(Damn it... I can't get in versus this character.)
Guile's ground normals:
d.MP 700 +5/+5
19 total frames
d.MK 700 +6/+6 (!!)
21 total frames
These two normals are so annoying! Jumping in, rolling, or RCing is useless against these moves as the recovery for both are so quick. They build meter like crazy for Guile too...
far s.HK 1100 +4/+4 (!)
airborne frames 0~8
I try to walk forward against the above two moves, then I walk in to a million of these *&#@ing
things, then get dizzy in about 3 hits as a result...
b/f+MK 700 +1/+1
You've got to be kidding me... Guile gets frame advantage even after this move??
All versions 13 frame startup, 43 frames total
0 on the block
+5 (!) on the hit
Not a lot of people know that Guile is actually even on frames after this move is blocked. Everybody just assumes, "Oh Guile can combo me after this, so he must be at +5." One of the keys to beating Guile is hitting him after he tries to follow up on one of these fireballs.
-The biggest mistake any inexperienced player can make when fighting against Guile is to try to hit him after d.MK. Guile is at +6. YOU CAN'T HIT HIM AFTER d.MK. But he can hit you for a counter hit and that sucks...
-The biggest key to beating Guile is knowing when to JUMP-IN. Kinda tough, but a lot of times a whiffed sonic boom is the only opening a good Guile player is going to give you.
-Pay attention to whenever Guile has a charge or not.
Anybody else have any tips or notes they can contribute? I'm using C-Sakura, Ken, Sagat, and Blanka mostly.