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Advanced Guile Battle

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Guide added by Joel Nealy (Click to see other guides added by the author)

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Guile Strategy
Are you the original author?: Yes

Guile Tactic and Battle Strategy Guide
Written by: Joel Nealy – 5/11/09
Website: www.GDMWorldwide.com
Email: Jnealy@gmail.com
Xbox Live: JerseyFame


Main: Guile (Alternate Costume #2 with Red Jacket)
Alternate: E. Honda, Bison, Sakura, Gouken

Normal Trials: Completed with all characters
Hard Trials: Completed with Guile, Bison, Sakura, Dan

Acknowledgements:

Before I begin this tutorial, I want to thank every opponent I have ever faced.  Learning to deal with your tactics has made me so much better at using Guile. Seriously, thank you.

Background:

This tutorial is not designed to teach you how to play Street Fighter or how to do sonic booms. This is not a tutorial to teach you charging techniques, I recommend you visit GilleyBaba on youtube to learn those.  This tutorial is designed to take a knowledgeable players game to a more competitive level with Guile.  The current issues that Guile users are facing are the inability to compete with crossups and spamming of projectiles from higher tier characters. Some Guile players are feeling cheated because flash kick is a liability and Guile’s super move has a difficult motion that isn’t very tactical.  The players are basically feeling a strong disadvantage when using Guile in competitive play. 


Resolution:
I have put together a list of tested battle tactics that not only give a sense of confidence when playing Guile play but also help to evolve your strategy from a turtle and counter game to a more aggressive swift playing style.   This is the evolution of the man with two moves.

LETS BEGIN!!!!

Section 1: Relevant Moves and purposes:
Guiles Jab
This is the main combo starter for Guile and can be used effectively in a number of ways.

#1 It’s a combo starter
#2 It shuts down some attacks that have long start ups.
#3 You can follow it with some much stronger moves.

Using it like a pro:
The jab is obviously Guiles main weapon….if you have ever played Guile, you will find yourself tossing jabs often. The key is to not be predictable.  I find that throwing two jabs and dashing forward for the throw is major in this game. Opponents expect jabs in threes and fours, when you mix up your flurrys like this you can almost easily score a throw. Try it and watch as your opponents become fearful of your grapple and will adapt with throws of their own. The result will be a tech throw escape. So ruin their gameplan by double jabbing and then low sweeping. When you train your opponent to fear the throw after the double jab, you mentally weaken their defense since they will release their guard to tech your expected throw, this strategy will lead to more openings and chances for you to attack.

Guiles forward + medium kick
A distance closer and swift counter attack. It can be used to confound eager opponents who are not yet accustomed to respecting Guiles attack options. It also clears you from low attacks for a brief period.

Using it like a pro:
This move can be used to close the grey area between you and your foe. At times,  a smart opponent will cause a stalemate and briefly halt the action  by crab blocking (low blocking and waiting) just out of range of any of your normal moves.  When you gain advantage in a fight, some opponents will concede and wait for you to open yourself for a counter attack.  This is good!! It means you have the advantage and your opponent is momentarily confused on what to do next so they basically stop attacking and say “your move”.  Don’t feed into that too much. Shotokan players will use this to steal an uppercut combo opportunity.  They are hoping you get “silly fingers” and throw a sonic boom or low double sweep just to keep the action going.  Instead try a rolling sobat or forward medium kick. This will cause block stun and excite your opponents’ instinct to counter because the moves has the appearance of being punishable. It’s not really that punishable! You can almost always safely return to your guard without worry. It’s a very safe move if it connects.
This move can stop a hurricane kick mid air if you see it coming. It can halt a tiger shot or hadouken because it strikes faster than the start up for the attack. It also looks damn cool. Don’t abuse it, find the right situation and use it. This can stop crab blocking because it brings you closer and out of the “grey area” range so you can begin to jab and sonic boom trap all over again.
This move will take you a few bouts to master. Training is one thing but against a live opponent you need to be confident when using this move. It will take experience and courage to use it correctly.

Reverse kick the close forward + roundhouse kick
This move, often called the “upside down kick”, is useful in spur of the moment situations where your opponent is crowding you and going for the footsies game. An example would be the low kick to low medium kick to hadouken combo that often causes major damage and confusion when an inexperienced Guile player instinctively turns to the low double leg sweep to create space and block stun. 

Using it like a pro:
In this game the low double sweep is super punishable. You can eat a super move in between the sweeps, and many opponents I face are aware that you don’t have to block both of the sweeps. So they often take the opportunity to do a special move right after they block the first sweep. I even punish other Guiles in mirror matches and flash kick them in between the sweeps. Don’t be victims of tendency; instead toss an upside down kick. This move will clear you of the low kick that is most likely coming your way and allow you time to toss a jab or flash kick if you charge while the move is in action. It’s a cool looking move and does heavy damage relative to what Guile can deal out. Guile isn’t very strong as far as damage goes but his ability to attack in chains is what makes his low damage tolerable. The downside is, you need skill and reflexes to CONSTANTLY capitalize on your opponents openings. Good luck.




Crouching fierce punch
Guile does a standing high uppercut which serves as a high priority anti air attack.

Using it like a pro:
If you are reading this Strategy Guide, there is a good chance you noticed that flash kick fails in some close jump in situations. You may find yourself trading damage or getting shut down all together. This is because Guiles normal flash kick has few if no invincibility frames on start up and you can be kicked or punched out of the move.  The EX version has 2 invincibility frames I believe and even still your opponents can stuff it, a great example is the Rufus corner trap. If he does an EX messiah kick your flash kick will get shut down and you will get your face bashed in for 5 hits and then a finish.  Instead of relying so heavily on flash kick I suggest you wean yourself off of it and start using the crouching fierce. It works best when an opponent has scored a knockdown on you and they want to go for a deep jump in to chain into a combo. This move will shut them down. It is very effective against Sagat and Zangiefs who want to close distance and get in your face. I greet them with a sonic boom after I knock them out of the air with this move. It temporarily ceases their attack pattern and allows you time to think of your next move.  This move is not 100 % reliable and Shoto characters will jump kick you out of it occasionally if you try to use it too late. Guile has to stand on his feet to deliver the blow so if you wait too long to launch it you will get punished. Be bold and toss it out there, you will be rewarded for your bravery.

Air Throw
Jump + Low Punch +Low Kick. This move has mega priority and can even throw Blanka out of his Super Move if done correctly. Consult GilleyBaba’s reversal videos on youtube to see the timing. It’s amazing.

Using it like a pro:
Unfortunately Guile shouts “Damnit!” when you whiff this move. So if you leap in the air and go for it and your opponent is out of range, when you shout “damnit!” they know you are open to be attacked. So be a smart player and use it in do or die situations only…you will come out victorious 7 of 10 times if you do it with the proper timing. It doesn’t hurt like it used to in Street Fighter 2 but it’s a damn good move that frustrates your opponent and forces them to play a ground game with you. That’s exactly what you want. No one can box with Guile.  Except for Zangief and Rufus that is…those guys can really hurt Guile when they get in close.
I set this move up with a slow sonic boom. As my opponent leaps over it I immediately jump and initiate the air throw. We meet in mid air and I basically grab them out of the sky and backbreak them (or toss them if you press forward and throw).  I have mastered this game of cat and mouse…it’s basically mind over matter. Some opponents will get wise to it and immediately jump kick, this is easily punishable…instead of air throwing them like they expect…don’t jump at all and flash kick them or crouching fierce them, they won’t be able to hurt you because they kicked so early to defend against your air throw and they basically land into an attack of your choice.  This will also take battle tested patience and execution.
Good luck, this will make you exponentially more difficult to defeat.

Sonic Boom
Charge back then forward+Punch, this will cause Guile to launch his patented projectile.

Using it like a pro:
Obviously it’s a good opening move. Since its obvious, don’t you think your opponents know you are going to do that? Don’t open rounds with this move. You leave yourself open to get hurricane kicked in the mouth. Save yourself the instant loss of advantage by low blocking to start rounds against Ryu and Ken. I will explain why later.  I like to use the sonic boom as a spacer. I throw them at two different speeds. Slow and Fast…never medium since it’s almost as fast as the hard punch version and basically doesn’t fool anyone. They will hop over it like it’s the hard punch version. The slow version causes timing issues and a lot of the time your opponent will jump right on it. I make sure that when I knock my opponent down I throw a sonic boom to hit them on the wake up. The timing is strict. If you throw it too soon they will wake up and super move through it and basically crush you. Chun li is exceptional at this. You must choose between slow or fast based on the distance they land when they are knocked down. Chuck it so that they wake up right into it and have to block. Those that try to leap quickly over it will be hit and you get free damage. This also ruins their initiative. Some opponents get knocked down and rage at you like a bull to retaliate. This makes them cease advancing for a second and confounds their approach giving you a neutral situation instead of a quick paced retaliation counter situation. You want the round to move at your pace. When you get an ex bar you can throw an EX boom, which is the fastest projectile in the game (faster than tiger shot).  Don’t be over anxious and waste it. As soon as you get an EX bar your opponent expects you to throw one. Instead continue with the slow booms and watch your opponent mistime their jumps. This basically turns control over to you since they will have to be patient and dodge or block because they are unsure when you will unleash the EX boom. Usually you can land your EX boom because they are never ready when you finally decide to throw it. Best special move you have, use it wisely.

Flash Kick (Razor Kick if you are old school)
Charge down then up +kick. Guile will backflip so quickly he leaves a draft of turbulence following his trailing foot that quickly strikes an unwary opponent.

Using it like a pro:
Ok, this is a touchy subject. A ton of Guile users complain that this move has been unfairly nerfed (tactically weakened). I say, I agree…but in all fairness if flash kick was Street Fighter 2 awesome, the characters in Street Fighter 4, with their semi - realistic physics, could not handle the move at all. This would make you virtually unattackable…hence Capcom had a choice:
NERF the move or allow Guile to have an invincible defense.
I believe Capcom chose to nerf the move. Unfortunately this made Guile very vulnerable…and ruined a playing style that Guile veterans have been practicing since 1992. Don’t complain guys!! Just rise to the challenge. You now have to be excellent to win with Guile in competitive play…because you are playing with a handicap.

Like I mentioned earlier Shoto's expect you to open rounds with a sonic boom. So they open rounds with hurricane kick, which will float over sonic boom and connect with your chin leaving you at a disadvantage as soon as the round starts. Instead open rounds with this flash kick. Just low+back block and when you see them start the hurricane kick release your flash. It has priority. On a side note I let them float over me completely until they pass behind me and then I flash kick thim in the pants. It’s funny. Keeps me loose. Haha.
Small arc Jump in situations call for an EX flash because of its invincibility frames...but if you don't have an EX prepare to trade or get stuffed when the opponent has a short jump in arc. The long jump in arc will make them vulnerable to you; the short arc holds imposes an angular disadvantage that never existed before. Don't complain, accept it and move on. Use the normal version as a punisher not a shield. Use the EX version as a shield AND a punisher. You will learn the range with time but reflexes will make you flash kick in situations where you expect it to work. It will take time to adjust to this change in gameplay. Once you do, you will notice you take a lot less damage. Good luck.

Back Knuckle
Pressing forward+fierce punch causes Guile to take a pivot step that creates the momentum for a horizontal back handed fist attack. This move is extremely fast with good range.

Using it like a pro: 
Back knuckle has many tactical purposes. It works as a punisher; due to its range you can punish whiffed attacks from a decent range.  It can be chained to follow sonic booms dealing a painful two hit combo. It can be used in a submission game (corner trap win opportunity). The moves executes so quickly it can stuff desperate retaliations before they start, (within reason, super moves will hit you out of this) allowing you to keep your opponent confined to the corner. You can also open rounds with it. A very good move with range, be liberal with it, be smart as well.

Target Combo
Pressing down+medium kick à forward+medium punch delivers a quick two hit combo that not only stings for decent damage, but also leaves opponents confused in panic as to which direction to block.

Using it like a pro:
You will not find yourself walking up to opponents and initiating this combo.  That’s not how this move works. Guiles medium low kick is pretty sluggish so using this combo like your main weapon will lead to lots of counterattacks and damaging special moves depleting your life bar. Instead use it strategically, almost like a bridge, into your more dangerous attack moves.  I personally like to use it on my opponents wake up. Deception is the name of the game. You don’t want your intent to be obvious when you use this move. Instead I like to low jab into it or dash into it. You want to get the low medium kick to make contact. Once it does, the block stun will leave your opponent helpless to counter the next attack. The next attack is the key. Guile will do a deliberate overhead punch that is unblockable low.  Due to your opponent being forced to block low, to defend against the previous medium kick, they will have to think fast and stand to block the second attack, or accept the punishment of the overhead punch. This is a game I’m always willing to play, I will then mixup my intent and sometimes not complete the combo, but opt for a low attack to follow the crouch medium kick. The opponent will stand expecting the overhead punch and leave themselves open for a low sweep. It’s a momentum changer and can be quite confusing for opponents unable to shake their habit of always blocking low. This is essential to my ground game and it should be a big part of yours as well.  Don’t be scared, use this aggressively.

Throwing
Guile throw game is important. A throw can execute just as quickly as a jab. No need for a deep explanation here. Just go for it. A lot! Trust me your opponent is going to attempt to throw you. Count the tech escapes you get and see for yourself how many times your opponent had the same idea as you. Throwing is important, but it has to be natural. Don’t force throws, when it feels right, go for it. That’s the right time.

Moves that require further testing for relevancy:
Guile kick  (df+ RoundHouse Kick)
Standing medium kick
Standing medium punch

I win without using these moves, so I don’t want to praise their value until I find a purpose for using them.  It doesn’t seem to matter that I neglect these moves because I still win without them. By the way, I never use knee bazooka. Ever.


Section 2: Situational Tactics
Now that you have an idea of how to use your different moves, let's talk about situations that can be difficult for Guile to handle.

THE CROSSUP TRAP

Your opponent endlessly leaps over your head using the far hitbox behind your head as his target, you take loads of damage and/or get dizzy.  You lose close rounds or get destroyed by this tactic.

Resolution and counter strategy

Do NOT try and focus attack out of this...it will most likely fail.  (unless you dash cancel after absorbing the first hit, otherwise they will hit you again and nullify your focus.)

Do NOT flash kick out of this situation! I tried waiting until Guile would turn around and then flash kick it worked 3 out of 10 times.  Not acceptable when a tournament bid is on the line or in a do or die online situation for battle points or championship points.

Do psychic block.
A psychic block, as I like to call it, is when you walk towards an attack because you know the attack is meant to strike behind you. It gives you the appearance of being psychic because you walked towards an attack only to automatically block, because when the crossup happens you are moving backwards instead of forwards relative to the position of your opponent. Sounds confusing, but its obvious.

Do dash escape.
To dash escape...just take advantage of your opponents eagerness to cross you up. Tap forward twice quickly while your opponent tries to leap over you and Guile will hop forward out of danger and out of reach. It is very smart and puts you back on the offensive with some space to spare.
 I found both of these tactics to be safe. The block strategy can lead to some kara throws and chip damage setups. Practice and combine each to reduce your vulnerability to crossups. Eventually, you will be so aggressive with Guile that your opponents will abandon trying to cross you up. They won’t want to get that close.

THE PROJECTILE TRAP
It’s not cheap…it’s annoying.
Your opponent will retreat to a corner and begin throwing constant projectiles. This is a time tested strategy that I have FINALLY gained the patience to overcome.

Resolution and counter strategy

Do NOT try and duke it out. You cannot win a fire fight. Even if you charge buffer, or do the sonic boom technique described by Youtubes’s GilleyBaba to speed up charge times, you will still fall behind in a firefight.

Do NOT try to be a gymnast and hop over them until you get to your opponent. This makes you an easy target for some serious damage. Most of the time, you play right into your opponents hands. Remember, this isn’t a game of chance, the person playing against you is trying their best to get you into a vulnerable situation so that they can capitalize…make it difficult for them to find your openings and you will see your wins with Guile increase steadily. I find that using knee bazooka to launch me forward is a negative at times. The amount of frames it takes for Guile to recover from this move will leave you open against a stream of projectiles. I don’t recommend it at all.

DO focus dash through them.
Charge a focus attack, absorb the projectile and immediately tap forward twice. This will cause Guile to almost “teleport” through the stream of projectiles. This takes moderate skill and precise fingers. It’s easy to mistime your dashes and run right into the next projectile, you will not only lose the life from the previous projectile, you will take on the damage of the next one as well.  Doing it correctly will close distance between you and your opponent allowing you to get to the “grey area” I mentioned above. Use the move set I mentioned above to close in on your target once you have gotten there.

Do walk forward.
Block and advance. This is my counter of choice. I have abandoned leaping over projectiles, due to Ryu’s uppercut to super combo set up. After getting nailed with it enough times I decided to remove that mistake from my matches. Now I hang in there with very difficult Ryu players and win often. The life you lose when getting hit by that setup basically forfeits the match, so don’t let it happen! Instead, walk forward; block the projectile and the advance again.  You will be surprised by how much distance you can close like this. Mix in some safe jumps and some dash cancels and people will never projectile spam you again. When playing Akumas, I dash forward instead of walking forward allowing his aerial hadoukens to pass right above Guile’s flattop. Tiger shots are faster than Hadoukens and make the marching forward strategy a little more difficult. Just be patient and don’t be predictable by jumping into a counter attack. Block, walk forward, safe jump and dash cancel your way towards your opponent. Practicing all these moves will make the reflex to do each stronger and then you will just naturally close down distance when someone tries to play keep away with you.  Just make sure to capitalize once you have closed down that distance and make them pay for using the most annoying tactic known to Street Fighter…The Spam.

THE RUFUS TRAP
To win consistently you need to know what you are up against, until you know that, you cannot be ready for what’s coming your way.  One of the most devastating traps I have encountered is The Rufus Trap.  It isn’t impossible to counter, but by the time you usually figure out what you need to do to escape it, you have taken too much damage to continue and win the match.
Rufus takes damage well, and is extremely hard to dizzy. So even though you launched a volley of attacks at him, landing some severe combos, he will still advance on you.  Rufus players know that all they need to do is get this trap started and the round is most likely theirs.  The key is stopping the problem before it starts. To do that you need to understand what’s happening to you.
Rufus traps are based on one of his Hard Trial Combos.  Rufus players will usually do this combo in its original form or a variation of it. You can watch the Gamestop Tournament Finals on Youtube to see this trap in action.

#1 Rufus will leap

#2 Do falcon kick, bringing him down on your head at a sharp angle

#3 He will link into Standing Fierce Punch

#4 He will cancel into Galactic Tornado

After this he can….

#1 Execute his super move

#2 Do a messiah kick

#3 Start all over again from the beginning.

Resolution and counter strategy

BLOCK.
You cannot punish the Falcon Kick so get it out of your head. It’s a chain. You cannot interrupt it. The moves are designed to follow each other. There is nothing you can do to interrupt this chain. Trying to punish the falcon kick is usually what opens people up to get hammered by the rest of the combo.
So I suggest you block the first three parts and after you block the first three parts. Block AGAIN!!!!
Trying to punish the galactic tornado(3rd part of combo) with anything besides an EX flash kick is foolish. Honestly you need to be defensive minded until you SEE an opening. Trying to PREDICT an opening will disappoint you. Rufus’ Ex Messiah Kick will knock you out of your EX flash kick and your supermove!!! So Flash Kick at your own risk.
If you can be patient enough to block all of this and then they launch the messiah kick to follow the Galactic Tornado, here is your chance. Before they launch the follow up to the messiah kick, which will be 1 of 3 things. A backflip, a low sweep, or an overhead kick.  The startup for one of these gives you time to counter.  Flash kick them here. Your opponent will be at your mercy for a short period of time. You can rush him down or space yourself for an attack of your choice. Just be patient….please be patient. Getting overexcited will just allow your opponent to restart this same combo.

Jab
You can jab him out of Falcon Kick. It must be at the right angle and the right spacing. But, it is possible to jab him out of Falcon kick. You basically shut down the combo before it starts.
The end.

Air Throw

As soon as Rufus takes off to leap in the air to initiate Falcon Kick, you can air throw him and chuck him right out of that combo before it starts. This usually frustrates Rufus players and when they try something different, all their weaknesses are exposed and you can capitalize on them at will.
Your second opportunity to air throw will come at the messiah kick portion of the trap. You can throw Rufus out of this if you quickly jump and air throw after the first part of messiah kick. This is an awesome momentum changer. Yes, it’s risky but so is just standing there.


Sonic Boom

Just space Rufus with it, launch slow ones so that his Falcon kick will land right on it. When he stumbles be opportunistic and jump in on Rufus. His sitting anti air attack is good. But if you time your jump ins correctly he is vulnerable to you and at disadvantage. Just keep your eyes on his EX bars and avoid EX Messiah Kick. Be bold and don’t be a target. Stop the problem before it starts, when it starts be patient and capitalize when you can. Do not allow him to land the hits. Block everything. If he wants to throw you fine. That’s way less damage than the entire combo.  It’s an annoying strategy and honestly, Falcon kick should not be that safe. But I don’t have any influence on changing his game mechanics…I just deal with it.
Good luck, this is a tough one.

I’m sure there are more difficult situations to deal with but those are going to become minor once you start applying the techniques in this Guide.  You will find that the above mentioned techniques are eternal. Feel free to write your own personal matchup notes. I have included some notes from fellow Guile player Larry Fulgencio at the end of this Guide.

Section 3: Useful Combos

Aerial Combos
Guile’s jump in game is a little different and has less range than you may be used to.  I don’t find jumping in on opponents to be very wise. Proper timing and spacing will be  a key element to a successful jump in combo.

Jumping RoundHouse Kick --> Standing Fierce Punch --> Sonic Boom
This combo gets oohs and aahs from spectators due to its brutality, but can also lead to you getting destroyed for jumping in so recklessly. So I usually do this to opponents that I have dizzied or to opponents who don’t have high priority anti air options. It’s a showboat combo, to be honest, so there won’t be many situations where you get to use it. Advanced players feast on jump ins, so they basically want you to go for this “home run” of a combo. Be careful. Throw slow sonic booms and jump in after them. Catch your opponent on a wake up, with a well timed deep jump in. Punish whiffed supers and the like. Just don’t be obvious and eager to pull it.


Some people cannot pull the sonic boom off at the end of this combo.  That stems from pressing forward by accident during this combo. Guile can charge at any point in time, so when you jump in immediately press and hold back while still in the air,  land the roundhouse kick in the air then do standing fierce punch while still holding back, as soon as the fierce punch connects you finally press forward and punch. This will take practice so go to the trials and crank them out.

Jumping RoundHouse Kick --> crouching medium punch -->Flash kick
This is another combo that requires charging while in the air. As soon as you jump forward hold down, land the jumping roundhouse, then land a crouching medium punch, instantly press up and kick to finish with a flash kick. The flash kick input must be very quick or you won’t finish the combo. This combo hurts and also garners oohs and aahs. It’s just as unsafe as the previous combo, but it comes with a huge payoff in damage done. I like to do this combo, but I find the previous combo more satisfying, they both score about the same amount of damage, so pick your poison.

Ground Combos
The ground is where most of your gameplay will take place. So get used to starting combos from here. These combos are touch n go, you will work them into your game slowly and with a pace. Going for them isn’t the key, it’s finding the opening and starting them. Finishing them is up to your skill.

Jab --> jab -->jab -->fierce punch
Easy. Guile can link up to four low attacks without a hassle, adding the fierce punch into the mix is the trouble. Press it too soon, nothing comes out. Press it in the wrong direction and it won’t combo. You do not want to press forward and fierce, that will cause a back knuckle. You want to press back and fierce. Guile will do a straight right hand that will conclude a combo of decent value. Don’t mash buttons, be precise and breathe. You can abbreviate this combo, so that its only two jabs or one. Just finish with the power punch, that’s the whole point.

Down+ jab-->down+ jab-->sonic boom-->down+ Jab  and so on and so on
Technically this combo could lead to a number of things, the only combos I’m listing are the ones I rely on. Watching GilleyBaba’s Guile combo vid shows us you could combo this into oblivion. There is a downside. It’s difficult to chain these past 4 hits on command and it almost does no harm. I use this to start a flurry of different assaults. You could chain this into down+medium punch --> flash kick for instance, or Focus Dash Cancel into an instant replay of the same thing. Guile has ridiculous combo potential, but don’t die trying to explore it. Instead, play the numbers, stick and move. Keep your combos short and go for the high damage moves. A fifteen hit combo isn’t cool when it doesn’t hurt your opponent. Remember that.

Down + medium punch-->flash kick
This is my favorite! Especially against an opponent with exceptional defense. If they are only open for one strike at a time, why not turn that opening into a damaging two hit? Instead of just flash kicking to punish mistakes, add the crouching medium before it. The damage is above average for Guile and when you use EX Flash kick you get a 3 hit combo for the effort of a 1 hit. This one is money.
Play enough with Guile and these combos will become automatic. Soon you will do bits and pieces of them here and there. Sometimes you will get to land entire combos. When you are playing like that, you are on your way to consistent success with Guile. Good luck.

Super and Ultra Combos
Relying on these moves will backfire, but trusting yourself to use it when necessary will work in your favor.  If you are up in the round and you want to superfinish your opponent and you are “playing” for the super finish. You are in for a rude awakening. You might get stuffed or whiff all together. You should have continued doing what you were doing in the first place and the round would have been yours.  The only time I will pull a super is in desperation or for “revenge”. Otherwise, I’m fine just kicking butt with Guiles other moves. Trust me, that super move will be the death of you, if you rely on it for help. Just practice and trust you can do it. Period. When it lands, it will be even sweeter.

Section 4: Shin Guile

Master Yourself.
I have a quote on my gaming profile that says.
“You cannot master Guile, you must master yourself.”

You need to keep a cool head at all times. You need to be automatic with your counters. You need to punish everything. You need to defend yourself well and you need to play a mixed game of offense and defense.  To do all this is taxing and very technical. If you are like me, you enjoy that.  I rate Guile as an advanced players character. A beginner can get a basic handle on Sagat,Ryu or Ken and have moderate success until they play someone experienced. Guile will not have that beginners luck success. He gets beaten a lot and if you don’t have a handle on his capabilities you will get dominated, sometimes by noobs. This is true.
This is where a new gameplay style comes into play.  A normal match for me involves a game of cat and mouse. The difference is, I am not the mouse. I am the cat and all I want to do is close down distance so that I can get my hands on my opponent.  When I first started playing this game, I would get annoyed at constantly facing Akuma, Sagat, Ken and Ryu. Now, I get excited when people pick them, because I feel like this is a perfect chance to seek and destroy.  I have no apprehension in my game. I know all of my moves and how to use them and I just “let my hands go”.  You will be surprised as to how many opponents I technically dismantle with the moves I outlined earlier. 

I lose of course. Yet my record is at a strong 59.9% with 1200+ wins in 1900+ games. Most of those losses came early in my journey to Main Guile correctly. Now I win consistently and when I lose it’s because I got outplayed, not because I fell for some trickery or got “raped” by someone abusing game mechanics.  The fact of the matter is I am the aggressor, and my defense is solid because I am prepared. I also cut down “grey area” time and keep the action going. Always closing in, always stalking. I demoralize by taking the air away…I frighten by punishing with Guile’s money combos…I confuse by moving patiently but consistently and not being predictable.

I never ever play like a loser…

When my stamina is low and I am close to a KO, I continue to play as if the round belongs to me…I continue to stalk and counter attack.  The opponent usually exposes all their weaknesses when they are close to a win, they get very eager and start making mistakes. That’s when I am most effective. I steal wins all the time. Otherwise I am dominating the match, and when I lose it’s almost never a blowout.  When I do get blown out (i.e. The RUFUS TRAP), it’s obvious what my errors were and I am prepared the next time. Spectators watching you play Guile will be very impressed and won’t get bored because you will be so busy fighting. When you become a tornado of moves moving about the screen I call this “Shin Guile”.  My opponents have other names for it, but I won’t repeat them here, lol.

I hope this Strategy Guide helped you on your journey to understand and use Guile effectively; he is a joy to play and one of the deepest characters in Street Fighter 4.
Thanks and Good Luck.
//----------------------------------------------------------end---------------------

If you have questions about anything is this Guide feel free to contact me at Jnealy@gmail.com
Any redistribution for this manuscript without permission from the author is a copyright violation of GDM Worldwide.
Cheers to Capcom for reinventing the greatest fighting game ever…for the fourth time!


Source Website jnealy@gmail.com
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