View Full Version : Guile Tricks
Fritz
03-14-2004, 01:18 AM
Anyone wanna share Guile tricks or little tidbits that are fun to use or even useful?
Like: If you have a run groove, make you're 2nd tap on a down-forward angle, he will run, but it will be charging, so by the time you run say full screen, you can press up+k and get a running flash kick. I know this isnt new and its been seen before, but i cant think of much right now.
Also, if you hit a flash kick, as soon as you land, jump. It will usually set you up for a really nice crossover, and super flash kick along with super jump does the same... not always, but its a close to perfect distance usually.
MegaZangief
03-14-2004, 01:57 PM
A little gimmick I have used before was charging c.lp, c.lp, s.lk, lvl 3 super... The s.lk is the knee that moves him forward, but you still keep your charge. I have seen a lot of people bite at this, if they try and turtle you can mix it up with throws or what not...
ShinNeosnake
03-14-2004, 07:05 PM
I play C-Guile (not well, but I still manage) and at the beginning of teh round, I sometimes do Sonic Hurricane for the heck of it, and it suprises me how many people try to attack you at the beginning of the round, So I catch some people off guard with the Super (Sorta like Balrog's Giganton Blow)
Trick
03-14-2004, 07:21 PM
whiff crouching fp at about sweep distance for a sonic hurricane set up.
I like Maj's Guile tactics video at sonichurricane.com. Lots of Guile tricks in that video. Very inspirational.
CRAZY_SAGAT
03-16-2004, 08:07 PM
I total agree man ive downloaded all the video for Guile on that site. Awesome ideas but alot of them you dont really need.
Although lots of good ideas for combos to finish and enemy off at half health or less.
SiLLiEMutAfuKA
03-17-2004, 09:38 PM
Like MegaZangief said, alot of people will try and punish your knee bazooka, therefore it's a great setup for a Sonic Hurricane or Total Wipeout. Some basic things I've learned on XBL with Guile are..
After you get knockdown, they usually run at you or crouch next to you baiting you for a Flash Kick, so I pretty much throw them or just start a guard crush string. If your opponent is C-Groove, be more careful of using the flashkick because they have air-block, if they've air blocked a few of your flash kicks, try to air throw them next time.
Even though it's hard to, try to remember who can duck under your s.mp and your backfist, sometimes I tend to forget and when I did that, I usually get punished by a super. Does someone has a list of the ones who couldn't duck them?
That's all I got for now....sorry if they're useless tips or whatever, but yeah..
Decoy
03-20-2004, 09:50 AM
Here is some random stuff that I find useful...
At the start of a round I sometimes do a backfist to most characters except Cammy, Hibiki, Blanka and Nak.
At the start of the round against Blanka I sometimes go for the crossup lk, 2 c. lp into flashkick for a free 4 hit and another rossup opportnity on wakeup. (Note: I only do this if they go for a slide)
Against Cammy, I bait her cannon drill with my standing mk moving backwards. This sets her up for all kinds of tricks.
Against Chun, I try to keep the best zone distance and c. mp or s. mp walk forward into rh suplex when they try to land and roll.
Against Zangief I zone the hell out of him with j. sb and backfists. I mix it up with s. mk and crouching mk. Keeps even the best Gief players at bay.
Against Sakura, (especially against A Sak) I do lots of s. rh and jumping straight up rh. This helps stop all her bullshit angle divekicks.
That's it for now. Hope it helps a fellow Guile player out.:D
~Decoy
SiLLiEMutAfuKA
03-20-2004, 11:14 AM
Hmm I finnally remembered I had trouble with Cammy, what to do after a blocked cannon drill? (the ones that JUST hits you)
zeronian
03-25-2004, 08:57 AM
Originally posted by SiLLiEMutAfuKA
Hmm I finnally remembered I had trouble with Cammy, what to do after a blocked cannon drill? (the ones that JUST hits you)
if they can space it right it can be 100% safe, but for the most part a sonic hurricane should hit.
Decoy
03-29-2004, 08:08 AM
Originally posted by zeronian
if they can space it right it can be 100% safe, but for the most part a sonic hurricane should hit.
zeronian is right, but I find that most Cammy abusers go for the thrust kick immediately after the drill kick. This gives you a shot at a standing RH or backfist retalliation.
~Decoy
Fritz
04-04-2004, 09:51 AM
you should RC flash kick all cannon drills. and try not to throw many Booms.
CLuBBERz
04-04-2004, 10:56 PM
roll flash kick =D
roll throw
roll super
works all day
eh xbox live
RagingStormX
04-05-2004, 09:08 AM
Cammy's cannon drill at the right distance is unpunishable, b+lk over her cannon drill, then c.mp xx super.
Fritz
04-13-2004, 03:51 PM
Originally posted by RagingStormX
Cammy's cannon drill at the right distance is unpunishable, b+lk over her cannon drill, then c.mp xx super.
Yeah, drill i sgood against Guile... so you gotta kick it before it hits you, dont give her the chance to make you block. :D
When your opponent is using C/P/K-groove and they try to jump bait out your flash kick, you can go for an air throw.
But if you want to go for more damage, you can do a deep lvl2 somersault super and juggle with a Hp sonic boom. 6 Hits around 3650 damage.
epsilon_
05-02-2004, 04:07 PM
far s.hk (they think they can hit you) Sonic Hurricane.
evilmelvin
05-30-2004, 02:05 PM
a trick i use every once in a while is to get the charge(from a crouch) then HP. guile stands right up and does the uppercut. that usually makes your opponent wanna jump in. then right after they jump in your range flash kick. Fakes them out every once in a while.
Deacon_ncc
06-08-2004, 02:39 PM
meh I don't know
Three Jabs into sonic hurricane combos. It's the only way I do it.
That's all I got.
FUH_Q_2
06-08-2004, 04:44 PM
For sonic hurricane, if I use it to punish an opponent's mistake, is always cancelled off a c. mk. Hella range, an extra hit and I always get it as a counter hit.
Guile also shouldn't need to roll. The only time I'll use it now is to run away. Seemingly random pokes is the best game to play.
CRAZY_SAGAT
06-16-2004, 05:48 AM
I like to use Jab SB and dash c.Strong and C.Forward pressures. They work long rnage too since they can combo and after the c.Forward you can cancel into (lvl2) TWO xx RH flachkick ( which btw does more dmg if not equal dmg to any lvl 3 guile does )
Try getting the timing on this:
If you can land a lvl2 TWO on a grounded opponent cancel the 3rd hit into a Jab SB and since you get such a ncie recorvery you can do a c.LP, s.MP xx lvl1 Super.
One more tip: Never underestimate the RH hop kick and the back fist, these moves give lovely pressure potential.
epsilon_
06-16-2004, 07:03 AM
You can COMBO a Sonic Hurricane off a counter hit far s.hk.
The Gadgy
06-16-2004, 08:17 AM
Originally posted by epsilon_
You can COMBO a Sonic Hurricane off a counter hit far s.hk.
Oh no wonder I can get it against players, but not in practice mode. Cool.
Shin Ace
06-16-2004, 11:08 AM
You can LINK it if it's counter/meaty. The move is already +3, not meaty, not counter.
Yes, you can do it in training, just do it meaty after a knockdown.
epsilon_
06-16-2004, 11:22 AM
A LINK is a COMBO. I didn't say chain. And the move is +4 IIRC.
Shin Ace
06-16-2004, 11:56 AM
No shit! A link is a combo? So's a cancel, but you won't get that with Guile's far standing roundhouse.
Sometimes it's a good idea to use a specific term instead of a general one, that way there's no confusion. You should try it someday.
edit: revising some frame data here and Guile's roundhouse is +4 with 6 hitting frames. I'd like to mention that his crouching fierce is -3 with an incredible 16 hitting frames. That's up to +13, meaty. Hmmm, charging, meaty crouching fierce, crouching forward xx sonic hurricane = damage. Crouching forward hits on frame 8, so this is a potential 6 frame link. If your opponent gives up a counter hit, it becomes nearly impossible to miss.
Crouching forward is not something you just throw out and if it hits, cancel into sonic hurricane. But start with the meaty cr. fierce, and now you have plenty of time to link/react.
epsilon_
06-16-2004, 12:03 PM
I'm sorry I confused you:( .
Shin Ace
06-16-2004, 12:13 PM
You didn't confuse me, just yourself. Go find out what chain and combo mean, then come back and talk.
epsilon_
06-16-2004, 12:18 PM
Cold.:(
Higher-Jin
06-16-2004, 01:20 PM
Old news, but some may not know..... you can start charging before the match starts and do a charge move right off the bat.
may suprise...
CRAZY_SAGAT
06-17-2004, 11:32 AM
hehehe like when you do a SH RIGHT AWAY!! it maybe works i dunno ONCE EVER for me.
Anyways good thing to do with Guile is Zone with his SB that way it is easier to predict the opponents movements.
Shin Ace
06-19-2004, 09:11 AM
I was playing around with guile and was looking for some more damaging ways to land supers than the conventional stuff.
1) Corner opponent, throw with kick, hop forward, c. fp(really meaty), c. mk xx SH. 14 hitter.
The trick here is to wait about 4-5 frames after you hop forward before pressing fierce. And also to press mk earlier than you would think. After all, you just shaved 15 frames off the fp link, it's more like linking after a strong punch now(even faster actually).
2) 2/3 - 3/4 screen away, opponent very near to the corner. This should only be done on a dizzy opponent. Jab sonic boom, superjump as early as you can, then deep fierce, close s. fp xx lvl 1 opening gambit, juggle with lvl 2 sumersault justice xx sumersault. After the last hit, you will end up in the corner and shoot the opponent the other way.
You can always try 2/3 screen jab sonic boom, superjump, deep fierce, s. fp xx sonic hurricane. But to tell you the truth, lvl 3 sumersault justice does more damage than sonic hurricane on a standing opponent. Juggled, justice should still be better.
epsilon_
06-19-2004, 04:54 PM
About the sj, sonic hurricane combo, I think the one Maj does is something like this. Jab sonic, sj. fp, s.mp, sonic boom, link c.mk hurricane. That's not right, but it could be idk... But the reason you have to link the c.mk hurricane rather than cancel is because it gives just enough time for the charge. It's super impractical, but good to know anyway.
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