Guile thread


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

Are those supposed to be linked or are they canceled?


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.


they are cancelable


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.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)


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?


low fierce can only cancel into super.

just to clear things up.


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.


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.


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


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.


Updated the thread with some Guile videos.

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.


You have to be hitting them though which makes it kinda not that useful


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


Any tips on fighting Dhalsim? He’s probably the character who gives me the most trouble.


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.


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 which does an inordinate amount of damage for some reason.

Also, the best way to combo his super is off cr.lkx2, 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.


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.


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. :slight_smile:


Is O. Guile better or N. Guile? Why?

thanks for the replies


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.