kick) or staying on the ground, getting pushed by the wave of Sonic Booms while accepting chip damage. Guile can feint or disturb his enemy by throwing different fast pokes while crouching, such as Jabs and Shorts, and using a cr.Fierce punch, which makes it look like Guile is on neutral position, apparently losing his vertical charge.

Advanced Strategy

Combos

These are the only combos you should be trying to do.

  • j.Fierce/RH, cl.Fierce/cr.Strong xx Flash Kick;
  • j.Fierce/RH, Fierce xx Sonic Boom, Backfist (corner only);
  • X-up Short, cr.Strong xx Flash Kick (for O.Guile you can swap the X-up LK to X-up MK but i think that only works on crouching opponents);
  • X-up Short, cr.Short/cr.Jab x2 xx Flash Kick (Vs some characters you can do 3 cr jabs and the flash kick/super still connects) (chain cancel)
  • cr.Forward (meaty), cr.Strong xx Sonic Boom or Flash Kick
  • X-up Short, cr.Strong x2, flash kick (character specific)


The best way to land the super is on a cross-up aerial Short kick

  • j.Rierce/Roundhouse, cr.Fierce xx super (super cancel)

You gotta be a superman to land this one. Dump the jumping attack and do the C.Fierce cancelled into super as a meaty If you really want to do the super off a forward jumping attack do it like this:

  • j.Fierce/Roundhouse, cr.Strong xx Super

Extra notes All combos that end in a Sonic Boom can be followed by a Backfist (+Fierce) or donkey kick (far Roundhouse) if the enemy is cornered, for more damage and, most certainly, a dizzy. The X-up Short-cr.Strong and safe-jump-cr.Strong combos can be hit-confirmed, so you cancel into a Flash Kick if it hits, or apply some mix-ups if it does not. Possible actions are throw, cr.Short-cr.Forward block string, delayed Flash Kick or canceling into a Sonic Boom (non-cross-up safe-jump, only). With faster reflexes, you may also not use cr.Strong if it does not hit, but use cr.Short instead, which hits low, or got for the throw immediately. Diagonal aerial Roundhouse deals much higher stun damage than other similar attacks. Favor this move if you have mastered the timing or if you are sure it will hit (e.g., you have just guessed right that your enemy would throw a projectile).

Match-ups

Matchups classified with this diagram in mind. For the old characters i guessed the positions.

--Born2SPD

Serious Advantage Match-ups

Vs. Cammy:

  • 8 - 2

Vs. E. Honda:

  • 8 - 2


Keep him off you at all costs. Constantly fire booms to zone him out. In between booms do rapid fire jabs to discourage/stop headbutt. If he lands right in front of you with a butt slam you can sweep him with crouching roundhouse. Don't let him start neutral jumping over booms at full screen for free, jump at him with roundhouse to knock him out of the air and move back to full screen. He should never be close enough to you to sweep you or start doing hands, but if he gets in do your best to get away from him again. If he is bulldogging you just keep throwing your booms and poking while retreating a bit if necessary. Do whatever you need to do to trade with him (usually cr. fierce) if you can't cleanly knock him out of the air because trading and getting back to ideal spacing is MUCH better than blocking and letting him gain ground. Same thing applies to trying to combo/safe jump him. It's much better to just keep him out where you have the advantage than take the risk and give him an opportunity. Do not ever try to tick throw him or challenge the stored ochio in any way because if the Honda is any good you will almost certainly lose. If you are knocked down in the corner and start getting ochio'd you are most likely screwed but a reversal flash kick can get you out if he makes a mistake. This match is easy until he gets you in the corner with ochio. The key is to not give him an inch for free and keep him full screen. Punish any attempt to get in or close the distance between you.

-Akagi

Vs. Fei Long:

  • 7.5 - 2.5

Vs. Zangief:

  • 8 - 2

This is probably Guile's easiest matchup, but it's still important to know your options. Cr mk is the key move for Guile in this matchup as it has great range and is an effective poke, also beats lariats clean. His only option to beat this is a sweep, his cr mk sometimes works from far away, and stand short at max range for minimal damage. Once you have distance, you can zone him pretty easily as his methods of getting in are quite easy to punish.

Lariat: Can pass through fireballs, but is vulnerable to low attacks, use cr mk to stuff this, or at the very least force him to block and get pushed back to far away. When doing a meaty fireball you can afford to walk up and use cr mk to force block and discourage reversal lariat. Jump forward fierce is also a good meaty option following a meaty fireball to stuff this, since his head is vulnerable.

Green hand: Decent if he destroys a fireball with perfect timing and gets to spd range. Otherwise this is pretty unsafe. If this moves so much as hits you clean, you can punish with cr mp>flash kick, raw flash kick, sweep, cr mk etc. Whiffed green hand is usually punishable with sweep, backfist, and cr mk. If he gets one from far away and the timing is good, putting him at ideal spd range, best bet is to jump back if possible if you don't have time to do anything.

SPD and running grab can be flash kicked to prevent getting grabbed. If he manages to safejump you it might be worth taking the hit so you still have charge to reverse an spd, but he has ways of dealing with any option so avoid this at all costs. Basically unless he can cross you up, or get you down in the corner, you are still good.

Pokes: cr mk: Low attack with great range, not a bad idea to walk up sometimes and throw it out. Best punish to lariat, and also good for green hand and sweep whiffs.

Step kick (far stand hk): Pretty safe to use as it beats a lot of his good normals, also Guile's best ranged normal tied with the second hit of his sweep. God to use this after a blocked cr mk to keep the pressure going.


Backfist: Use sparingly, catch him walking up to you, loses to most of his attacks, the idea is to be patient and bait him to walk up, either by whiffing jab fakes, or walking backwards while he is 1/3 screen away. Can be used to punish green hand whiffs, and as an anti air from far away.

Forward sobat (forward+mk): Use super sparingly, ok to beat crouching normals, but use from max range to avoid getting grabbed after it lands.Not bad if you expect him to sweep as a poke, or to stuff your cr mk.

Anti airs: His low jump makes it easy, and his air normals all have similar range.

Standing jab: This can be used from a distance to stuff pretty much everything, best saved for when you expect him to do an air kick or jump forward fierce. Plenty of time to walk back, or walk up and max range meaty cr mk after.

Far fierce: Used like stand jab but has more startup and bad recovery, probably no reason to use this over stand jab other than the damage.

Backfist: Use from really far away, even if you trade he gets pushed back basically full screen.

cr mk/sweep: Trip guard. Use from a distance. Loses to the knee drop (down+mk during diagonal jump) but otherwise pretty good.

Sobat: From a distance this is fairly good, destroys the knee drop.

Crouching fierce: Use to hit during the first part for a good trade. Very consistent, use late. Best option if he is right above you.

Jumping roundhouse: If he jumps in from far away, this can be good to catch him early. Try to use as early as possible, you end up close after, in the corner you won't have time to retreat since the corner makes him land quicker, so best to avoid this when he's cornered.

Pressure: He's pretty weak when getting up since cr mk from far away is outside of spd range, and lariat gets stuffed. Use meaty fireballs for chip and pushback, occasionally walking up for a meaty cr mk to discourage and beat reversal lariat. He will get hit by the kick, and fall into the fireball for a two hit combo.

Sweep bait: After a meaty fireball walk up for a max range cr lk, either follow up with cr mk for a quick sequence. Or wait for a jump or risky option. One cool trick is to wait after the cr lk, and whiff punish a sweep on reaction with your sweep, or a cr mk. The cr lk leaves you outside of his sweep range, so you are safe unless he walks forward (and he should be too afraid of fireballs and cr mk to try this).

Safe crossup lk: Usually lariat will just beat it, or trade in his favour. You can use a trick to make it safe, but it's easy to block in this case. Do it so that it lands at the back of his legs, more of a safejump than a crossup. You can do some blockstrings like cr jabX2> stand jab>fireball. Or jump cancel one of the jabs to retreat.

Sweep trick: Meaty fireball, whiff the first hit either by getting just out of its range, or whiffing it before he gets up. So the second hit will land after the fireball, either comboing if he does not block for a knockdown, or being a blockstring if he blocks. The second hit pushes back a lot, and is very safe. The trick where you do a meaty fireball and sweep simultaneously can work, but it's not that useful on gief as he can sweep in between hits to knock you down.

-GolcarJack

Advantage Match-ups

Vs. Blanka:

  • 6 - 4

Beat the Slide Punch
1) Standing short
Standing short beats not only the slide punch but also horizontal balls and Blanka's super. One of the sweetest things Guile can do is jab sonic -> standing short. If Blanka tries to slide under the sonic at max-range your short will hit him into it for a 2 hit combo.

2) Standing roundhouse
Try to catch him as he goes into the punch. Especially good if Blanka tries two slide punches in a row -- hit him with roundhouse in between. Blanka can beat Guile's standing roundhouse with his standing jab but if he's doing those jabs you can hit him with an old fashioned crouching forward.

3) Fierce Sonic
Mix these in with the jab sonic booms sometimes to try to catch him flinching.

No-charge Air Defense (Standard)
Any given option can be beat, so good anti-air is a matter of knowing the proper spacing and reading your opponent.

1) Crouching forward/roundhouse
Loses to a late Blanka jump fierce. You can also do the crouching forward a little late looking for a blocked hit. If Blanka is really sneaky he could forward hop over that one but you should have a Flash Kick charged by then so...

2) Vertical jump roundhouse / climbing jump fierce
If you're backed into the corner and you get beat air-to-air by a Blanka jump jab, note that you're vulnerable to his fierce ball trickery so be careful.

3) Crouching fierce This usually loses to Blanka's jump short but that ain't the end of the world. Do it early such that Blanka hits you high, and you can do a defensive two-way mix-up on the back end: sac-throw or Flash Kick. Crouching fierce a little later if you're trying to trade.

No-charge Air Defense (Non-standard)
1) Backfist
At long range this is not unlike Sagat's standing fierce. Do it as late as possible to try to trade or beat Blanka's jumping jab/jumping roundhouse.

2) Far standing strong
3) Neutral or back+medium kick Sobat
4) Standing roundhouse
5) Standing short (!?)

Cross-up Short Blanka is a huge target for an ambiguous jump short -> crouching strong -> (hit confirm) flash kick. If your opponent has a reliable reversal vertical ball this doesn't mean much but...

Whiff -> Throw Trickery
Up close, joystick plus roundhouse (the upside down kick) and joystick plus medium kick (sobat) both miss. Whiff the kick and throw the beast. (nohoho)

Vs. Ken:

  • 6.5 - 3.5

Vs. T. Hawk:

  • 6.5 - 3.5

Vs. O. T. Hawk:

Vs. Sagat:

  • 6.5 - 3.5

Fair Match-ups

Vs. Dee Jay:

  • 5.5 - 4.5

This is slightly in Guile's favour thanks to better fireball recovery, and better defense in general. That said it's pretty much even, and dj has all the tools to win this. His fireball has 2 frames faster startup than Guile's, so be careful when waiting to fireball when up close. He has the horrible crossup shenanigans and touch of death combos, and some high priority normals to stuff Guile's.

Close range: His slide will go under your fireballs, but only if he touches you, the hit freeze allows him to clear it, otherwise he gets hit, or might trade when at a specific distance. It's usually best to use slow sonic booms when close since it's harder for him to slide under, and gives you more time to pressure/charge after each fireball is out. Crouching strong can usually counter his slide, cr mk and sweep are also decent as long as you are not too close. Of course you can use normals to punish his fireball startup, backfist can be used to punish his fireball recovery, but you have to be close, and of fireballed just slightly before him.

From further away: You can anti air him using cr mk and sweep outside of his jump forward hk range. Late cr hp is great in this match, far mp can also be good as well if spaced correctly (it can stuff his jump jab clean). He can try to slide in between his fireballs during a fireball war, this gets him closer but you can still keep up just fine, if he gets predictable with this, you can walk up and do cr mk or sweep to punish the slide, use sparingly though. You can use jump forward hk to punish his fireballs from very far away, but try not to be predictable.

Dealing with his normals: The slide is fairly straightforward, that can be countered with a well timed cr mp or sweep. His most annoying normals are his high priority ones, like cr mp, cr mk, and cr hp. Cr mp is pretty much exclusively a counter poke for dj in this match, it beats your sweep (first hit anyway), and cr mk. You can use a sobat to fly over and hit him in the head, or a step kick to trade from far away. As far as cr hp goes, this cancels during the first part, and can be used as an anti air in the fashion as Guile cr hp. But he may throw it out in between fireballs to stuff a low kick or sobat. Best option is to punish him during recovery, or just wait and fireball him. Cr mk is the hardest to counter, hit is safe vs sobats (it whiffs vs him since he low profiles it), and your low kicks and cr mp lose to it. This attack is also a knockdown on hit, so typically bad to trade. The best option I found was to just to not bother trying to counter and fireball from a safe distance. Second hit of your sweep seems to sometimes work though.

Pressure and punishment: His upkicks whiff if you crouch, so you can go for meaty crouching normals (just not cr hp, upkick will hit that) and get some pressure. Just watch out for the lk sobat since it can go over and punish lows. Here are some strings worth trying vs deejay after he is down. Cr jab x2 > throw/far mp into fireball/ cr lk/ cr mk/ cr jab into fireball. Meaty cr mk > cr mp/throw/cr lk (cr mp afterwards can be cancelled into flash kick for a combo if he gets hit by the meaty cr mk). Cr lkx2> throw/cr mk/ cr lk renda cancel into fireball, far mp> fireball. Cr mp> cr mp/far mp/ throw. Keep in mind far mp can be stuffed with upkicks, but this is a big risk for him, try to punish upkicks with a flash kick or normal before he lands.

If he does a super and you block, the hits usually whiff if he is not at point blank when he does it, during a whiffed hit you can do a flash kick to punish him.

-GolcarJack

Vs. Guile (self):

Vs. M. Bison (dictator):

  • 5.5 - 4.5

Controlling space is very important. Do not let him trap you in the corner and start his mixups and tick throws. Zone him out with sonic booms, if he tries to jump at you knock him out of the air with jumping fierce or roundhouse. Be careful with your booms when he has super. If he does a psycho crusher that puts you in the corner, you can throw before he does right as you come out of blockstun, same thing with scissor kick. Sometimes you can backfist him after he passes through you with a psycho crusher but the timing is kind of iffy. If he tries to slide at you and stops right next to you, you can flash kick him as you come out of blockstun for a knockdown. Once you have him on the ground you can go for j. short, cr. strong xx flash kick pretty safely since he doesn't have a good reversal on wake up.

As long as you can keep him from getting close enough to harass you with standing forward and out of the corner then this matchup isn't too bad. You just have to be able to zone properly. Ideally you want to keep him at fullscreen. Sometimes I will do pre-emptive jumping fierce/roundhouse in between booms to discourage him from even trying to jump at me but this can be punished with psycho crusher as you come down.

-Akagi

Disadvantage Match-ups

Vs. Balrog (boxer):

  • 4 - 6

Vs. Chun-Li:

  • 4 - 6

Vs. O. Ken:

Vs. Ryu:

  • 3.5 - 6.5

Objective: Get into the range just outside of sweep distance. Punish whatever he tries to do while trying to pressure him and baiting risky moves. Sonic Booms are a great tool due to low recovery.

Full screen: Throw booms and move forward by using bazooka knee or standing roundhouse. Make use of neutral jumps to avoid fireballs you don't have charge to cancel out while retaining your spacing.

Optimal range: Poke and throw booms to pressure while looking for a mistake to punish. If he throws a fireball too late, punish with backfist. If he tries a psychic DP, punish on the way down. Punish jump ins with Flash Kick or crouching fierce.You can jump in to punish a bad fireball with jumping Fierce/Roundhouse, crouching strong xx Flash Kick. Risky but sometimes worth it.

In the corner: Block and wait for an opportunity to throw a boom and backfist or punish him for a psychic DP/jump in.

Mix ups: After a knockdown use ambiguous jumping short, crouching strong xx Flash Kick. Hit confirm it and either finish the combo, go for a throw or finish with a boom to create some space.

Things to look out for:

Tatsu: These go over booms. Try to bait them out with jabs to feint Sonics. Flash Kick him or use crouching fierce to trade in your favor if you don't have a charge. Look out for short tatsu immediately followed by jab dp.

Juice Kick: He can do this to cross you up and hit you out of a flash kick. Don't take the bait and punish him on the way down.

Super: Be careful with your booms and pokes. Try to bait him into wasting it by feinting Sonics and jumping or blocking.

-Akagi

Crouch jab tech: Use a crouch jab at max range, his srk whiffs, and so does tatsu since you are crouching. If he stands up he avoids it since his hitbox is less wide, but it's not likely he'll punish your cr jab whiff, and this leaves him open to a low kick. Use this after he blocks a fireball, after a blocked cr strong following a blocked cross up, when he gets up etc. Basically a save option that is safe against his srk.

Follow ups after safe cr jab: Wait : Just wait for him to do something like an srk whiff or jump/tatsu etc.

Walk back: Will have enough time to get out of his sweep range thanks to the frame advantage from cr jab, and Guile's superior walk speed. One good thing about doing this is that you can bait him to try a cr mk/hk after he blocks the cr jab, expecting it to hit you. You can whiff punish both of these with your sweep.

Neutral or forward sobat: Use to beat his low normals. Still pretty safe if he just blocks, only an srk/super or standing normal will be able to deal with this. And you have another set of options after your sobat lands.

Walk up throw: Risky but sometimes useful if you condition him to block.

Upside down kick: Done by getting slightly closer than usual when using the cr jab, therefore it's not safe vs the srk. But this seems to be a great option since it beats his low attacks and is a very strong, safe attack to use.

Low attack: Cr lk or cr mk, use like a frame trap, can lead to more mixups.

Fireball: Just fireball after the cr jab lands, or cancel it to keep the pressure going.

-GolcarJack

Serious Disadvantage Match-ups

Vs. Dhalsim:

  • 1.5 - 8.5

Vs. O. Sagat:

Objective: Get into just outside sweep range to apply pressure and bait mistakes to punish. Be patient getting in but take enough risks to not eat chip damage all day.

Getting in: Throw as many Booms as you can while using bazooka knee or standing roundhouse to move yourself forward while retaining charge. Use neutral jumps to avoid getting pushed back by blocked Tigers. Be patient and don't jump in or you will eat standing fierce or Tiger Uppercut. If you must jump, do it when he is throwing a low Tiger and hit him with jumping forward (risky.)

Optimal range: You must apply enough pressure to bait him into doing something unsafe but not so much that he tiger uppercuts you and then tigers you back to fullscreen, it's a delicate balance. Use your sobat kick to punish him for throwing low Tigers, use low forward or sweep to punish high Tigers. If you cancel a Tiger with a Sonic hit him with one of your forward moving normals usually bazooka knee. You can use neutral jump fierce to punish low Tigers. Bait out psychic DPs and punish him as he lands. Look out for his sweep and standing short cancelled into Tiger Shot.

Video examples: Kurahashi vs Choi: http://youtu.be/xidXHA8c7Ic Kurahashi vs Valle: http://youtu.be/Wum5MqwWJek

-Akagi

Vs. Vega (claw):

  • 3 - 7

- Sliding is annoying
- No air defense when he jumps a sonic [from close]
- Difficult to okiseme

Pinned in the corner
- Use flash kick vs. chip damage attempt [rolling claw]
- Gamble flash kick vs. Izuna/Barcelona
- When you predict a wall dive fake out, fierce sonic

Anti Slide Kick
Unless he's right on top of you there's no good way to stop the slide kick. Gamble flash kick misses. Sonic trades unfavorably. Towards+medium kick sometimes works but you have to predict and Guile's down on a trade. [Far standing roundhouse works here and there, too.] Keeping quiet and blocking is safest. At least it doesn't do chip damage.

Also, after a blocked slide, sonic is not recommended. You'll eat crouching strong. If he gets predictable with blocked slide -> crouching strong you can flash kick but don't get carried away.

Bad range for Vega
Get into a more favorable position with jab sonics. Some breathing room. [half screen ish]
- Counter the jump in with crouching roundhouse.
- If he vertical jumps the sonic, use crouching forward. (Try to meet him in the air [w/ jump roundhouse or whatever] and you'll eat his vertical jab)
- If he blocks it, move back with back+medium kick and throw the next sonic.

Okiseme
[when you knock Vega down you want to try to tick but:]
- Very difficult to time safe jump in vs. Vega.
- Doesn't mean much since he's got standing flip kick.
- If he backflips you can't throw him.
- Even when you do get the throw he'll tech hit.
Risk reward stinks.

Ultimately, a blocked jab sonic might be best.(T.Akiba via nohoho)