Street fighter ][: the world warrior guile anomaly faq
Written by mark shields 'Exsiccate' (officinal@softhome.net)
Date: 4th june 1999

Key:
jab        - light punch
strong     - medium punch
fierce     - hard punch 
short      - light kick
forward    - medium kick
roundhouse - heavy kick 

Special moves:
Blade kick : charge down for 2 seconds then up with any kick
Sonic boom : charge back for 2 seconds then forward with any punch

Unless stated otherwise, back or down when charging can be replaced with 
down-back. Information about timing is hard to give, so as always, 
practice is the best method to discovery. Anything i have heard about 
this game but have not performed personaly has been left out.

These moves have worked on every world warrior machine i have used, so 
if you can't even get stance out the revision may be wrong. Excuse my 
naming conventions as these were what i grew up hearing so the names 
kinda stuck with me.

i) Double blade kick:

I'm not sure whether this is a bug or not but it doesn't seem so 
predominant in the sequels so in it goes anyway. Guile has the ability 
to pull off two blade kicks in very quick succesion, providing the first 
is blocked. This is useful vs characters like cpu blanka, if he blocks 
the first blade kick low he will cannonball into the second and take 
huge damage. Timing isn't too strict.

ii) Stance:

Probably the easiest bug to pull off, this sees guile frozen in a frame 
of his upside down kick, standing on one foot. Looks cool. While in 
stance guile is invulnerable to alot of, but not all low attacks, and 
some characters, notably vega will try and slide you until time runs 
out. This provides a platform for other moves which will be covered in 
the relevant sections.

To perform this, charge back and do an upside down kick then release the 
charge into a sonic boom (not button dependant), very easy to perform 
after a connected blade kick (most guile players are always charging 
anyway right?).

Notes: While in stance you can exit in a number of ways, mostly anything 
involving a down charge to an up direction with a kick will release you 
in some form. To exit with a sonic boom charge back then release the 
charge to foward with a kick and then a punch, try to hit kick when the 
controller is in the neutral position. A blade kick will also exit.

iii) Fake throw:

This would rank as the most useful exploit as it enables guile to 
perform his strong throw without actually touching the opponent while 
doing the same amount of damage. This can be repeated until the opponent 
is dead, as it can be performed when the opponent is helpless on the 
ground meaning they will just be bounced around taking damage. Fake 
throwing a dizzy opponent will not remove the dizzy. The fake throw can 
be used in both directions to either pull the opponent towards you or 
push them away. Range is rather limited, doing it straight after a semi-
deep blade kick will be about the maximum range in most cases. 

Some interesting applications include: 
Throwing vega off his net
Doing a 3/4 screen throw on bison (perform as he does his large jump 
away from you)
Throwing blanka out of his cannonball attack (doesn't inflict any extra 
damage), quite hard to time.
Performing until time expires on any of the bonus stages.
Performing 4 in a row alternating direction each time.
Perform on sf2-purist homeboys and get chased out of the arcade and 
recieve death threats on a daily basis.

Ways to perform:
1) To throw an opponent away from you: Charge back, release the charge 
to forward then after a slight delay press roundhouse, quickly followed 
by any punch. Timing is rather lax and a sonic boom will come out alot 
before you get your timing down (sign of pressing the buttons too soon). 
Hard to perform two of these in a row as usually after one the opponent 
is out of range.

2) To pull an opponent towards you: Charge back, release to forward, 
then to back again then, after a slight delay press roundhouse, quickly 
followed by any punch. This works well when you are in a corner as the 
opponent will get stuck at the screen edge and is easy pickings for 4 
throws in a row.

3) Throw from stance away from you: Charge down-back then release the 
charge to forward-up then press roundhouse followed quickly by any 
punch. Same deal as before but just on an angle.

4) Throw from stance towards you: Charge down-back, release charge to 
foward, then to back-up then press roundhouse followed quickly by any 
punch.

Notes: 
1) When alternating between throwing directions, after an away version 
has been performed, the only input needed for a towards throw is: charge 
forward then release to back with a roundhouse then any punch. 

2) For variations 3 and 4 pressing fierce punch immediately after the 
motion's are completed will make guile perfrom the action but the 
opponent will not be affected, and therefore take no damage (fake-fake 
throw). Why is that useful? read on. (and i am aware of how cheesy that 
sounds)


iv) Reset

Resets the machine. sound fun? It does have its purposes like doing it 
on bison to prevent seeing the overlong ending, and doing it on cheap 
players is kinda satisfying. Although one machine i did it on never 
reset properly and after trying the power a couple of times i decided a 
brisk exit might be a good idea.

Performing:
1) Non-stance: Charge down then on the way to up press fierce punch then 
follow quickly with a kick, a standing blade gone wrong. Will work 
without using any diagonal directions. (guile looks to be starting his 
suplex as the machine resets which lends the question of why a neutral 
position would trigger a throw)

2) From stance: While in stance, charge down then release to up while 
hitting fierce punch and a kick at the same time. An easy way to 
practice is on vega (or bison but he usually gives only one slide) as he 
will keep on sliding (unless he was already jumping off the wall at the 
point you entered stance, then he will continue with his plan to kick 
you in the head)


v) Handcuffs

A famous bug that renders your opponent frozen in a stun state while 
attached to guile. Useful for chewing up time and it looks cool. To 
release your opponent you must perform a fake throw of any variety. 
Stance can be performed while an opponent is cuffed but nothing else 
interesting can be. If you still have an opponent cuffed when time 
expires it's time to reset the machine (the convential way). Reset will 
not work at all in cuffs regardless of time.

Performing:
1) Non-stance: Charge down, release the charge to up while hitting 
strong, followed quickly by a kick. Depending if any angles were 
involved in the motion, the opponent will either go straight into 
his/her stun frame on the same side or go to the opposite side first, 
then suddenly flip back to the proper side after a slight delay. I have 
found no manner of determining how to pick the intial side that is 
reliable on *both* sides of the screen. But for player one side(screen 
wise, not controller) i found that down-forward to up-forward will flip 
the opponent to the other side first, while any other combination will 
put them straight onto the correct side. Player two side always seems to 
go flip-side first, except when using down-back to up-back (which equals 
the same physical motion as the exception on the player 1 side).

2) From stance: While in stance, charge down then release to up while 
hitting strong punch and a kick at the same time. Again vega is ideal to 
practice this on. The opponent is instantly snapped into cuffs usually 
accomponied with an upside down kick (even when roundhouse was avoided). 
I have done it without him performing an upside down kick when he enters 
but do not know how do force it. Wrong timing can have the effect of 
guile coming straight out of stance into his standing animation with no 
other action, instead of jumping with a kick or something similar.

Notes: While entering handcuffs (non stance) entering a sonic boom 
motion (with the punch) as soon as you can will freeze guile in his 
standing pose facing away from his opponent. This is the basic principle 
of invincibility.

Fun things to do with someone in handcuffs (insert application of 
innuendo):

Throw back into cuffs: Enter stance, and perform a stance fake throw 
(refer earlier) with the inclusion of the fierce punch immediately after 
(fake-fake throw). This will throw the opponent back into handcuffs. 
Looks cool and gives you something to help pass the time before 
releasing your opponent. Works in both directions. A sonic boom after 
the opponent is flipped back in will, if timed right (and the timing is 
strict), freeze guile in his standing pose. 

Stance into stance: Enter stance and charge down-back. release the 
charge to up-back, roundhouse then perform a sonic boom. Can be done 
outside of cuffs as well.

vi) Invincibility

Another very useful bug, this makes guile invulnerable to attacks of any 
nature (a hack to use two guiles to perfrom a fake throw on an 
invincible guile would be interesting). This has much the same 
properties as stance, e.g going straight into cuffs, fake throws, fake-
fake throws, reset and changing to stance all work. And when time 
expires the game isn't frozen. With a bit of effort it can be done on 
all of the bonus stages (the falling barrels stage is hard). Guile will 
stand motionless in his standing pose.

Performing
Exactly the same as throwing back into handcuffs, accomponied by the 
sonic boom. charge down-back, to forward-up with roundhouse followed by 
a punch then sonic boom or charge down-back, to forward to back-up with 
roundhouse followed by a punch then a sonic boom. Remeber to press 
fierce punch immediately after the fake throw to stop the throw 
inflicting damage. The sonic boom should be performed starting at the 
direction that the fake-fake throw motion ended up as, so doing the away 
fake-fake throw will require a reverse sonic boom to the side you are on 
(charge down-back, release to up-forward with roundhouse and punch then 
to back with punch equating to a sonic boom). If you get your timing 
wrong with any version and the opponent falls over, perform the sonic 
boom motion anway and the sonic boom will come out but in the wrong 
direction to which the controller was moved. The best way to practice 
invincible is in handcuffs. The timing of when to do the sonic boom is 
very strict, try to aim for when he has just thrown an opponent and he 
is changing from his semi-crouching animation to his slightly less semi-
crouching animation.


Other information:
For other information pertaining to the bugs in the street fighter 
series visit Jason Gordons site http://travel.to/sf2
or read Derek Daniels faq (can be found at www.gamefaqs.com).

If you would like to contact me:
email me at officinal@softhome.net
or on irc (efnet) as Exsiccate.
Any information no matter how trivial or anal is appreciated.
These moves were all arcade confirmed by me long before i even used the 
internet so please don't accuse me of plagarism if you find similar 
information around.

Legal:
Don't rip this off without giving credit.
Cya.