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THE COMPLETE GUILE -MMSF-

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un02...@wvnvms.wvnet.edu

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Feb 2, 1993, 11:09:53 PM2/2/93
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-GUILE-


Best Against> Does very good against all opponents.

Worst Against> Sagat

This American special forces soldier utilizes an excellent ground game with
good air defense and damage. Throw in some kiler combos and you have one of
the games strongest characters. Below is a short summary on how to handle
certain opponents.

Ryu: The key to defeating Ryu is in nutrilizing his ability to catch you in a
projectile pattern. (lots of spiritballs and then an uppercut or if your
opponent is less skilled a roundhouse kick) Utilize your forward sweep for
this has the best range and is quick. If you hit Ryu just as he starts his
spiritball motion you will knock him out of it. Another good tactic is to
backhand him when your projectiles collide. ( This has a range of about two
body lengths but you must use it only if Ryu is still in the spiritball
throwing pose. One common problem for Guile is that Ryu can helicopter over
the sonic booms and hit you. A good counter for his helicopter kick in general
is to duck and when his toe spins over your head as he approaches use the
ducking fierce punch, this almost alaways knocks him out of his attack. (This
move is very effective right after you throw a sonic boom. The timing may
take a little getting used to but it is well worth it.) Lastly like Chun you
can knock Ryu or Ken out of his dragonpunch if he tries to execute it just as
he stands up from a knock down. Jump in and make sure your fierce punch hits
him right in the front top of his head and finish off a combo, #2 is best. If
you time it right you will knock him out of his move everytime.

Ken: Fight almost exactly as you would Ryu with one minor difference. When
you do jump over his spiritball (unless you are close enough to combo it is
best not to stick out an attack for his extended range uppercout will most
likely plug you. As a last note on Ken and Ryu when you fight them try to
mantain the "Guile range" about 1/2 inch from the max range of your foward
sweep. And try using lots of jab punches from the crouching position for this
may draw him into a foot sweep which you can hit as he recoiles, and it also
leaves you able to throw sonic booms or axe.

E.Honda. A very effective pattern is simple toss sonic booms at him and foward
sweep him to keep him back, and if he jumps in execute an axe kick. This
pattern will get monotoness and you may wish to break it up. When you do jump
in try to do it from a distance so you when you kick you just barly hit him
in the face ( this will allow you to pull into a block if he starts to
headbutt). Another good tactic that takes most players by surprise and is good
if they have worked you into a corner is to wait for his ducking fierce punch
attack to start to recoil and then use short axe-kick for this will not only
hit his arm but knock him down.

Chun Li: Her head stomp and foward sweeps are your largest problem here. Your
foward sweep has a larger range than hers and will usually over ride hers but
hers is much faster and harder to react to. Combined with her fast walking
speed she will most likely out sweep you. Another thing to watch out for is her
head stomp that will knock you out of your axe kick if she can get above you.
A good way to react to her stomp if you are able is to jump up behind her and
air slam her. (be carful not to jump up after her to soon or you may get
stomped again.) Another way to hit her after the stomp is to follow behind on
the ground and use the upside kick (roundhouse kick at close range) for this
will almost alaways strike home. Another good way to poke at her is to throw a
soaw sonic boom and walk in behind it. If she bloks it start foot sweeping and
throw another. Or if she jumps keep walking under her and whaen she starts to
come down use the flying knee attack, then immediatly sonic boom. ( the key to
doing this is when she jumps over DO NOT switch direction on the joystick the
computer will turn you around, this allows you to have a sonic boom charged)

Blanka: Lots of ducking jab punches to counter his ball are the key to
success here. This will allow you to execute an axe-kick if he jumps in and
toss in an occasional sonic boom as well. When you do axe after he jumps in
make sure until he his almost on top of you otherwise he may manage to hit you
as you use the axe (you will both take damage if he connects because of an
early execution). Or if your timing is good you can sweep him off his feet as
he jumps over sonic booms. When you do jump in to attack make sure that you
distance your attacks so that they just barely hit him in the face ( this is
key against Blanka for it gives him as small an area to ball you as possible).
You can jump in and knock him out of his ball using the same timing it takes to
knock Ryu out of his dragonpunch. (one difference is that you want your first
hit to hit him closer to the front of his body as compared to about 1/3 of the
way in on Ryu). Overall the best way to handle Blanka is to be defensive (even
though most players dislike "patterning" but against Blanka it is almost a
must)

Zangief: Handle much as you would Honda. Use lots of foward sweeps and sonic
booms to keep him at a distance and axe if he jumps. If your opponent becomes
good at timing your foward sweeps and keeps countering them with sweeps of his
own try throwing out some jab sweeps( these are hard for him to hit and due to
how fast you recover you should be able to foward sweep him as he recovers from
his sweep.) Don't become to comfortable in this pattern for Zan may get used to
your timing and start 360ing you. When you do jump in try to use attacks that
crunch up your body like fierce punch, and hit him smack in the face ( it is
harder for him to airplane punch you this way.) then execute a combo. A very
good tactic for Zangiefs that try to take hit and 360 you is to use combo #1. A
very good counter if he tries jumping over your sonic booms and 360ing you is
to simple use the standing roundhouse kick, there is little he can do here.
Basicly staying on the ground with an occasional jump in combo will take you
by most Zans.

Guile: The key to fighting anothe Guile is good timing on foot sweeps. This is
an almost exclusivly ground based fight and the better you are on the ground
the better your odds of winning. One good tactic is to use charge in and use
your roundhouse sweep as soon as your opponent starts to move for this will hit
him out of almost everything (if you do get hit at least he will to). Anothe
good tactic is to mantain the guile range and foward sweep him as he recovers
from his sweep. (you can knock him out of a roundhouse sweep with your foward
if you run in and sweep just as his leg spins around gaining momentum for his
second approach.) If you knock him down you can jump in and combo him out of an
axe-kick just as you would Ryu out of a dragonpunch. These matches usually turn
into sonic boom wars and generally the first person to inflict a solid attack (
throw or combo will win).

Dhalsim: Yor axe will knock him out of any long range attack. A good defense
against his leg attacks is a ducking fierce punch. A good one against his arm
attacks is your standing jab kick. When jumping in over fireballs try to use
attacks that crunch up your body and give him a smaller area to hit out of the
air. If you hold your attacks until you almost land you will usually take
mutual damage off him if he uses the slide or the ducking fierce punch. If he
jumps a lot and hits you as you try to come in a good attack is to pull down
and use the fierc punch (like you would on Ryu's helicopter kick) this will
usually counter his long range attacks.

Balrog: Like Honda lots of foward foot sweeps and sonic booms will be most
effective against Balrog. If he uses a lot of charging punches combo #5 with
the omission of the jump in part will work wonders. Beware his standing fierce
punch for hit has a good range that can knock you out of sonic boom creation if
he times it right. When jumping in try to always jump so that you come down
through his body ( staying in close will make you much harder to hit out of
the air) and use combos.

Sagat: Sagat is the only character that Guile has significant problems
against. His low tigers are the root of this problem. Like Ryu try to keep him
from getting you pinned in a defensive pose with his tigers. Once you get in
close keep the pressure on with lots of foot sweeps and sonic booms. Don't
forget you flying knee attack( it can be used to hit him if your sonic boom
collides with a low tiger much like your backhand can hit Ryu after his
spiritball is cancelled). When you jump in try to do it from a good distance
and hold your attack until you are low to the ground this keeps you from
overextending and being easy prey to a tiger uppercut. If your opponent throws
lots of high tigers you can deal with them just as you would with Ken and Ryu.
Another key point is that if you are close enough (about jab sweep range) you
can use the short axe-kick to go through the low tigers and knock him down.
***Note on roundhouse axe-kick- Like Ken's uppercut it is the second hit of the
axe that knocks opponents down, not the fact that it hits twice.

Vega: The key to stomping Vega is keeping him at a distance. The best way to do
this is to chuck slow sonic booms at him from across the screen and wait for
him to try his off the wall attack. If he goes for the wall opposite you you
can either jump back and roundhouse kick him as he approaches or use the short
axe kick( this is angled more foward that the others and will usually hit him
even if he pulls back. Or if Vega goes for the wall behind you simply jump up
and catch him and air slam him into the turf. If and when you jump in on him
try to do so from a fairly close range to keep from being clawed out of the
air.

M.Bison: Like Vega you must keep him at a distance so that he can't use his
torpedo or scissor kick. If he does manage to get you in his torpedo pattern
you can either 1- charge an axe and hit him on his second approach or 2-
switch directions of your block as he passes half way through you so that you
can charge a sonic boom. Avoid relling on the guile range for it works more to
Bison's advantage than to yours.


Known Combos:
1) jump in FIERCE PUNCH, then as you pull back FIERCE PUNCH, then
SONIC BOOM. This combo does good damage and will stun them,
the timing may take some getting used to. If your opponent
is already stunned you can throw in a BACKHAND for a forth
hit and even more damage.

2) jump in FIERCE PUNCH, STRONG PUNCH as you hold down, AXE KICK
this combo does good damage and will sometimes stun, it is
best for knocking people out of special moves as the stand.

3) jump in FOWARD KICK, STRONG PUNCH as you hold down, AXE KICK
this combo does fair damage and occasional stuns, its best
aspect is its range, good for jumping over fireballs.

4) jump in FOWARD KICK, STRONG PUNCH as you pull diagonally back
and down, SONIC BOOM, ducking FOWARD KICK. this combo does
good damage and will stun. It also has a good range, its
only downfall is it is difficult to execute for they can
block the sonic bom if the timing isn't right.

5) jump in FIERCE PUNCH, hold down and then SLIDE YOUR FINGER
DOWN THE FIERCE ROW doing an axe kick motion after you hit the
punch button. this will hit them with a fierce punch and then
a double axe. This combo does very good damage and will stun
it is however his hardest to execute.


CLOSING QUOTE: "I am the king of combos"

ONID

unread,
Feb 4, 1993, 6:45:52 PM2/4/93
to
In article <1993Feb2.2...@wvnvms.wvnet.edu> un02...@wvnvms.wvnet.edu writes:
> -GUILE-
>
>
>Best Against> Does very good against all opponents.
>
>Worst Against> Sagat
>

This must be a MMSF posting... Worst against Sagat??? Guile is
worst against Sagat?!?!!?!?!?! I don't think so...
Guile's kicks can counter TU very effectively and Guile standing combos
simply devastate Sagat...

--
Join the feudalists... free Somalia from the UN...
Let the Serbs play... Eternal turmoil... Save the environment, eradicate
the humans! -drk...@nmt.edu

Tim Morris

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Feb 5, 1993, 12:16:00 AM2/5/93
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Use really good footsweeps.

--
Tim Morris

Crying Freeman

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Feb 5, 1993, 3:57:40 PM2/5/93
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drk...@nmt.edu (ONID) writes:

>In article <1993Feb2.2...@wvnvms.wvnet.edu> un02...@wvnvms.wvnet.edu writes:
>> -GUILE-
>>
>>
>>Best Against> Does very good against all opponents.
>>
>>Worst Against> Sagat
>>

> This must be a MMSF posting... Worst against Sagat??? Guile is
>worst against Sagat?!?!!?!?!?! I don't think so...
>Guile's kicks can counter TU very effectively and Guile standing combos
>simply devastate Sagat...

I'm afraid I actually agree with MMSF. IMO, in CE, Sagat and Ryu give
Guile the most trouble...

Guile's kick DO NOT counter the TU effectively. If the Sagat player is
good, he will almost always at least exchange with the TU.

>--
>Join the feudalists... free Somalia from the UN...
>Let the Serbs play... Eternal turmoil... Save the environment, eradicate
>the humans! -drk...@nmt.edu

--
Che-Yuan Wang
cw2...@uxa.cso.uiuc.edu
cyw...@ux1.cso.uiuc.edu

Brian Odom

unread,
Feb 5, 1993, 4:56:02 PM2/5/93
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In <tmorris.728889360@bruny> tmo...@bruny.cc.utas.edu.au (Tim Morris) writes:

>Use really good footsweeps.

Yeah, use the roundhouse sweep; it does more power and it hits twice.


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