In the corner is usually pretty bad for Guile, if he cancels normals into chicken wing you can use cr hp to trade still, so it's not as bad as other characters have it. Still pretty safe if he just blocks, only an srk/super or standing normal will be able to deal with this. Usually you do cr mp after, you can then do a 3 way mixup if it's blocked, walk up throw, cr lk, or far mp into fireball as a frametrap. He enters to put M. Bison into Dhalsim has the actual longest jump, but he can use drills to get down quickly. Use this after he blocks a fireball, after a blocked cr strong following a blocked cross up, when he gets up etc. You can approach this how you would with n.dictator. His st lk is still a decent counter poke, st mk is strong vs sobat as well. Guile's projectile. If you suspect a headbutt walk forward and try punish with sweep, backfist, step kick, walk up throw etc. If this moves so much as hits you clean, you can punish with cr mp>flash kick, raw flash kick, sweep, cr mk etc. You can use j hk to punish dive attempts, usually I do this to neutral jumps since j hp has less range. Sobat kick also sets up some mixups, I like to get to max cr mk range and just wait. Other than that, he still has the same touch of death/crossup tech. Just don't get too predictable and you'll be ok. His pressure is not that great outside of fireball traps, don't let him get you in the corner, and it's not that bad at all. 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. You can try use step kick or forward sobat if you expect walk up sweep kick when you have not enough charge. This has to be done as a renda cancel though. You also have more throw range than her, so tick throws are not out of the question. The link is about 2 frames, you can get it perfectly consistent with practice. As long as your air attack is meaty, then you're good since he can't reversal super. Be patient, when he gets close try walk up cr mk to push him out. After a sonic boom you have plenty of time to backfist her, step kick can usually work because of her long fireball recovery, which is more than welcome since you can retain charge with this. And even then, if you think she'll use this, you have sobat kick. Only things to look out for are his standing lk, which he can do while charging, it's a decent defensive normal, but nothing major. Dump the jumping attack and do the C.Fierce cancelled into super as a meaty Round start: Wait - Self explanatory, flash kick if she jumps or does hooligan. You can use a trick to make it safe, but it's easy to block in this case. Sobat kick can be used for pressure similar to in other matchups like shotos and sim etc. In theory there might be times where characters with better throw range, or command grabs tick you, and you have no flash kick available. Guile's Sonic Typhoon is an exclusive Super Combo that delivers a 6-hit combo in Street Fighter EX2 and the move would later get an upgrade in Street Fighter EX2 Plus and Street Fighter EX3 to an … Reversal uppercut will whiff, use flash kick, cr mp> flash kick, step kick, sweep, or walk up throw to punish. Quite good priority, useful for beating sliding attacks like vs Deejay, Blanka, and Sim. Sonic Boom - Hold Away, Forward + Any Punch Button, Flash Kick - Hold Down, Up + Any Kick Button, Double Flash SUPER - Hold Down Back Away, Half Circle Up Forward + Any Kick Button. Backfist: Really good if used right, do it from far away to trade with his jump ins, basically you are both like full screen after this trade, so great for guile. The trick where you do a meaty fireball and sweep simultaneously can work, but it's not that useful on gief as he can sweep in between hits to knock you down. If he tries a fireball or flame within flash kick range, use it to go through and punish him. It's very bad,even if you know the matchup well. If he tries to zone, don't crack and jump predictably, you can usually afford to let him come to you, but his startup and recovery is quite long, so he is very punishable, use walk up backfist/cr mk to punish fireball attempts mid screen. Walk up throw: Risky but sometimes useful if you condition him to block. Guile Street Fighter 2 Turbo moves Overview. If you do a jab sonic boom (recommended) you have enough charge for another as soon as he recovers from blockstun, allowing you to maintain keepaway range, just watch out if he has super. The Capcom arcade classic receives a whole new look with Super Street Fighter II Turbo HD Remix. Cr jabx3, jump cancel to backwards jump, then j hp, beats cannon spike reversals. Basically a save option that is safe against his srk. Hits low from a distance : Chun, Claw, Cammy, Hawk, Fei. You can do fancy blockstrings like cr mpx2, or cr jabx2/3 then standing jab into fireball, followed by step kick if you want. Street Fighter II' Turbo / Hyper Fighting REVIEW: Wisely, Capcom didn't stop with just one "enhancement" to the arcade phenomenon known as Street Fighter 2.Seeing as both Street Fighter 2 and SF2: Champion Edition were massive hits at the arcade scene and on consoles, of course Capcom gave fans more of what they wanted. Though if he does an upper I think you only can get a cr lp/mp at best. Tiger Knee is way harder and I can’t do it consistently, but I’ve already seen lots of people complain about it so I … Tied with the second hit of sweep for the most ranged normal. I'll list some of the things you can do with this trick, and what beats it etc. Useful if you want to throw them far away, especially vs old characters that cannot tech. And early j hk also is a good option when you're without charge, hit him early and create distance. It can also be used as a feint, tricking the enemy into thinking you stood up and lost charge. Similarly to other characters, his aerial normal moves have worse priority. Flash Kick – Hold down for 2 seconds, up + kick. This usually loses to Blanka's jump short but that ain't the end of the world. You can walk up a little and use a normal to hit her early. If in air, he can throw with Forward and Roundhouse too. Meaty cr mk > cr mp/throw/cr lk (cr mp afterwards can be cancelled into flash kick for a combo if he gets hit by the meaty cr mk). If he gets in just be patient, you can mash cr jab to consistently stuff rekka. Mash standing jab to beat the forwards moving drills. He can try to slide in between his fireballs during a fireball war, this gets him closer but you can still keep up just fine, if he gets predictable with this, you can walk up and do cr mk or sweep to punish the slide, use sparingly though. Possible actions are throw, cr.Short-cr.Forward block string, delayed Flash Kick or canceling into a Sonic Boom (non-cross-up safe-jump, only). Most of the time bazooka knee leaves you at max cr mk range, which is ideal. Standing jab: This can be used from a distance to stuff pretty much everything, best saved for when you expect him to do an air kick or jump forward fierce. The typical situation in an ideal match is her trying to close the gap while you zone, if she gets confident with bulldogging, walk up throw is ok, or walk up cr mk/backfist to hit her. Upside down kick has occasional uses, usually I use it after an air to air, or sometimes after a crossup blockstring. Be patient and don't jump in or you will eat standing fierce or Tiger Uppercut. Use all the standard mixups after as if it was a sobat. Pretty much solely used as an anti air when the opponent is above you. This move has short reach, but good priority. ... Sagat in SF 2 turbo ... Guile and Honda hahaha, Honda is awful against shotos and Sagat. Decent 50/50, cr mp after blocked crossup, then throw or psychic flash kick to beat cannon spike, risky but sometimes worth it. For the first hit of sweep, you might need to practice the spacing until you master it, but it is possible. The best times to go for this standing jab is after beating a drill/air to air, or after a teched fierce throw. From mid range you can usually punish his fireball recovery, incredibly easy to do now thanks to the nerfed low tiger recovery/hurtbox. Guile punches down while in the air. Anti airs You'll eat crouching strong. Upside down kick: Done by getting slightly closer than usual when using the cr jab, therefore it's not safe vs the srk. Can be safejumped/crossed up fairly easily, then is left with no reversal special. I've had occasional success with this vs Sagat, but his normals are a problem, usually better vs N.Sagat than old. Jumping roundhouse: If he jumps in from far away, this can be good to catch him early. Same for crouching short (this can be rapid fired for better consistency, and proximity block) but this is at risk of getting caught by a headbutt, or cr mk. But otherwise step kick is good for beating crouching punches, fireball and cr mk. the back-breaker. If you are knocked down in the corner and start getting ochio'd you are most likely screwed but a reversal flash kick can get you out if he makes a mistake. This is not bad as he has the "longest" real jump in the game, as he stays in the air for a while. 0 Tips. Do jump back jab if you think you are better off playing the full screen game, at least you're safe from his limbs from that far away. Standing jab also beats st mk, good frame advantage from this move, but you are wide open to sweep, so be careful. If he walks towards you, use cr mk to push him back, or walk back slightly and use fireballs if you think he'll try sweep/whiff punish etc. After waiting on Cammy for two seconds, go to Ryu by moving directly to Ken and then up onto Ryu. You are out of their throw range with this, tatsu whiffs since you are crouching. It's an important skill to learn as to punish players trying to counter throw, or reverse. Flash kick is ok if you expect a tick throw, but don't get carried away. --GolcarJack (2018). Back sobat as a "safe" option if you want to retreat. Best bet is to not get here in the first place obviously. Obviously it depends on the matchup, and in some cases the situation, such as if they have super/charge or not. This is not advised when he has super, but basically he can't hit you out of it and it pushes him back. Sobat is good for beating drills, more specifically hk ones that go downwards, and it goes over cr punches and slide safely most of the time. If he manages to safejump you it might be worth taking the hit so you still have charge to reverse an spd, but he has ways of dealing with any option so avoid this at all costs. From a distance, just zone with fireballs, whiff jabs for fakes to bait jumps. Same startup as neutral jump fierce but more active frames, and less priority and reach. 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. His fireball still is very punishable during startup and recovery, but each version has the same recovery, making his corner trap very powerful. Keep boxer out with sonic booms, and use safejumps to pressure/push him back out when you land a big punish. If Blanka is really sneaky he could forward hop over that one but you should have a Flash Kick charged by then so... Fireball - Her only effective answer is fierce hooligan. Cr hp late to trade (can trade with all his air normals, and dive, but it knocks down, so don't use it vs dive). Likewise if you expect her to walk up and do cr mk or sweep at round start to beat sonic boom, walk backwards a little then fireball works pretty well. If she cancels into it from a normal, jump back mk, or cr hp work ok in my experience. This attack is also a knockdown on hit, so typically bad to trade. Step kick however is very useful in this scenario, if done early enough (double tapping helps here) at round start, it will trade with a sonic boom, even if they do kara back sobat, guile's leg will still reach easily. Back sobat beats low rush, and far standing fierce seems to beat low rush as well. Standing short beats not only the slide punch but also horizontal balls and Blanka's super. Anti air jumps accordingly, you usually want to stick with slow fireballs when close, when he's conditioned to not jump, use bazooka knee after fireballs to force him into the corner. The priority is better, but range appears the same, all can still be dealt with using a sobat kick. Back sobat : Just to get away, if she does sweep, this punishes it. Doing 3 chained jabs works just as well. In most cases you are close enough to do a step kick afterwards, this frame trap will beat a crouch punch if he tries one after getting hit. Of course this one might be obvious, but you can flash kick/super inbetween the hits of his super when blocking, Cr mk is also ok to punish after blocking the second hit, if you couldn't flash kick. Other useful anti airs include sweep/cr mk (use outside of jump jab reach to hit him as he lands, watch out for dives). And his cr mk/sweep is a good counter to Guile's cr mk. Crossup mixups are a lot like vs Cammy. - If he blocks it, move back with back+medium kick and throw the next sonic. This move combos into itself. You can bait unsafe moves and whiff punish them usually. Low attack: Cr lk or cr mk, use like a frame trap, can lead to more mixups. All combos that end in a Sonic Boom can be followed by a Backfist (+Fierce) or donkey kick (far Roundhouse) if the enemy is cornered, for more damage and, most certainly, a dizzy. - If he vertical jumps the sonic, use crouching forward. Crouching strong can usually counter his slide, cr mk and sweep are also decent as long as you are not too close. If he gets predictable with blocked slide -> crouching strong you can flash kick but don't get carried away. Make use of neutral jumps to avoid fireballs you don't have charge to cancel out while retaining your spacing. From further away: You can anti air him using cr mk and sweep outside of his jump forward hk range. When you get him in the corner, this is the best situation, get outside of knee/st hp range (ideally at a range where his jump forward hk whiffs too), and lock him down with fireballs. Guile's main poke. Crouching jab after crossup is alright, two cr jabs into flash kick works as a combo, if she blocks do far mp into fireball after. These are pretty safe in general from far away, trades or stuffs all of his standing ranged normals. Maybe it was constantly delayed, but this perfect rendition of ultimate street fighting was worth the wait and then some. You can do a lot of cool things after, walk up throw, or sobat to beat his normal/escape attempt is the basic way to explain it. Mashing cr lp is effective as a bait, and discourages rekka. Subscribe =D His jump is not too hard to anti air, far mp is incredible here if spaced right. Look for when he crouches/stands up. The best way to land the super is on a cross-up aerial Short kick. The suplex throw, leaves them not too far away, and Guile recovers quickly. The step kick is also useful if used at max range, to beat his normals (watch out for his st hk). Making the following attacks pretty much unbeatable with their normals. At the first landing frame, it's not possible to jump again (i.e. I can only get this consistently vs dictator, fei, and cammy after a lot of practice. He can use sobat or sweep to beat this as a read though. Mix ups: After a knockdown use ambiguous jumping short, crouching strong xx Flash Kick. If he does a really early dive, react with flash kick, or mash stand jab to stuff it. Useful vs shotos to stuff jump fierce and other air normals. Walk under: You may have time to walk forward and let her pass over, her crossup j mk is not as good as Guiles crossup lk. His mk and hk tatsu on the ground move faster when travelling, but startup/recovery frames and invincibility are the same, basically just means he is more likely to punish a sonic boom. Step kick is great if you expect him to attack since it is consistent, and leaves you at a good range after landing. Especially good if Blanka tries two slide punches in a row -- hit him with roundhouse in between. You should be able to fireball after the cr mk, since you should be out of his st hp range. And in most cases you are too far for them to throw you. Stand jab: Actually the best anti air vs boxer, use from as far away as possible. Her normals are decent if she gets the chance to use them, cr mk is her main poke, but your cr mk has more range, you can risk using it to push her back. Cr mk > Cr mp> Flash kick | This one can be done without a meaty on some wide characters like Dhalsim, but it's a 1 frame link. Crossup j hp > cr mpx2 > flash kick | The ultimate style combo, only works in mirrors, when he's near the corner, but not fully into it. Anti airs: His low jump makes it easy, and his air normals all have similar range. This is slightly in Guile's favour thanks to better fireball recovery, and better defense in general. Other good options include whiffing a jab or two to fake a fireball, jumping back is also a good option. 3) Neutral or back+medium kick Sobat Max range cr mk and sweep (for both hits) are safe vs his uppercut, it will whiff. cr mk/sweep first hit: Typical low anti air, his heavy air normals, and neutral jump hk beat these, but they beat everything else. Otherwise this is pretty unsafe. Safejumping is sometimes better however, try not to go for a crossup that leaves you cornered, he can't crouch close stand hp, so you can use strings like j hk> st hp> fireball to create space. Once you have distance, you can zone him pretty easily as his methods of getting in are quite easy to punish. His high priority j hp and j hk are sometimes nasty to deal with without flash kick charge, try discourage jumps, then rush him down with fireball pressure. Very consistent, use late. If he is able to safejump, and then do negative edge 360, you have no chance, if you take the hit he can still get you since the 360 is negative edge and has much, much more range than Guile's throw, trying to super or flash kick will just cause him to block if he does the OS right. It has a very good range, but poor priority. When Chun has distance and is fireballing, you can technically keep up with her, but ideally you want to get close and apply pressure before she has super ready. Once you have him on the ground you can go for j. short, cr. In some situations, flash kick will punish blocked dives, kind of rare, you can usually tell when this is the case. Bait out psychic DPs and punish him as he lands. It is very good to trick the enemy into throwing a crouching move and punishing it by prediction, though. Jumps are a little easier since you can anti air from far away thanks to backfist and j hk having so much reach. Use neutral jumps/backwards jumps when appropriate. Pokes: cr mk: Low attack with great range, not a bad idea to walk up sometimes and throw it out. Especially since most characters cannot throw you after blocking crossup> cr mp, so this is a suitable counter to a throw attempt. 1) Crouching forward/roundhouse It also does more damage. You can sub the stand jab for cr lk instead. You have more throw range also, just watch out for flame kick. You can pressure with crossups well since his reversals whiff at best. Guile performs an upside-down version of his crouching kick. 1) Backfist All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds). His normals are better for counter pokes, mainly crouching kicks. Just be careful for uppercuts inbetween hits. Guile wants to force characters without a projectile to jump or otherwise use some longer recovery move to avoid his Sonic Booms, then punish accordingly. This literally sends Guile flying full screen after the jump back hk hits. Cannon spike is safe on block if it lands from a distance, just fireball to gain some ground by walking back afterwards, or go for the step kick frame trap etc. However, he has been toned down quite a bit, compared to his CPS-1 versions. If he is recovering from low tiger when you hit him with an air normal, you can usually always follow up with cr mk/sweep, the game considers him crouching, so he takes extra hitstun. (Try to meet him in the air [w/ jump roundhouse or whatever] and you'll eat his vertical jab) In the neutral game patience is really the best tool, but cr mk is ok as a poke, but be careful for his cr hp, and rekka to punish the whiff. Otherwise cr hp trades easily, and you can even mash cr lp to stuff it clean when underneath. In most cases forward sobat is used for kara flash kick, while back sobat is used for kara sonic boom. Kurahashi vs Choi: http://youtu.be/xidXHA8c7Ic Easier than old Sagat due to tigers being less powerful, and no cancel on second hit of st lk also helps. Try not to neutral jump his jab fireballs often, he has time to get close and apply pressure, just block or destroy them. Her cr mp is pretty much used to counter your cr mk from that range, so be careful. Guile appeared in the live action movie of Street Fighter as the main character. Detailed Input: (Charge ↓/↙/↘ for 60f, [7~14f] ↑/↖/↗ [11/9/7/2f] Short/Forward/Roundhouse/any K if you are at a jumpable state. Dhalsim. Once you … Safe crossup lk: Usually lariat will just beat it, or trade in his favour. But otherwise... This move probably revolves around Guile's gameplan which forces opponents to commit errors and learn from their mistakes. Best saved for characters like Sim or Gief. Getting knocked down mid screen is usually not as bad. Fei wants to get a knockdown with rekka or chicken wing combos, or a throw to start mixups. Safe when it lands, and beats a handful of good attacks in some matchups. Technically his stand jab is a safe tick since it has 4f recovery, but if he's doing the OS, he should get hit, and 1 frame timing is pretty hard to get every time. Risky but sometimes worth it. Cr lp > Cr mp | The cr lp only has to connect a frame after it becomes active for this to be possible. Lariat: Can pass through fireballs, but is vulnerable to low attacks, use cr mk to stuff this, or at the very least force him to block and get pushed back to far away. Look out for his sweep and standing short cancelled into Tiger Shot. In some matchups this is a useful move to apply pressure and be safe vs a reversal special. Jump forward fierce is also a good meaty option following a meaty fireball to stuff this, since his head is vulnerable. - Even when you do get the throw he'll tech hit. You can get usually 2 cr lk to combo if he is standing. 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