Guile thread

TarkanXTarkanX Joined: Posts: 869
This thread is about Guile and how to use him to his highest potential.

From what I've gathered, Guile is basically a turtle character that uses the sonic boom to determine what should be done next. Sonic Booms should be thrown from full screen away and sometimes mid-screen (this depends on the opponents general speed). c.forward is a good spacer and c.short, although having shorter range, comes out quickly and can be followed up (but not chained) with c.forward. His best ground throw is his strong throw.

Guile has probably one of the best cross-ups in the game, his j.short. It is very strange in that unlike other cross-ups, you have to really think hard to block it due to its "zaniness". His cross-up can lead up to damaging combos, and you can continue the process again when the opponent gets knocked down. Is it me, or is it hard to execute? I was playing CE Guile and when I knocked down my opponent, I'd go for a j.short, but instead, I'd hit nothing and when I landed on the ground, I'd get thrown... is this my problem, or is it a CE/AE problem, or is it just hard?


Moves that can be cancelled into specials/super
s.jab
s.strong (close and far)
s.fierce (close)
s.short (neutral)
c.jab
c.strong
c.short (into s.short)
c.fierce (only into super)


With this thread, hopefully we could get some basics of specific properties of normal moves and how they should be used, how to efficiently use his sonic boom tactics (to get faster timing, and follow-ups), spacing, combos, what to do in the corner, and match-up strategies.



Guile videos






























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Comments

  • Spirited_AwaySpirited_Away Joined: Posts: 501 ✭✭✭✭✭ OG
    Here is a neat trick with Guile, it's very useful vs Dhalsim.
    N.Guile can actually rapid fire standing short and then charge back for a Sonic boom. You won't get a knee bazooka !!
  • ToXYToXY Scrubs up? Joined: Posts: 598

    Moves that can be cancelled into specials
    s.jab
    s.strong (close and far)
    s.fierce (close)
    c.jab
    c.strong
    c.short (link?)

    Also c.fierce, s.short, also c.short also.
  • TarkanXTarkanX Joined: Posts: 869
    Here is a neat trick with Guile, it's very useful vs Dhalsim.
    N.Guile can actually rapid fire standing short and then charge back for a Sonic boom. You won't get a knee bazooka !!

    Do you mean O.Guile? Because if N.Guile charges back while doing s.short, he uses the knee bazooka

    Also c.fierce, s.short, also c.short also.

    Are those supposed to be linked or are they canceled?
  • Spirited_AwaySpirited_Away Joined: Posts: 501 ✭✭✭✭✭ OG
    Actrually if you do neutral rapid fire s.shorts and then CHARGE back (while still doing s.shorts) you won't get a knee bazooka at all ! it's weird but it works.
  • ToXYToXY Scrubs up? Joined: Posts: 598


    Are those supposed to be linked or are they canceled?

    they are cancelable
  • TarkanXTarkanX Joined: Posts: 869
    Anti-Air (New Guile)
    s.strong (when opponent is directly above you)

    s.fierce (hook and backfist for opponents jump towards you, backfist is better)

    knee bazooka (for opponents jumping towards you)

    s.forward (for opponents jumping toward you, it will generate a diffent type of attack when opponents are directly above you)

    c.strong (for opponents that attack in the air, they hit nothing and when they land, get comboed/thrown)

    c.fierce (done early for opponents directly above you)

    c.roundhouse (for trip guard, although it's not too good)

    Air throw (j.strong/j.fierce)

    j.fierce

    j.roundhouse (has a lot of range to knock the opponents out of the air)

    Flash Kick (short version is usually the best one to do)
  • TarkanXTarkanX Joined: Posts: 869
    they are cancelable

    I can cancel s.short, and c.short into s.short into sonic boom/flash kick, but I can't seem to cancel c.fierce into anything. Does this have to be done early or late?
  • dogberrydogberry l33t OG Sagat tactics Joined: Posts: 358
    low fierce can only cancel into super.

    just to clear things up.
  • JorantJorant Joined: Posts: 222
    I still have a bitch of a time pulling his super off. I don't know what I'm doing wrong, but I can only do it 25% of the time. Ugh.
  • Spirited_AwaySpirited_Away Joined: Posts: 501 ✭✭✭✭✭ OG
    Easy way is just to charge DB, and then do HCB,BU + K. The super motion can end at Up, Back/Up or Up/Forward.
  • TarkanXTarkanX Joined: Posts: 869
    Combos (New Guile)
    c.short x N, s.short xx flash kick

    c.jab x N, s.jab xx flash kick

    j.fierce/roundhouse, s.fierce xx sonic boom, s.fierce (back hand)

    j.fierce/roundhouse, s.fierce xx flash kick

    j.fierce/roundhouse, c.strong xx flash kick

    j.fierce/roundhouse, c.fierce xx super
  • JorantJorant Joined: Posts: 222
    I just can't seem to hit confirm nor cancel his super. I don't get it. At least I've got his super coming out about 90% of the time... a huge success for me.
  • TarkanXTarkanX Joined: Posts: 869
    Updated the thread with some Guile videos.
    I just can't seem to hit confirm nor cancel his super. I don't get it. At least I've got his super coming out about 90% of the time... a huge success for me.

    Try this... charge down-back, then move to down-forward, then go to down-forward and press whatever move you want to cancel with, then immediately move to up-forward.
  • N-KenN-Ken dipthrongjr jr Joined: Posts: 2,935
    Actrually if you do neutral rapid fire s.shorts and then CHARGE back (while still doing s.shorts) you won't get a knee bazooka at all ! it's weird but it works.


    You have to be hitting them though which makes it kinda not that useful
    SHIPP ITT: hey vietcong SHIPP ITT: nice job sunday
    vietcong01: tyshipp SHIPP ITT: np, hud
    vietcong01: ok gl
  • SystemSystem Joined: Posts: 508,676 admin
    Practical combos

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

    - j.HP/HK, HP/c.Mp xx Flash Kick
    - j.HP/HK, HP xx Sonic Boom, Backfist
    - X-up LK, c.MP 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).

    Best way to land the super is on a crossup LK

    - X-up LK, c.LP/c.LK x2 xx Super

    j.fierce/roundhouse, c.fierce xx super
    You gotta be a superman to land this one. Dump the jumping attack and do the C.fierece cancelled into super as a meaty
    If you really want to do the super off a forward jumping attack do it like this
    - j.HP/HK, c.MP xx Super
  • FSgamerFSgamer Cheap Tactics!!! Joined: Posts: 1,315
    Any tips on fighting Dhalsim? He's probably the character who gives me the most trouble.
    FSgamer aka FS7 --- Cheap Tactics for the Win ---

    random CvS2 player
  • Se7inSe7in Holler. Joined: Posts: 590
    http://youtube.com/watch?v=5nmGxfvhyDw

    The first match: Kurahashi's Guile vs. Yoshimura's Sim

    As you can see, you have to almost rely entirely on SB's, throw them constantly, but be smart and ALWAYS follow them up with jabs as soon as you throw them. This is where a disadvantage comes in as Sim can simply f. fierce under them and still manage to block the SB. Sim isn't fast enough in the air to go for a jump in without the corkscrew, so don't worry about charging up the FK unless you notice the Sim you're playing likes to jump in with a j. fierce. This is definitely a tough matchup because of Guile's disadvantage to Sim's reach and countering ability to SB's. If you do happen to get in close, hit him with a combo almost immediately because Sim can just slide/noogie or just throw you out of melee range and pelt you with Yoga Fires and his stretches.
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,781 ✭✭✭✭✭ OG
    A good combo off of crossup lk is cr.jabx2 into kara-cancelled flashkick. I'm not that great at doing it, but it's good for hit confirming. Short of that you can land and do 3xcr.lk which does an inordinate amount of damage for some reason.

    Also, the best way to combo his super is off cr.lkx2,st.lk. Outside of combos, it's uses are minimal given its terrible hitbox. It's ok for anti-air, chipping to death, anti-crossup and point blank reversal in wake-up, but otherwise I'd steer clear. It really is that bad. If I had to point out one glaring flaw in my game it's that I refuse to admit this move is cimplete and utter shit.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,781 ✭✭✭✭✭ OG
    Some more stuff


    For anti-airs I'd stick to flashkick, close st.Roundhouse, duck fierce(mostly trades but it's better than having them on your ass without a charge) and cr.forward from far away. Away+forward is also a servicable anti-air, but it's fairly circumstantial. I wouldn't recommend st.strong as an anti-air though. This isn't CvS2 so it has neither the range nor the priority it boasts in that game. Cr. strong is ok if they messup a crossup, but if you're that close I'd go for the throw instead. Close st.forward is also ok if they're directly over you, but I wouldn't abuse it.

    It's extremely important to use your normals judiciously with guile. Know their ranges, know what to use when and know when not to stick anything out.

    His most useful normals are:

    -cr.forward(of course):Although it's been weakened from other games, it is still an outstanding poke that should be used alot. Great range, speed and anti-air properties(remember ST has no trip guard)

    -Step-kick:Learn its range to bait and punish sweeps and other low attacks. Great from keeping pressure after a blocked boom or to combo after one connects. Also good for advancing while preserving your charge.

    -Backfist:It's good as a pre-emptive anti air or to smack them in the face when your boom neutralizes a fireball. It can be a decent long range poke as well, but remember that it can be ducked. Great dizzy potential.

    -Sobat:Learn to time this to go over sweeps and low tigershots. It has great range and mobility. Proper use is crucial if you want to even have a chance and beating OG Sagat.

    -Knee Bazooka: Mostly good for the mobility it provides. Using this you can advance quite well while maintaining a charge. This is very useful in wakeup situations. For example, you can force your opponnent to block 2 booms if you knock them down. At mid-screen distance, throw a meaty jab boom, then knee once or twice and throw a fierce boom while they're blocking the first. Then, as they block the second you can do a step kick to keep them blocking as you charge for a third boom or flashkick. Bear in mind that block damage is not negligible in ST. Your opponent(who would already be on the defensive after a knockdown) will want to get out of that corner so you have total control.


    I guess that's it for now.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • SystemSystem Joined: Posts: 508,676 admin
    just recently i decided to start playing pretty much nothing but Guile in ST. i'm getting my butt handed to me left and right 'cause i'm not very good, but i feel like i'm improving quite a bit. he's hard to use well in ST compared to other versions, i think - probably because there's just so much more to deal with - but i think he's worth mastering.

    i'm gonna stay tuned to this thread and maybe use it to track my progress a bit if i find any interesting strategies i like. :)
  • SystemSystem Joined: Posts: 508,676 admin
    Is O. Guile better or N. Guile? Why?

    thanks for the replies
  • TarkanXTarkanX Joined: Posts: 869
    What N. Guile has over O.Guile is the throw softening and the super move, as well as being able to move around with his s.forward. O. Guile has his s.Roundhouse as an anti-air and can charge while still rapidly pressing s.short. I'm not sure if O.Guile does more damage than N.Guile, but overall, N.Guile seems to be more effective, especially with the j.short cross-ups.
  • Se7inSe7in Holler. Joined: Posts: 590
    Is Guile's super really even worth it though?

    It's a horrible anti air considering it's a super and isn't it pretty hard to connect?
  • TarkanXTarkanX Joined: Posts: 869
    It does suck compared to the other supers, but you can use it for chip if the opponent is on low life, or as a reversal. You can combo it in as well from a cross up j.short.
  • SystemSystem Joined: Posts: 508,676 admin
    Is Guile's super really even worth it though?

    It's a horrible anti air considering it's a super and isn't it pretty hard to connect?

    i find it's pretty good in reaction to projectiles if you're close enough to flash kick over them normally...definitely not one of the better supers in the game, though. as anti-air it's alright, better when you have them jumping out of the corner - but there's a weird delay on it that takes some getting used to...
  • DigitalbootyDigitalbooty Cool but Rude Joined: Posts: 981
    What normals can be canceled into Guiles super?

    Anyone?
    I'm outi

    -Digitalbootyith
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    Short, Jab, s.Fierce, I know for a fact those can.
    No freely available material is allowed on this site, no exceptions. - ptp
    SF2 Code v1.0: t s+ T++ r f++ g+ m+ s+ v++ M++ n++:-- o++
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Anything that can be canceled into special moves plus c.HP so:

    s.LP, close s.MP, far s.MP, close s.HP, s.LK, c.LP, c.MP, c.HP

    You can't cancel c.LK into super but you can chain it into s.LK and then kara-cancel the s.LK into specials or super.
  • DigitalbootyDigitalbooty Cool but Rude Joined: Posts: 981
    Thanks for the info
    I'm outi

    -Digitalbootyith
  • DigitalbootyDigitalbooty Cool but Rude Joined: Posts: 981
    another question, I'm programming the commands but I cant get any of those to properly cancel. Is there something weird about the timing?
    I'm outi

    -Digitalbootyith
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Programming the commands into what?
  • DigitalbootyDigitalbooty Cool but Rude Joined: Posts: 981
    kawaks
    I'm outi

    -Digitalbootyith
  • ButtermakerButtermaker Joined: Posts: 301 ✭✭✭✭✭ OG
    db~~~,3,df,d,db,u4
  • DigitalbootyDigitalbooty Cool but Rude Joined: Posts: 981
    Thanks a lot. THat worked. Now, I'm jus trying to figure out how possible it is for me to do it with a joystick.


    Btw, how long can kawaks macros be?
    I'm outi

    -Digitalbootyith
  • LuvMyCapLuvMyCap Joined: Posts: 158
    I have a question

    How you kara fk and how is it usefull?

    Maybe this is not as beneficial to this game (someone tell me) but you can do sonics boom charge back, foward, back, punch. You would be already charging another sonic boom, can be done for the flash kick too, charge back, foward, down foward, down, punch.
    On the Streets of GGPO.
  • LuvMyCapLuvMyCap Joined: Posts: 158
    This seem pretty dead, but I will still try.

    I heard mention that his best throw is strong, why is that so, more range?
    Any thows setups that one should know with guile?

    And im having some difficulty aggaints fireballs characters. Usually the ones that don't have one I do well, since they have to come to me. But the ones with fireballs I don't seem to be able to maintaing their fireball pace. I try to get closer with some hop kicks and safe jump fireballs but it work only when at distance. Any tips will be apreciated.

    Thanks.
    On the Streets of GGPO.
  • LuvMyCapLuvMyCap Joined: Posts: 158
    I discover a very easy input to make the super. I only test it on anniversary.
    Charge db,df,ub. Super easy and very fast to do. I used to have problem with it but know I never mess up Even tought the super is not very useful, its fill up very fast and even if you don't get to use it your oponnet have to reconsider some of his options just for the fact of having it.
    On the Streets of GGPO.
  • SystemSystem Joined: Posts: 508,676 admin
    LuvMyCap wrote:
    I heard mention that his best throw is strong, why is that so, more range?
    Looking at the game data from T.Akiba (thanks, NKI, for the translation!), it doesn't list his ground throws as separate in either damage or range, so I assume they're the same in that respect. I don't know if there's some other reason for using the Strong throw like tossing the opponent farther or if people just do it because they think it looks cooler or something.
    LuvMyCap wrote:
    I discover a very easy input to make the super. I only test it on anniversary.
    Charge db,df,ub. Super easy and very fast to do. I used to have problem with it but know I never mess up
    That's very cool, anyone know if it works in the arcade too? I won't be able to test it myself for about a week or so.
  • LuvMyCapLuvMyCap Joined: Posts: 158
    Yeah, I think the only benefits of strong is that it throw farther away.
    And the special input can be done with vega too, of course aniversary im talking about.
    On the Streets of GGPO.
  • LuvMyCapLuvMyCap Joined: Posts: 158
    I forgot to tell some time ago.

    Yes you can do guiles super charging db,df,ub,k

    It work on ST too.
    On the Streets of GGPO.
  • technique121technique121 Joined: Posts: 218
    pressure tactics

    anybody know what to do when you have your opponent in the corner with guile i try sticking to flash kicks but that doesn't work all the time any other tactics to keeping opponents in the corner with guile
  • SystemSystem Joined: Posts: 508,676 admin
    what i usually do is keep sonic booms up when they're in the corner,and try to pick at them with crouching medium kick and standing fierce punch.You can also do combos to keep them in the corner

    You can always go for a tick throw too

    I've seen some people use guiles overhead when people are in the corner too
  • King Of BumsKing Of Bums U like that? Joined: Posts: 157
    I'm having a bit of trouble connecting small combos with guiles super. i.e. j. fierce/j. roundhouse \/ c. fierce xx Super. Is it just timing, or do i have to cancel something.
    Will RTSD no matter the game, and to hell with the consequences!!!
    Kof13: Kyo/Hwa/Kim Ultimate Mahvel 3: Spider-Man b/Spencer b/Doctor Doom b
    SCV: Asteroth
  • King Of BumsKing Of Bums U like that? Joined: Posts: 157
    I have a question

    How you kara fk and how is it usefull?

    Maybe this is not as beneficial to this game (someone tell me) but you can do sonics boom charge back, foward, back, punch. You would be already charging another sonic boom, can be done for the flash kick too, charge back, foward, down foward, down, punch.

    Idk about karaing fk, (im trying to figure out how to kara the super, so Im half way there :P) and the thing about charging away -> towards ->away ~ punch is called charge buffering. Partitioning is only in sf3.
    Will RTSD no matter the game, and to hell with the consequences!!!
    Kof13: Kyo/Hwa/Kim Ultimate Mahvel 3: Spider-Man b/Spencer b/Doctor Doom b
    SCV: Asteroth
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    Kara Flash Kick is most useful after a Cross-up. It's a good "safe" combo, so that you can go into the Flash Kick if they are getting hit and not do the Flash Kick if they are blocking.

    So, cross-up Short, Crouch Short, Crouch Short into Kara Flash Kick is the Combo.

    To do it, just learn the rhythm of doing three Crouch Shorts. Don't mash, just tap it out so you get Crouch Short x 3 to Combo, the quicker the better. Now, to do the Kara Cancel, use the same timing, except on the last Short, hit Up and roll your fingers across Short and Forward as fast as possible without being simultaneous. That will get you the Kara Cancel for the Razor Kick.

    Warning: you CAN do this too slow so the Razor Kick doesn't Combo, and if the opponent blocks, just be ready to eat a combo. Practice the timing so you do the Crouch Short x 3 as quickly as you can. That will give you more leeway to Combo the Flash Kick.

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • King Of BumsKing Of Bums U like that? Joined: Posts: 157
    Kara Flash Kick is most useful after a Cross-up. It's a good "safe" combo, so that you can go into the Flash Kick if they are getting hit and not do the Flash Kick if they are blocking.

    So, cross-up Short, Crouch Short, Crouch Short into Kara Flash Kick is the Combo.

    To do it, just learn the rhythm of doing three Crouch Shorts. Don't mash, just tap it out so you get Crouch Short x 3 to Combo, the quicker the better. Now, to do the Kara Cancel, use the same timing, except on the last Short, hit Up and roll your fingers across Short and Forward as fast as possible without being simultaneous. That will get you the Kara Cancel for the Razor Kick.

    Warning: you CAN do this too slow so the Razor Kick doesn't Combo, and if the opponent blocks, just be ready to eat a combo. Practice the timing so you do the Crouch Short x 3 as quickly as you can. That will give you more leeway to Combo the Flash Kick.

    - James
    http://jchensor.blogspot.com

    Does this pattern work for guiles super. cause I'm trying to figure that one out. I know its going to be a different motion, but it would be nice to know what to do...
    Will RTSD no matter the game, and to hell with the consequences!!!
    Kof13: Kyo/Hwa/Kim Ultimate Mahvel 3: Spider-Man b/Spencer b/Doctor Doom b
    SCV: Asteroth
  • The GranbyThe Granby Magnetic Sarah Joined: Posts: 546
    Anyone have any links on Guiles match ups? In particular how to deal with Claw and Blanka?

    Also any opinions on any of his other normals as pokes? I like using standing forward as well as crouching forward to poke at people. To mix it up with backfist/roundhouse stuff.
    -Daniel Esquer
    www.virtuafighter.com
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    Does this pattern work for guiles super. cause I'm trying to figure that one out. I know its going to be a different motion, but it would be nice to know what to do...

    Yes, it does. But it's tougher. The reason it is tougher is because you have to make sure you are fully charged up for the Super. So in other words, normally, you do the motion for the super carefully. But now, you have to do it fast. Because if you start it too early, you don't have enough time to charge up for the super. So don't start the super motion until RIGHT before you press the third Short + Forward. Otherwise, it's not gonna happen. Also, you can still do this too slow so the Super doesn't Combo. It's a tough combo, but to answer your question again: yes, use this same methodology to do the combo.

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • SystemSystem Joined: Posts: 508,676 admin
    Anyone have any links on Guiles match ups? In particular how to deal with Claw and Blanka?

    I typed up some anti-Blanka:

    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 (!?)
    All weird shit that you see Muteki doing against Blanka players sometimes.


    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.
  • chun_li1chun_li1 Joined: Posts: 147
    stand short seems to beat a lot of low hitbox attacks like Sims crouch punches. > sonic boom, Sim does cr. punch, stand short, 2 hits


    VS blankas slide, jump straight plus HP is also a good option when u anticipate slide.

    also good for defense mix ups and decreasing some "pressure" from blankas attacks for a short moment (focus of Blanka player shifts from a grounded Guile to a Air,ground Guile for moment)


    chun_li1
    Space Nazis Incoming : http://www.ironsky.net/
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