

Jumping Hard Punch or Hard Kick: Once your opponent gets used to you hitting them as they're jumping in, often times they'll try to do their attacks a little deeper or different distances to try and at least trade hits. You want Guile to hit the other fighter in the inner thigh/crotch area. If you know your spacing and reach real well, you should be able to catch the other fighter as they're coming down from a jump in and avoid their attack cleanly.Ĭrouching Hard Punch: Used when your opponent is directly above or -very- slightly in front of you, usually after jumping in from close range. If you're too close to your opponent, Guile will do sort of a down punch instead of a step forward uppercut, so watch your spacing.Ĭrouching Medium Kick: Used when your opponent jumps in from far away, about 3/4ths distance. Standing Medium Punch: This works best with your opponent is in front and a bit above you, usually after jumping from about half-screen's distance. Here's a breakdown of what to use and where. If your timing or range is just a bit off you can get clobbered, so practice - a lot. When you're attempting to use his anti air normal moves it's absolutely crucial that you have the right timing, distance and know which attack to use. Guile has many different ways of dealing with jump ins from other characters even when he doesn't have a Flash Kick charged. Using Anti Air normal moves when you don't have a Flash Kick charged Can have problems countering well timed cross ups.

Requires exceptional timing to play well. Learning to play him at a high level takes a lot of time.

Doesn't have many tactics to cause offensive pressure. + Because of his style of play, charges up his Super quickly. + Top notch "zoning" game, meaning he controls the space on screen really well. + Takes off a good amount of damage when he hits. + Has a more complete offensive game in HD Remix. + New Overhead Attack and Hard Kick Flash Kick help him out quite a bit. + Has very few weaknesses when played well. And Guile is really freaking good at these things. You also have a lot of tools at your disposal to control the areas you and your opponent end up fighting at.Īgain, you're going to be throwing out A LOT of Sonic Booms, following up with pokes and anti air options and controlling space to win matches. Guile has some of the best anti air options in the game, so you'll often use his Sonic Booms and pokes to bait people to jump at you. He's best played as a defensive character, where charge timing and execution of his normal moves are paramount to playing him extremely well. What's left is a character that does not have many weaknesses - when you play him smart - but he's still not someone you're going to see a lot of players dominate with. In HD Remix he receives a few boosts that helped even out his bad matches against Vega, Dhalsim and Sagat. Guile is an interesting character, he's regarded as middle tier in Super Turbo, but some high level players can do some real damage with him.
