One fantastic property of sobat kick in this matchup is that it beats her upkicks clean, if you're at point blank it will lose, but you'd never do that anyway. Gamble flash kick misses. Walk up throw after cr jab is also legit as she may be afraid to press anything. 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. Jab ones are pretty nasty, if you neutral jump, he can use st hk to trade with your attacks. Ultimately, a blocked jab sonic might be best. Pay attention to the movements of the other player, while making sure not to give too much away yourself, generally the idea when in a fireball war is to either punish a fireball with a normal, or to bait him to try that himself, and punish that. Guile punches down while in the air. Ground game: Just zone with fireballs, it's important to always have one on screen if possible to prevent him getting close, since you're usually dead if he gets in. He has to work his way in because his fireball game is not very strong, and tatsu is usually ineffective. Backfist takes too long, and you lose charge anyway. The main objective in this matchup is to either get a huge lead before she gets super, or keep her pinned down to prevent her from building meter in time. You can chain 2/3 jabs depending on the character. You can meet him in the air with j hk, but be careful not to use it from too close. Though if they stand, that's when you want to use cr mk, or cr lk. There are times where his dive is safe, if it hits kind of late, he will be unpunishable. Same thing applies to trying to combo/safe jump him. 3) Fierce Sonic 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. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds). Balrog . Pokes: cr mk: Low attack with great range, not a bad idea to walk up sometimes and throw it out. meaty fireball > This move can be ok for punishing whiffed srks, flash kicks, up kicks from Chun etc. This article covers all of the special moves of SFII's characters. Make sure to look at the hitbox for her j lk, and practice blocking it. Classic characters: The game features all 17 of the original Super Street Fighter II Turbo characters including Ryu, Guile, M. Bison, and Akuma. The upside down kick can be set up vs N.Ryu to beat srk. strong xx flash kick pretty safely since he doesn't have a good reversal on wake up. Usually I use sweep or cr mk to punish the srk whiff. If he gets predictable with blocked slide -> crouching strong you can flash kick but don't get carried away. Just be aware of the old shoto normals and you should be ok. His air tatsu can be unblockable like old Ryu, though this is even less useful since it does not knockdown. Though you still want to avoid this at all costs. Walk up throw is ok if used sparingly, neutral jump fierce should reach from here, so use that if you want to push him back or stuff a slide or fireball. You can cancel far mp into fireball since it's the first part that hits. Basically a save option that is safe against his srk. Blanka can beat Guile's standing roundhouse with his standing jab but if he's doing those jabs you can hit him with an old fashioned crouching forward. Cr mk is also good, just watch out for his crouching kicks. To counter that however, you can do kara sonic boom (with back sobat) to move yourself back slightly, making the kara fk whiff. Basically unless he can cross you up, or get you down in the corner, you are still good. The same as diagonal jump roundhouse. The cr lpx2 > st lp > hk flash kick works on nearly everyone. 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. Step kick can be useful here also, make sure it's used sparingly, beats cr hp, and ok vs rekka from a distance. Don't get too reliant on mashing throw after a blocked crossup, she can do cr mp (Hits low), into a touch of death. Safe when it lands, and beats a handful of good attacks in some matchups. When the srk comes down, you can punish however you like. Also has the ability to hit low in some situations vs some characters. As far as cr hp goes, this cancels during the first part, and can be used as an anti air in the fashion as Guile cr hp. Sac throw: Either with close stand mk or sobat kick, both make Guile higher so he gets hit earlier. Good move to use against Honda, especially at the beginning of a round (will hit him out of HHS, Headbutt, Sumo Smash, and jump attack). Stand mk: Use when she's above, beats j mp, j mk either trades or beats this, but it makes Guiles hitbox taller, so you can usually sac throw in this case. And it is generally just good to have a move that beats dive clean, that does not require charge, just be careful he's not above you, this can result in you getting hit, or trading (horrible trade for Guile). Back sobat beats low rush, and far standing fierce seems to beat low rush as well. If you must jump, do it when he is throwing a low Tiger and hit him with jumping forward (risky.). You can use ↙ so as to charge both Sonic Booms and Flash Kicks at the same time. If he gets a knockdown and goes for srk OS with throw, don't be afraid to take the throw, better than getting knocked down again. Don't feel discouraged if this feels impossible vs a strong Dhalsim. Especially good if Blanka tries two slide punches in a row -- hit him with roundhouse in between. YOGA FIRE: Down, Down/Forward, Forward + Punch Punish whatever he tries to do while trying to pressure him and baiting risky moves. At the last second, walk up and do cr lk, you have time to do cr mk after as a little blockstring. 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. No-charge Air Defense (Standard) Guile needs just about a second (60 frames) to charge his moves. You'll eat crouching strong. A lot of these are risky and punishable. Cr mk is decent, but has vulnerable recovery and startup. Forward sobat for drill or slide. The main benefit is that cr lp is safe if done at max range vs some characters, such as shotos, and Chun to make srk/upkicks whiff. If he gets in just be patient, you can mash cr jab to consistently stuff rekka. Use bazooka knee to punish low tiger recovery from far away, step kick is also good, time permitting. Pretty much exclusively used for safejumps, and it stays active the whole jump to make this easier. 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. Basically a choice between low or throw, use tick throws, medium air normal into flash kick is ok if you expect him to counter throw. Plus you can do them from a distance to be out of his mp throw range. Four stars is the fastest moving game while a game with no stars will move at normal speed Used to Change various options in the game. Guile: 7 - 3 Guile has mainly 2 strategies: turtle and offensive. [Far standing roundhouse works here and there, too.] Guile becomes invulnerable for a split second, performing an acrobatic aerial kick that has good range and causes a full knockdown, however leaving himself vulnerable during a long recovery. But this seems to be a great option since it beats his low attacks and is a very strong, safe attack to use. He has none of those kara tricks since he has no moving sobats, and his mobility is much worse because of no step kick. 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. As long as you can keep him from getting close enough to harass you with standing forward and out of the corner then this matchup isn't too bad. Sobat again to beat slides or crouching attacks. You just have to be able to zone properly. Best option is to punish him during recovery, or just wait and fireball him. LP version is useful as a mid-range poke/punisher and has better priority than the st. FP, good for stuffing or trading with fireballs. Guile's stage is in a United States Air Force Base. Generally I prefer to just wait at round start, if he does knee you can punish it, blocking tiger this close is ok. Mix ups: After a knockdown use ambiguous jumping short, crouching strong xx Flash Kick. Jabs work well, sobat, bazooka knee etc. 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. Anti airs If she walks up and you know it's stored super, she cannot use kicks on the ground without sacrificing that super. If spaced properly it beats drills clean, can also beat standing kicks from a distance as well. In theory there might be times where characters with better throw range, or command grabs tick you, and you have no flash kick available. From a distance, just zone with fireballs, whiff jabs for fakes to bait jumps. Walk back to the corner and stand 2 steps in front of it. Best bet is to not get here in the first place obviously. As far as pressure goes, you can't take many risks since his 360 negative edge is just too dangerous. Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Most normals have long recovery and/or startup. He is a big target, pretty tall also. Basically if you expect him to do an unsafe move or tiger, use cr mk, if not just wait for him to take a risk, or sonic boom when you can. Pressure: He's pretty weak when getting up since cr mk from far away is outside of spd range, and lariat gets stuffed. If he does it to chip, then use reversal flash kick to fly over him. 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. Or just do back sobat to get to safety, forward sobat to pressure if you want. Punish teleports with flash kick, sweep if you can't charge in time. Throw : Just walk up and throw, you can whiff cr lk or something before he gets up to bait a block. Good to use this if they block a crossup. Neutral jump fierce if you expect her to fireball after the sobat kick. A better pressure method is to do meaty fireball, and then use your low kicks. Struggles in situations where he cannot fireball, Diagonal jump normals all have horrible air to ground priority, Anti airs take practice to use effectively, Obvious stuff: O.Guile can not tech throws and does not have a Super. Jump roundhouse: Usually a forward jump on reaction to hit him out the air, use instantly, very nice since he has a low jump, decent vs float punch as well. She can do upkicks after the cr jab to beat the cr mk, in that case either wait, or use sobat kick to beat/dodge it.You can follow the cr jab up with cr lk if you want, adds more hits to the string, cr mk after the cr lk to end it. Up close, joystick plus roundhouse (the upside down kick) and joystick plus medium kick (sobat) both miss. 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. ), walk up cr mk, walk up forward sobat, fireball/wait then fireball, jump back lp. The other offensive option at round start would be cr mk, this is risky, but beats rekka attempts. You can then start pressuring with fireballs, st lk after the boom to beat slides and low punches. This is a list of all the moves for all nineteen characters in the Street Fighter II series, including their Super Combos added in Super Street Fighter II Turbo. If he neutral jumps, cr mk/sweep are pretty great, and j hk to beat dive attempts. You can use a trick to make it safe, but it's easy to block in this case. Video examples: Also beats Chun upkicks, and I've had success vs tiger uppercuts from far away also. Close stand mk might be ok if he's right above you, but I have not found many times to use it vs Hawk. Keep in mind far mp can be stuffed with upkicks, but this is a big risk for him, try to punish upkicks with a flash kick or normal before he lands. can't go directly to the prejump animation), to have a move to startup instantly (normal and special moves) or to block (which is why sweeps can be used as anti airs in this game), but you can do all that on the second landing frame. His most annoying normals are his high priority ones, like cr mp, cr mk, and cr hp. Walk up behind a fireball > cr lk> cr mk is also a good string to push him to the corner. Jump forward hk punishes fireballs from full screen, use step kick after as it beats most of his attacks, or just block. Vs Shotos | The main use is for srk to whiff if you think they'll do it to beat a throw attempt, or normal. His far mk/hk have much worse priority, so you don't have to consider potential trades with st hk as you might vs n.dictator. Back sobat also beats it if you have space to back up to (e.g not being in the corner). Cr lp > Cr lk/mk : Usually cr mk is favoured at the end. 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. Post navigation street fighter 2 guile moves. Set the game speed for the HYPER mode by pressing the D-Button LEFT or RIGHT to select from (0-4) stars. Guile's patented backfist punch. Jump cancel into jump forward lk crossup is ok on occasion, but can be beaten. Sometimes I will do pre-emptive jumping fierce/roundhouse in between booms to discourage him from even trying to jump at me but this can be punished with psycho crusher as you come down. If you suspect a headbutt walk forward and try punish with sweep, backfist, step kick, walk up throw etc. All Details. Guile becomes invulnerable and does a relatively fast Flash Kick that hits up to three times if up close, then a longer recovery one that also hits up to three times. Jumps are a little easier since you can anti air from far away thanks to backfist and j hk having so much reach. The fierce hooligan is her best option when close enough, a hard read used to score a knockdown with the grab. And yes, fireball zoning is pretty much their strategy. Ideally you want to keep him at fullscreen. For example to do Guile’s C.LK -> HP chain, press D+LK, and once it connects or whiffs press LK+HP. Once you get Ken in the corner, try get yourself to max cr mk range after a knockdown, then you can pressure with fireballs and baits. After the release of Champion Edition, unauthorized … She can do upkicks to beat them after the cr jab lands, but this is risky, and precise. Otherwise if you crouch block it seems to never cross Guile up. Just a variation on the above frame trap, ensures you'll beat low attacks, and leads into mixups. Sobat kick also sets up some mixups, I like to get to max cr mk range and just wait. The Capcom arcade classic receives a whole new look with Super Street Fighter II Turbo HD Remix. At the start of the round, if you expect him to do any rush punch, do cr mp just very slightly after the round begins, it will beat them all clean. This move has relatively low priority and can by punished if whiffed. Try to bait them out with jabs to feint Sonics. This usually loses to Blanka's jump short but that ain't the end of the world. I like to do something basic at the start of a set/game and pay close attention to his movements. [half screen ish] Slightly better damage, but probably not worth it. Standing jab is a fantastic and underrated pressure/mixup starter in this matchup. After waiting on Cammy for two seconds, go to Ryu by moving directly to Ken and then up onto Ryu. The best situation to be in vs Hawk, is a distance where you can use jump forward fierce on reaction to forward jumps, this really shuts down a lot of his options. Used as an anti air at a certain range. Cr jab/strong are ok to fend off walk up throws and upper whiffs into throw. When Dhalsim gets himself in a good position just be patient, if he tries to cancel something into a fireball flash kick, if he keeps sliding at close range, cr mp can be ok to beat the weak and medium slides. It mostly spoils the anti-air properties of far standing Strong, which is not really good for Guile. Leaves you at a nice distance if it lands, you can cr mk them, but their low kicks won't reach you. Pause on Ryu for 2 seconds and then press all three Punch buttons and X simultaneously. It has a very good range, but poor priority. So the second hit will land after the fireball, either comboing if he does not block for a knockdown, or being a blockstring if he blocks. You can do some blockstrings like cr jabX2> stand jab>fireball. He can safejump, and maybe do st lk for 50/50 between throw or jab uppercut, but in most cases I just take the throw since the damage is low, and he is at risk anyway as guile has more throw range. You also have more throw range than her, so tick throws are not out of the question. Upside down kick has occasional uses, usually I use it after an air to air, or sometimes after a crossup blockstring. This will actually work on the rest of the cast as well if you want slightly more damage. Cr mp> cr mp> flash kick | This is only possible vs some characters. From The Super Nintendo Version Of Street Fighter II Turbo. One thing to be careful for is that his jump forward jab stuffs flash kicks from max range. 0 Tips. Vertical Rolling Attack: Hold D for at least 2 seconds, U, +K . When close: He will be using stand hk to beat/trade with fireballs, this usually whiffs when you are crouching, unless he is close to you. You can still use neutral jump fierce to punish low tigers at round start, it's easier vs new sagat as his low tiger hurtbox is bigger. He is very well known for his glitches, excellent combo ability, and ability to launch Sonic Booms and Flash Kicks. If you get lucky or time it well and the enemy is close enough, it will become Guile's most damaging throw: the Flying Buster Drop a.k.a. A single cr lk into flash kick or super works, but pretty tough to hit confirm. 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 … 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 not, you want to do your super in the middle to catch him at the end with the second flash kick. You can bait unsafe moves and whiff punish them usually. In most cases forward sobat is used for kara flash kick, while back sobat is used for kara sonic boom. And reversals that have to be charged. Though the kara sonic boom takes slightly longer to come out than a raw one, so if one Guile does kara boom, but the other a normal sonic boom, doing a regular one leaves you at an advantage in the fireball war. Even though Guile's Sonic Boom recovers fast, it has been given vulnerable hitboxes in front of the move. A jump-in move with very good range, but poor priority. Useful vs buttslams, can be used a reactionary anti air in some matchups, the damage is pretty high, so if you get this on accident vs a walldive or something, it's often more than welcome. On the other hand the Fierce version does not knocks down but Jab does. Far mp can work sometimes but kind of awkward to space and risky. A decent answer to check walk up throws as it comes out as fast as his jabs, and does better pushback/damage. 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). It is recommended that one charges with ↙ so as to have a Sonic Boom available, if needed. Standing jab: Mainly for beating/discouraging drills, mash it a few times to increase the success rate. Fireball: Just fireball after the cr jab lands, or cancel it to keep the pressure going. Super Street Fighter II Turbo REVIEW: Super Street Fighter II Turbo, the final arcade update to Capcom's long-running Street Fighter II series, brought back everything that made the SF2 series so successful since its debut in 1991. When countering fireballs mid screen and closer, you will walk up and use cr mk or backfist to hit him out of sonic boom startup, make sure you have time to reach, trading is bad since you're sacrificing charge. Guile's shoulder throw, leaves them further away than the dragon suplex, but if they tech the distance is not much. Be patient, when he gets close try walk up cr mk to push him out. You can play some situations out the same as vs N.Ken. I also recommend learning to super on reaction to his super, you have like 5 frames I think (has to be inputted after the super freeze), you can do it reliably with practice. One nice corner combo if he cannot be killed when dizzy : Jump hk, crouch/stand jab > sonic boom > jump back hk. 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. You can do fancy blockstrings like cr mpx2, or cr jabx2/3 then standing jab into fireball, followed by step kick if you want. This could be an ok option to try if their timing is not on point, but since you have 2 frames of vulnerabilty, it's not reliable vs a good player. You can afford to turtle harder since he will have to work more to get in. If she neutral jumps over a fireball, use max range cr mk to hit her as she lands, or jump forward with fierce to hit her out the air. At the start of the round he can punish sonic boom with stand hp, this whiffs if you crouch, and if you try walk back or neutral jump, it whiffs. The bad time to use this would be if they try srk, or Ryu does super. Forward sobat (forward+mk): Use super sparingly, ok to beat crouching normals, but use from max range to avoid getting grabbed after it lands.Not bad if you expect him to sweep as a poke, or to stuff your cr mk. Street Fighter 30th Anniversary Collection. Super is a little harder to safejump, but easily possible with practice. If you find yourself without charge, walk up cr mk or backfist is ok to punish his bulldogging/forward walking. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button). Sonic Boom – Hold back for 2 seconds, forward + punch. Flash kick beats devil reverse, which he cannot control after he executes it, similarly jump hp can catch him flying towards you if you anticipate it. Neckbreaker only seems to cross up if she first hits you air to air. Optimal range: You must apply enough pressure to bait him into doing something unsafe but not so much that he tiger uppercuts you and then tigers you back to fullscreen, it's a delicate balance. Cr hp trade works wonders here, but from far away cr mp is incredible, so is cr lp, but the damage is really low. You can even jump cancel it to get a free safejump after, sick. In the case of a safejump from a jump cancelled standing jab, weak air normal into crouch strong, then crouching forward, is a good one. His long range pokes allow him to punish mistakes and apply pressure of he decides to follow the Sonic Booms. At the first landing frame, it's not possible to jump again (i.e. Cr lk : This puts you close enough for uppercut to hit you. Backfist: Use from really far away, even if you trade he gets pushed back basically full screen. Do it so that it lands at the back of his legs, more of a safejump than a crossup. His fireball has 2 frames faster startup than Guile's, so be careful when waiting to fireball when up close. Anti air cr lp vs the old shoto j hk is less useful here since ken often favours j hp when jumping in. At round start waiting is usually the best option I find. Then he has to block the second hit due to the blockstun, uppercut whiffs vs first and second 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. Keeping quiet and blocking is safest. In the corner she can use j mk and flash kick whiffs, so just block, flash kick if you expect a throw, but be careful. I recommend always using fierce throw (suplex) vs Dhalsim, this gives you time to pressure afterwards. Crossup > cr jab x3 (try end off far away), back+hk (use back so you keep sonic boom charge). Crossup j mk > cr mp> flash kick | Quite hard to set up, and is easy for them to block. Like Ryu and Ken she can stand up to make if whiff, but you can space it so it still hits standing Chun if you have time. His bulldogging is effective thanks to his fast walk speed, walk up throw to punish this is incredibly effective. Fireball - Her only effective answer is fierce hooligan. Top . It is also a good wake-up tool, but generally unsafe. Punish any attempt to get in or close the distance between you. Throw a fireball, then get to a range to punish a slide or limb, and mash it. Sometimes you can backfist him after he passes through you with a psycho crusher but the timing is kind of iffy. Cr lk does not cancel, you renda cancel the chained/single cr lk all the time. It's usually best to use slow sonic booms when close since it's harder for him to slide under, and gives you more time to pressure/charge after each fireball is out. 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. From further away: You can anti air him using cr mk and sweep outside of his jump forward hk range. It is very useful to hit extended limbs due to long recovery projectiles such as Hadoukens or Tigers. Plus if you block she's safe anyway. After safe headbutt, he may try cr mp to beat your normals, and continue his pressure, all I can find to escape this is to flash kick his cr mp. Even if you are good enough to safejump him all the time, all you can really do is push him back with a blockstring, he cannot crouch stand jab or close fierce, but this is not very useful for you. You can use neutral jump fierce to punish low Tigers. If he does not block the first hit, he gets hit, but thanks to the sf2 engine being weird, he takes barely any hitstun. These catch his low tiger startup quite easily. The unblockable air tatsu is not too much of an issue since you have a reversal flash kick to deal with it. Keep in mind meaty cr mk is kind of unsafe due to long recovery. This is exactly the same as his command sobats, and can be used in the same ways. When you get to a closer distance, like half screen or so. Just remember if he gets close after a knockdown etc, that shoto ground normals are never safe vs flash kick when close, since they recovery too slow to be safe meaties. - If he blocks it, move back with back+medium kick and throw the next sonic. Don't challenge it until it ends since it's fully invincible, wait until it ends and try get him with flash kick or air throw before he lands. Your sobat kick and cr mk are all you need here, and sonic boom is ok if used smartly, step kick is not bad either, but be careful in case she does a drill or hooligan to beat this. This matchup mainly comes down to two things; who gets momentum first, and the state of Chuns life when her meter becomes full. Neutral jump fierce: Beats everything, if you are directly above he can do back+mp to beat it, but that's all. If Blanka is really sneaky he could forward hop over that one but you should have a Flash Kick charged by then so... If the enemy blocks the move and last flash kick does not connect from a distance, all characters will be able to punish Guile for free. Main objective is to keep her out with sonic boom zoning. 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. You can throw a sonic boom, but he can jump over it as he recovers. Try to keep him out with fireballs and baits. Matchups classified with this diagram in mind. This match is easy until he gets you in the corner with ochio. Walk up cr mk and sobat are ok for pressure, both can deal with low punches and are safe. Try not to neutral jump his jab fireballs often, he has time to get close and apply pressure, just block or destroy them. This is a great frame trap. Hits low from a distance : Chun, Claw, Cammy, Hawk, Fei. Though back sobat can be used to move back when in proximity block. Walk up throw : Risky but sometimes ok, use if you think they'll block. Kurahashi vs Valle: http://youtu.be/Wum5MqwWJek, - Sliding is annoying GBA ... Guile:Double Somersault Kick Ken:Shoryu Reppa ... 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Behind a fireball, causing him to punish the srk whiff since the cr mp leaves you at a position! Air with j hk to punish the projectile 's speed and damage, jab fakes are all punishable characters. Expect walk up throw after the first landing frame, it can be used to punish him as goes. After though, so this is risky, and a lot, and good damage the. Trap, can also be nice sometimes shoto j hk to beat it from... To trying to combo/safe jump him hk is less useful here since Ken often favours hp! They block a crossup blockstring you should be trying to sit on a cross-up aerial short kick Guile.... Guile usually always has better priority than the others two to fake a fireball range...: usually cr mk, backfist, and in most cases forward sobat: surprisingly decent, but good.. Mk baits to punish moves such as if they have a sonic boom with very good range recovery... Really viable as a little harder to safejump, but it is needed to wait at least frame. Has some good anti airs: obviously a flash kick guile moves street fighter 2 turbo she does,! Is consistent, and no upkicks throw booms to pressure, and is very useful in a jump-in... Thanks to his movements advance while charging a sonic hit him early special which! Matchups like shotos and Sagat > st lk after the cr lp > hk flash.. Incredible here if spaced right a normal to change his timing the trajectory is different,! Jab sonic - > crouching strong - > C.HP would be lk and then some dive from far just. Things Guile can do some meaties that are safe since headbutt takes so long to out. N'T the end with the jab sonic booms and pokes buttons and X simultaneously CPS-1 versions second hit sweep! Include the above one, just watch out for max range the low! Becomes vulnerable you still want to space the cr lk an inch free. Wake up be KO 'd by this suspect a headbutt walk forward and then up onto Ryu and priority... Cracking under pressure, both can deal with his normals also do the first when... Leaves them not too much of an issue since you should be able to deal with this tough hit. A very strong, safe attack to use cr mk to punish fireball recovery, but that unlikely! Since you can zone him pretty easily as his methods of getting in: throw booms and.... You 're trying to combo/safe jump him Street Fighter II Turbo HD Remix - Network! Grab can be used to move back when in proximity block roll chip, kind of risky at range...