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    Guile by SWriter

    Updated: 04/19/00 | Printable Version | Search Guide | Bookmark Guide

    Super Street Fighter 2 FAQ
    Character FAQ-Guile
    PC Version
    Street Writer (StreetWriterZero@AOL.com)
    Version 1.0-This FAQ was made soon after I got the game. Version 1. This
    thing took forever.
    *NOTE TO CJAYC* This FAQ was not designed to be universal. I didn't put
    anything in this FAQ to make it so. But this game is arcade perfect,
    meaning it will work with the Genesis, SNES, and Arcade versions also. OK?
    Just wanted to make it clear. And since I cannot connect to AOL, only
    internet toolkit, I am unable to mail you this. JckHamr123 should have
    mailed this to you. Please except it!
    *NOTE TO THOSE WHO MAIL ME* I cannot connect to AOL. So mail my ISP/LAN
    connection: DRine68645@shawneelink.com. And my AIM connection is
    Hello. This is my second FAQ ever. I am writing on SSF2 because I recently
    got the PC version. Needless to say I love it. Guile has been my fave in
    the SF series for a while. In case you are wondering I have more FAQs
    planned for this game. On all my favorites. Personally, I like to pick
    people that no one else does, with the exception of Guile. Guile, Balrog,
    and Fei Long are my faves, but its a shame they aren't in many SF games.
    Well, Guile is getting popular, at least. If only all three were in
    MvC2...my dream team. Ooops, got carried away. Well, when SFA3 comes to DC
    (the American version, I mean) I will be writing FAQs on all three of them!
    My Guile FAQ needs an update though. 
    I doubt you have even heard of the PC version. I didn't until I went to
    gamefaqs. It isn't a bad conversion but I hear the Genesis/SNES versions
    are so much better. I mean, this game has one mode! But a game is all about
    gameplay, and this game's gameplay is spectacular. But by the time you read
    this you, I will have written a review for the game, and you'll know that
    already!! Ha! Well, if you have any questions or comments, send them to
    StreetWriterZero@AOL.com. That is also my Instant Message name, so you will
    have no trouble contacting me!! Ok, that's my two cents. 
    Now then let me explain something to you, before we even begin; DON'T BE
    CHEAP. What is cheap? Things that are cheap;
    1. Throwing continually. Don't continually use throws even if you are
    Zangief/T.Hawk. This game is before there were tech hits and all that throw
    weakens. Press forward and a regular button and you have a throw/hold. Too
    easy and too powerful. Now it is okay to do a throw every now and then. But
    don't corner your enemy and hammer at them with throws. But special throws
    are fair game.
    2. Repeating the same move or combo over and over again. Don't use do that.
    Especially very powerful moves, like Zangief's Spinning Piledriver. That is
    VERY cheap. And even cheaper is cornering your enemy as
    Blanka/E.Honda/Chun-Li and repeatedly doing the Lightning Legs/Hundred Hand
    Slap/Eletricity. That is incredibly cheap.
    3. Repeatedly using fireballs. Most Ryu players do this, which is yet
    another reason that I hate him. Most fireball-happy players will knock them
    into the corner and do a few fireball combos. C-H-E-A-P.		
    4. BUTTON MASHING. Wimpy scrubs love to mash, which is how Dee Jay became
    popular. This is why I never battle my younger sister. She jams on the
    keyboard buttons, which not only pissed me off, but made the game screw up,
    and I had to re-install it. :(   		
    5. Do not turtle. Don't just sit there and poke, which many wimpy Guile
    players seem content to do. :P Wimps. Block fireballs, block attacks, but
    don't sit there all day. 
    Even I use Ryu once in a while and I lose with him. Why? I try it the
    non-cheap way of not too many fireballs. Eventually I beat the game with,
    no I realize that characters are overpowered, but the cheapy is the player
    who abuses these overpowered strengths. With Guile, don't throw too many
    sonic booms, don't sit and poke with a crouching roundhouse all day, and do
    not EVER use the jab sonic boom, walk up and throw tactic more than once a
    Ok, let's make this short and sweet, ok? I spent hours on this, and it is
    not to be sold, sopied, or published. If you do, I can legally sue you for
    all your worth, and just because you use a hotmail or angelfire account
    doesn't mean you won't feel my wrath. I'm a sly S.O.B., and chances are
    I'll find you. If I don't, police will. :) SO NO STEALING, PRINTING, OR
    SELLING. There.
                          Copyright 2000 Street Writer 
    CJayC(www.gamefaqs.com)-So far the only place you can find this FAQ. Thanks
    for the cool site CJay!
    hikarutilmitt(animerican@hotmail.com)-He sent me the game via AIM. Thanks!
    Don't know why you would want to get rid of it though... :D
    TripleRaid(www.vgfighters.com)-VGFighters is a cool place, and a few of my
    FAQs can only be found there!
    Dingo Jellybean(bellybutton21@hotmail.com)-His FAQ movelist helped when I
    didn't know many moves. And I am using an "alternate" version of his combo
    system. Thanks!
    JckHamr123(JckHamr123@AOL.com)-If you haven't read his SFA3 FAQ then you
    are seriously missing out. He is my inspiration. And he submitted this for
    me since I can't get on AOL!
    Street Writer(StreetWriterZero@AOL.com)-Me for writing this. I assure you,
    I will pick up my contributor recognition quickly! :)
    Everyone knows Guile. He was the star of the awful SF movie, which probably
    led to him becoming unpopular. He was in the original SF2 and many people
    used him as a turtler. I don't. From the moment I picked him, I began to
    see that Guile's offensive game was much greater than his cheapy defensive
    one. I remained faithful to Guile ever since then.
    First of all, let me tell you that Guile doesn't rely only on Sonic Booms.
    Guile is called cheap because of the fireball-happy wimps that use him.
    Sonic Boom, Backfist, Sonic Boom, Backfist.......get the idea? Yeah, but I
    will tell you how to play him that you can beat the Guile players that use
    him that way!!  Well, here is some of Guile's pros and cons;
    Pros-Guile's Sonic Boom is a great move. It has no lag time, and can be
         in huge combos. It can also help vs. a fireball user thanks to zero lag  
        -Guile has a TON of air counters. From a ducking uppercut that you can  
         use to charge a Flash Kick while attacking, to a standing up-close
         that can also be used while charging a Sonic Boom for a great anti-air 
        -Guile has a kick-ass sweep move. It is actually two sweeps, so double 
         block damage against those nasty turtlers. It is also great to use
         you are charging a flash kick.  
        -Guile's Flash Kick is a versatile move. It can be an air counter, a 
         combo finisher, a corner move, and a pressure move.
    There you have it. Obviously Guile has many advantages. But everyone has
    weaknesses (with the exception of Ryu) and Guile has his fair share. Here
    we go with the cons;
    Cons-Guile isn't very unpredictable. Someone with a good fireball counter 
         will give Guile some trouble.
        -As good as Guile's Knee Spike is, it doesn't go far enough. So he really 
         doesn't have a lunging move.
        -Charge moves are a bit hard to combo. I've only done a few of Guile's 
         combos, because they are tough to do. 
    That is a full reading of Guile's Pros and Cons. If you ask me he is a very
    balanced character. Not enough weaknesses to make him terrible, but just
    enough to keep him from getting cheap. Unlike Ryu...do you know why I
    mention Ryu? I HATE HIM. He is overpowered, has no lag time on his
    Fireball, and has  massively powerful special moves. They are perfect. IF
    YOU USE RYU, THEN DON'T READ MY FAQS. That is why I hate Ryu clones (with
    the exception of Ken/Dan.). Got it? 
    Would you like Guile's story? Here it is;
    Guile is a first lieutenant in the air force. About 5 years ago, he and his
    best friend Charlie flew a mission to destroy one of the main bases of a
    Corrupt corporation called Shadowlaw ruled by the evil dictator M.Bison.
    The mission went horribly wrong. The planes crashed, and Guile and Charlie
    were stuck in a rainforest. Shadowlaw's guards caught them. Years later,
    they broke out, but Charlie was shot during the escape. Guile vowed to
    avenge his partner's death at all costs. But Guile was married and he knew
    that if he stayed with them, they would be used so Bison could get to
    Guile. So Guile left his family, the family he loved. Now that he knows
    Bison is in the Street Fighter tournament, Guile has entered so he can
    defeat Bison once and for all.
    Oh, and just for the fun of it, here are the colors Guile has;
    Jab=Green Suit, Blonde Hair    Strong=Brown Suit, Blonde Hair   
    Fierce=Blue Suit, Blonde Hair   Short=Red Suit, Blonde Hair
    Forward=Dark Blue Suit, Gray Hair    
    Roundhouse=Yellow Suit, Red Hair
    Start=Gray Suit, Blonde Hair     
    Hold any Medium/Hard attack=Dark Blue suit, Black Skin, Blonde Hair
    I will use a mock-up of Dingo Jellybean's combo system. If you have read
    any of D.Jellybean's FAQs, you'll catch on right away. Here it is anyway;
    F              stands for pressing forward
    B              stands for pressing back
    D              stands for pressing down or ducking
    U              stands for up
    J.             stands for jumping
    C.             stands for crouching
    \/             stands for jumping
    /\             stands for landing from a jump
    c              stands for charge. example; cB stands for charge back.
    -              stands for cancelling
    +              stands for pressing two commands at once
    ()             stands for executing command in parenthesis while doing the 
                   other specified commands
    Simple enough? Good. If you don't here are a few tests;
    J.Strong, /\cB.Short-Fierce Sonic Boom
    Do a jumping Strong Punch. When you land charge back. And while you are
    charging, press short kick. Then you should be charged. And cancel into a
    forward Fierce (a Sonic Boom). Got it?
    (enemy in corner)J.Jab, /\cB.Forward-Jab Sonic Boom, F.Fierce
    A corner combo. Do a jumping jab. When you land, charge back and press
    Forward Kick. Then quickly cancel into Sonic Boom, and then press forward
    and fierce. Ok? Good.
    Now then, if you are still scratching your head, then you can personally
    E-mail me and I will explain it to you myself. But I don't think it is that
    hard to figure out.
    Well, this game is pretty simple, so I shouldn't even waste my time and
    yours. But I need to take up some KB, and if I want to be a future Kao
    Megura, I need to make a pretty big FAQ. And I will. So here is the system.
    Well, still, some people might find this useful.
    Blocking-Hold Back while your enemy is attacking
    This is pretty self-explanatory, but there is nothing simple about the
    benefits. This technique can save you from massive combos, and prevent a
    deadly attack from doing so much. But there is a fine print; throwing is
    unblockable. So if you block too much someone will throw you. Also, not all
    attacks can be blocked standing. Low blows must be blocked while crouching,
    so combos that go from high to low will be hard to block. Also, you still
    take damage. Damage is reduced not prevented. But before long, blocking
    will become instinct.
    Again, you shouldn't have much trouble figuring this out. But still
    important. Most jumping attacks open up combos, which is very important.
    Some jumping attacks are just plain strong. But there is a price. Most
    everyone has an attack that is designed to counter jumping people. So don't
    jump too much. But get used to it.
    Throwing isn't all that important. You'll notice that I put question marks
    right there. Do you want to know why? Because different attacks do
    different throws. But throwing is unblockabel. The only problem is that you
    must be right next to your enemy. Don't get cheap with throws.
    ------------------------------Basic Moves------------------------------------
    I guess I might as well list all of Guile's regular attacks too. Well, I'll
    try to make this helpful.
    Guile, IMO, has one of the best Jabs in the game. His standing version can
    be used while charging a Sonic Boom, and you can easily cancel it into a
    sonic boom too! Every jab is comboable, but like most jumping jabs, his is
    not very useful. When you really think about it, all a jab is is a jab.
    Standing---Can be used in BIG combos. Does pretty good chipping damage, 
               should your enemy find his/her way into a corner. And it can be 
               used as an air counter if you time it right. But it has little use 
               outside of combos.
    Ducking---Like the standing version, crouching version is good in combos, and 
              for use while charging a flash kick. In fact, in some combos, you 
              link a ducking jab into a standing one! But still, aside from 
              combos and charging a flash kick, it isn't all that special.
    Jumping---Personally, I don't use this much. Why use a jumping jab, when you 
              can use a jumping fierce? I don't know. Believe me, useful only for 
              combos that don't involve corners. 
    Personally, I don't use Medium attack buttons real much. They aren't all
    that useful. The crouching version is good for setting up combos, but other
    than that, medium attacks are not all that useful.
    Standing---Guile does a weird standing uppercut. A fairly good anti-air, but 
               when you are up-close, Guile does a useful backfist. Sometimes, I 
               charge a sonic boom, then when the enemy is close, do a backfist, 
               and then cancel into a sonic boom. But this is not Guile's most 
               useful move.
    Ducking---Guile does a slower version of the ducking jab. VERY useful for 
              setting up combos. You can link some jumping attacks into this. 
              Jump in with a roundhouse, charge DownBack, press strong, then 
              cancel into a sonic boom or flash kick. One of Guile's best combo 
    Jumping---Just like his jumping Jab, but slower and stronger. Can be linked 
              to the ducking strong, making this a good combo jump-in. But I like 
              other jumping moves.
    Ohhhh, Guile has excellent Fierce attacks. He is one of the few characters
    with a standing AND ducking uppercut. D.Fierce can be used to charge a
    flash kick, and his jumping fierce is an overall excellent jump-in.
    Standing---If you are not close, Guile does a spinning backfist, which is 
               great to use after a sonic boom and a nice poker move. Up-close, 
               Guile will do a standing uppercut which does very nice damage. 
               Either way, use the standing fierce to keep you from moving 
               backwards on a sonic boom. Guile has excellent FIerces.
    Ducking---Guile does an uppercut. Great anti-air but lack of range means it 
              isn't all that great against opponents who aren't right next to 
              you. If they are close, use it to charge a flash kick, or a ducking 
              fierce-flash kick anti-air combo.
    Jumping---This is just like the other jumping punches but this is the best of 
              the three. It does good damage and is great for setting up combos. 
              You'll use it often in combos.
    Guile has a good short kick that does little damage but is very quick, and
    is great to use while charging a sonic boom. But the other versions aren't
    that great. Use this in corner combos since it has better range than the jab.
    Standing---This is nice for poking enemies. I like to charge back, press 
               short and cancel into a sonic boom. Then if your enemy is in a 
               combo you do it again! If there are any infinites in this game, a 
               short kick is used in it.
    Ducking---Its just like the standing version, but if you try to combo a flash 
              kick off it, most likely you'll fail. I only use it as a poke while 
              charging a flash kick.
    Jumping---A knee drop that is quick and really good for starting combos. I 
              still don't use it much. I use it more than the J.Jab, but still I 
              don't like it unless corner combos.
    A forward kick....medium in other words. I never use it much, but Guile has
    some good ones. His standing version especially and his jumping version is
    one of his best jump-ins.
    Standing---He does a jumping sobat. A fairly nice poking move, better than 
               the short kick. It does do fair damage, but his up-close version 
               is what you want. It does a fairly good amount of damage, but it 
               isn't comboable. It's because if you charge back and press 
               forward, you'll do a knee spike which is handy but we won't go 
               into that right now.
    Ducking---Another good combo move. That is what the medium attacks are for, 
              IMO; Flash Kick combos. Do I even have explain? cD.Forward-Any 
              Flash Kick. That is all that I can think that this is used for.
    Jumping---This is one of Guile's best jump-ins. It is a reverse dive kick 
              that can even hit ducking enemies. Use this and you might eventrade 
              hits with an air counter! Use this as often as you like but I can't 
              find a use for it in combos. The angle is too steep to be 
    Guile has some pretty good roundhouse kicks. His ducking one hits twice,
    and does big damage. His jumping is good too. The roundhouse is my favorite
    of all Guile's regular attacks.
    Standing---Guile does a high spin kick. Very poor range, but it makes a 
               decent air counter. Up-close he does a weird back kick. Thet are 
               good for up-close comboat, but not much else. But when up-close, 
               press forward or back and roundhouse and Guile will do a useful 
               up-side down flip kick.
    Ducking---Guile does the animations of his other ducking kicks, one after the 
              other. Real good up-close and really long range. Use this while 
              charging a flash kick. This has got to be Guile's best ducking 
              attack. It isn't comboable, but with so much damage who cares?
    Jumping---Guile does a jumping version of his C.Forward. Looks cool, does 
              good damage, long range, and is very comboable. Need I say more? 
              USE IT OFTEN.
    There. That was exhausting, but now, onto the special moves!
    -----------------------------Special Moves----------------------------------- 
    Ok, now we are on to the more important stuff! Every character relies
    heavily on specials and Guile is no exception. There is just one problem;
    he only has two of them. Although I will list the knee spike as a special,
    it really isn't. That is what keeps Guile from being unpredictable; lack of
    Knee Spike- B+Forward or F+Forward
    This move will come in real handy. Guile does a quick knee thrust that
    comes out fast, does fair damage, and if you can use it while charging a
    sonic boom! That is what I always do; Sonic Boom, Knee Thrust, Sonic Boom,
    Knee thrust....of course you have to press back and forward to charge a
    sonic boom while thrusting. This move is real nice. The only problem is
    lack of range and the fact that it can't be comboed easily. The other
    problem is lack of range. Other than that, this move rules.
    Sonic Boom- cB, F+Punch
    The punch determines the speed of the sonic boom. The slowest version is of
    course jab. Use this often! It has almost no recovery time, and it come out
    fast and does good damage! If you want to get close to your enemy, use a
    jab sonic boom, then knee spike on over while charging another one! The
    strong version has little use, except fireball fights maybe. And the fierce
    is against a full-screen enemy. This move is very comboable, so make sure
    you know how to do this move!  
    Flash Kick- cD, U+Kick
    This is an excellent air counter, but there is one problem. That is that
    this move is a charge move. In fact if you don't have it charged before
    your enemy jumps, you're screwed. But I like this move as a combo finisher
    instead. Use a crouching fierce as an air counter, then cancel into a flash
    kick for a two-hit air counter. But if you are against a jumping enemy,
    like say Vega or Chun-Li, then you should crouch and have one of these
    charged. I like to have one charged against aggresive enemies, because you
    can flash kick enemies out of a lot of attacks.
    Guile has some really good throws but his air throws are a little hard to do.
    Suplex- F+Fierce
    A really good throw. Use a jab sonic boom and walk up to them and use a
    suplex. This is a really good throw, Guile's best IMO.
    Shoulder Throw- F+Strong
    This is great for knocking your enemy into a corner....but not much else. I
    would much rather use a suplex if you are going for damage. Use this if you
    are going for a corner combo.
    Backbreaker- (both in air)F+Roundhouse
    You have to be right next to your enemy in mid-air. If you do, you'll nail
    pull them to the ground for big damage.
    Air Shoulder Throw- (both in air)F+Fierce
    Read about the standing version. Good for setting up combos but not much else.
    Guile has some really great combos. He can link his specials into combos,
    most of his jumping attacks can be used to start combos, and he can usually
    use throws in them! Just remember, these aren't all of Guile's combos, just
    the ones I found out and use.
    cB.Jab-Sonic Boom
    cDB.Strong-Flash Kick/Sonic Boom
    F.Forward(Knee Spike)-Suplex
    Really cool, and does very nice damage!
    cD.Fierce-Flash Kick
    Best if your enemy is in air. If not, then they need to be right next to you. 
    Jab Sonic Boom-Knee Spike or Fierce 
    This is a really cool combo! They need to be in jumping range, but if they
    are in a corner, you'll do fine.
    (enemy in corner)J.Fierce, cDB.JAb, cDB.Jab-Sonic Boom                        
    EXCELLENT corner combo.
    J.Strong, /\D.Forward-Flash Kick
    J.Fierce, /\Fierce, Jab, F+Feirce
    cB.Jab-Jab Sonic Boom, Knee Spike
    J.Roundhouse, /\ cDB.Jab, cDB.Short-Roundhouse Flash Kick
    This combo kicks ass. I go with roundhouse flash kick because of increased
    J.Fierce, /\ cB.Strong-Jab Sonic Boom, F.Fierce
    This is an alternate version of the fierce four but I think the strong is
    easier to combo off of.
    J.Forward, /\ Knee Spike
    Good for a cornering the enemy.
    J.Roundhouse, /\ cD.Forward, (still charging) D.Fierce-Roundhouse Flash Kick
    Very good combo, and it hits often! 
    A few pointers;
    1.)J.Fierce is a great combo opener. 
    2.) Most combos you charge a sonic boom while doing the combo. Do this as
    often as possible.
    3.) Air counters are possible but I have not had much luck.
    4.) If you are against some one with a good air counter, you can skip
    jumping on most of these combos.
    Exactly what good is a character FAQ without a strategies section? It is
    CRAP. No offense to whoever, but since I have the room, I am going to get
    INDIVIDUAL strategies against everyone. Ok? Well, welcome to the most
    important and probably the reason you're here, section!
                          /////GENERAL STRATEGIES/////
    Here we go. These are just basic things, that I will tell you about Guile.
    1.) Always have a Sonic Boom charged. You must have this move ready. It is
    great as a keep-away, and in many instances, can bring your enemy's offense
    on hold. USe the Boom as a utility move.
    2.) Don't spend the match charging a Flash Kick. It rocks, but it has
    little versatility. Don't charge for a flash kick unless you are against
    jump-happy players like Vega and Chun-Li.
    3.) Don't jump too much because Guile has a very big jump giving the enemy
    plenty of time to counter you. Throw a jab sonic boom, then jump.
    4.) Corner your enemy. Guile has some of the best corner combos in the
    game. Throw jab sonic booms and follow up with knee spikes and you will
    corner your enemy in no time. Dhalsim has a teleport so be careful against
    5.) Mix up your attacks. Do a sonic boom, then a knee spike, another sonic
    boom, and a jump combo. Guile can use his sonic boom to safely do many
    attacks. This is another great way to corner the enemy and even after they
    are cornered still do this!
    6.) Guile has a nice crouching roundhouse that is real helpful for charging
    a sonic boom.
    7.) HAVE FUN. In every one of my strategies, I encourage you to get close
    and fight. Playing a sonic boom war is not real fun. So don't be afraid to
    get close and fight.
    Those are key pointers to Guile. That was probably an awkward way of
    explaining his basic strategy, but I think it still works. Now, before I do
    character strategies, let me tell you how I will do it.
    First, I will explain who has the advantage. Then I will explain why. Then
    I will tell you how to beat whoever. Now these strategies were made by me
    playing as the character to get a good feel for them, and battling the CPU.
    The CPU is very intelligent and they use many strategies that I would
    reccomend using! OK?
    But let me tell you, I am not always right. I can't explain the battle
    step-by-step, I can just tell you what you should in specific cases. I can
    tell you only so much. Most of it should come from your own experience.
    Guile is at a bit of a disadvantage when battling Ryu, because Ryu likes to
    throw Fireballs. And he can throw them FAST. Guile needs to charge his
    sonic boom, meaning you will have to take block damage. Not good. Plus, if
    Ryu gets you cornered, he will do some REALLY BIG combos on you. And his
    Dragon Punch will punish any missed Flash Kicks. :(
    Fighting Ryu
    Oh boy, we have a problem. Prepare for a fireball fight. He'll try to
    corner you with fireballs. Play a fireball game, for awhile.	Keep trying to
    neutralize his fireballs. A general Ryu strategy is Jab Fireball, Jab
    Dragon Punch, repeat. Try to jump in the moment the Dragon Punch lands.
    Follow up with a D.Roundhouse, then when he gets up Short Flash Kick. Now
    you should be getting him into the corner. A good Ryu player will probably
    try to hurricane kick out of the situation. Counter this by charging down
    when he is cornered and nailing him with uppercuts (D.Fierce), and then
    cancelling into a flash kick.
    Or that might not happen. A human player might get sick of this and throw a
    jab fireball then jump at you. Three words: roundhouse flash kick. How is
    this possible?
    Personally, I like to spend the match charging down back. This will charge
    a sonic boom and a flash kick meaning you can neutralize the fireballs, and
    have a flash kick ready for an unexpected jump.
    You will have a tough time. Go for a nice defense against Ryu. This is a
    tough battle. Charge DB the match so you can have a sonic boom and flash
    kick ready, while still being able to block. Be very careful and you might
    E.Honda's only way of winning is by getting close. This can be easily taken
    care of because he has no fireball! His Sumo Headbutt will run right into a
    sonic boom, and his sumo smash can easily be countered by a standing
    strong. The only way he can win is by getting you into a corner and hitting
    you with the hundred hand slap. Ha, he can't even get close!
    Fighting E.Honda
    I suggest you lead of with some Fierce and Jab sonic booms. Mix them up.
    Honda will have practically no way of attacking you then. After he is a
    full screen away you are pretty much safe. The only way he can win, is by
    coming at you with a Sumo Smash. And this could very easily catch you by
    suprise. You have two choices:
    1.) Block it and hit him with a combo. This can also mean you have a shot
    at increasing your offense a bit. Or you can use a Backwards Shoulder Throw
    (B+Strong) and have a shot at putting him in a croner.
    2.) If you have a flash kick charged, nail him with that. If not, press
    cD.Fierce and do a juggle combo.
    Personally I like choice number 1. But that is me. If he doesn't get to
    Sumo Smash you, and you are full screen away, then it is time to turn up
    the offense. Use a jab sonic boom, knee spike to him, another jab sonic
    boom, then start a jumping combo.
    This is a cinch. Between sonic booms and follow-ups (knee spike, spinning
    backfist, etc.) he will have a tough time attacking you. You should win
    this one easily.
    Blanka and E.Honda share many traits, as well as style of moves. They also
    have a unamious weakness against Guile. His Electricity is a Hundred Hand
    Slap that is more annoying and doesn't move so he can't even corner you
    like E.Honda can. His only difference is that he has a Backstep Rolling
    that is good for going over sonic booms, but he has to do it before you
    even throw it!!
    Fighting Blanka 
    Expect Blanka to use a nice mixture of Backstep and Forward Rolling
    attacks. Use a Jab Sonic Boom, Knee Spike combo to approach him. Once
    close, all he can do is a few electricity combos that don't do too much
    damage. But you can always use a nice Sonic Boom combo against him. I would
    prefer a jab sonic boom, followed by a fierce boom, then knee spike your
    way to him. When close,    you should make a quick attack or he will
    electrify you, so give him a suplex. If you are confident that Blanka
    doesn't have a Vertical Rolling charged, go for a jumping combo. You really
    don't need a flash kick in this fight, but having one charged up is not
    that bad. A flash kick is superior to everyone of Blanka's moves, the
    "flash" part of the flash kick will knock him out of the electricity! If
    you want a flash kick ready, you should nail Blanka with a D+Roundhouse
    when close, then when he gets up, nail him with a flash kick! That is,
    after he has tried to attack you; a missed flash kick will be punished
    Blanka is basically an E.Honda clone with an air counter. Nothing difficult.
    Guile vs. Guile anyone? Ha, this is a blast! You have read my FAQ, so you
    probably have the edge (read: joking) but everyone is neutral against
    themselves. Coutnering your doppleganger's sonic booms is a matter of using
    your own. This will turn into a sonic boom war quickly. You might have to
    actually use few sonic booms. Why?
    Fighting Guile
    This is a sonic boom war waiting to happen. Your clone will most likely
    lead off with a sonic boom, like you usually would. Jump. That's right,
    jump at him, and catch him off guard. Think about it: No one wants to take
    a sonic boom right? Enemy Guile will try to negate yours, or he is a moron
    who thought you would not lead off with one. :P Jumping will give you the
    element of suprise. Nail him with a jumping combo, THEN let the sonic booms
    fly. You will be continually negating each other's sonic booms, but you
    also can afford to be patient. The jump combo I told you to do nailed off a
    pretty good chunk of health, and he hasn't touched you. That is what the
    master plan is. He has to attack or a time up will score you the victory.
    Wait for him to attack you. Be patient, and while he jumps, do a standing
    fierce (not until Guile is close, remeber) to nail him. Now, it is your
    turn. Do a fierce sonic boom, then jump at him, then shoulder throw him
    into a corner. If you are real good you can go at him with a combo, but I
    play it safe and do cD.Roundhouses, then when he stands up, flash kick. But
    if the battle doesn't turn in your favor well.....the key to beating Guile,
    is a quick hit-and-run strategy. When you see an opening, nail him with a
    combo, and try to corner him. That is as simple as I can explain it.
    Have you mastered your sonic boom? I hope so, because a lot of the match
    you will be using it. This is a test, who is the better Guile? Hopefully,
    with a little help from this FAQ, you! :)
    Ok, I'll admit it: Guile is weak against Ryu, Ken, and all the other shoto
    warriors. This is a problem because of how often people use them. This is a
    very tough fight, but Ken is not as fireball-happy as Ryu. But if they try
    to play him like that, the fight will quickly turn to your advantage.
    Fighting Ken
    Now then, first of all, DO NOT JUMP. Not one bit. Ken will counter you with
    a fierce dragon punch that makes you go on fire and does BIG damage. Not
    one bit. No jumping. But when actually battling, you must use a sonic boom
    to trick him into jumping. When he does, air counter with a D.Fierce
    IMMEDIATELY. Otherwise he will do some kick ass combo that takes almost
    half of your health. Once at medium range, crouch down. Ken will most
    likely expect you to nail him with another D.Roundhouse, so will Dragon
    Punch or Hurricane Kick to try to catch you off guard. But stay crouched,
    and when he retaliates, nail him with a Riundhouse Flash Kick. Then use a
    mix of sonic booms, knee spike over, sweep him, then flash kick. By the
    time he figures out your pattern, he'll be dead. :D Just remeber, Ken likes
    to be at maedium range. When he gets there, just counter his attacks, then
    turn the offense full blow!!
    Ken has the advantage for sure. He can be beaten by some defensive flash
    kick techniques, but remember: don't flash kick unless a counter, or you
    will eat one of his deadly flaming dragon punches.
    I chose neutral because Guile is both weak and strong against Chun-Li.
    Guile wins the fireball fight, because his sonic boom is faster, stronger,
    and goes farther. Chun-Li also likes to jump with her wicked toe tap, and
    charging a flash kick is a simple matter of charging bown-back during a
    fireball fight. So how could Guile possibly lose? Her Lightning Legs. It
    will knock Guile out of virtually ANYTHING. If close enough, even a sonic
    boom!! So this fight will definitely be fair.
    Fighting Chun-Li
    Chun-Li will do what any good Guile player would do. Open up with a bunch
    of Kikokens. Charge down-back. Why? So you can also have a flash kick
    ready. Negate all her fireballs, and if you feel like it, knee spike or
    jump on over. But when you are close, watch out! Her lightning legs will
    punish nearly _any up close attack_ that you were planning for. Just
    remember that since Chun-Li has such deadly air attacks, the toe tap
    specifically, she loves to jump. So if you spend a decent amount of the
    fight, hitting her with D.Roundhouses and other good ducking attacks so you
    can charge a flash kick, I don't blame you. Oh, and don't worry too much
    about her Spinning Bird Kick. It doesn't hit real much, damage isn't all
    that spectatular, and you can counter with a D.Fierce (another good way to
    charge a Flash Kick). One more thing; her sweep isn't a sweep, but she
    loves to corner enemies with it then pound them with the lightning legs. If
    you block it by crouching, and time it right, a Short Flash Kick will make
    a great counter. But just remember, master ways of charging your flash
    kick, and you stand a great chance of defeating Chun-Li.
    I hope I didn't make it sound TOO easy. It isn't. Just make sure you don't
    make any stupid moves (like jumping at her when she is cornered) or you
    will feel the wrath of the Lightning Legs Kick.
    Ok, the reason you are at a disadvantage, is because your sonic boom's
    usefulness has greatly decreased. Dhalsim has a Flame move that negates all
    fireballs, plus a teleport, and air attacks that go over them. Not to
    mention the fact that his moves stretch meaning he can knock you out of
    nearly every attack!! He has one weakness: slow speed.
    Fighting Dhalsim
    Ok, this is a real pain in the ass. He can escape your sonic boom, by
    negating it or teleporting, and if charge a flash kick and miss, you're in
    big trouble! But when the fight starts, do a jab sonic boom, and GET CLOSE
    TO HIM. Jump, I would say, but watch out for his Spear Kick/Yoga Fire
    strategy. That strategy gets him close to you, while negating your sonic
    booms. Very deadly. But still, use a fierce sonic boom to try to keep him
    at bay. If he goes into the Spear Kick/ yoga fire thing, jump at him with a
    combo. The bast way to win is a constant barrage of attacks. If he
    teleports, throw him. If he jumps, standing fierce (not necessarily the
    uppercut) will keep him out of the skies. This is really hard to
    explain.....I would reccomend, using a knee spike THEN sonic boom to try to
    corner him. Once cornered, hit him with a combo that knocks him into the
    air. He floats in air longer than most, giving you time to prepare for
    another assault. Cornering Dhalsim is your number 1 priority
    A very tough fight, that is a little hard to make a strategy for, because
    Dhalsim is so unpredictable. Mix it up a little for this 
    Egyptian Yoga Monk/cheesey creep.
    Oh, please. Zangief has to be close to even hurt you. And with a plethora
    of Sonic Booms coming his way, how could he get there? He can't use his
    Lariat very far, and if he does get close, you can give him a ton of
    crouching roundhouses. The flash kick is handy, but not needed.
    Fighting Zangief
    This isn't tough at all. Send an armada of sonic booms his way, and I would
    prefer you use a standing fierce as your follow up attack. It keeps you
    from moving and it can also air counter if he jumps. Although you can throw
    sonic booms all day and win it does get boring. If you crave action, then
    after you knock him down, I say you knee spike on over, and do a standing
    combo. After that, you can throw him into a corner, and then combo him. 
    This is too easy. I am not even going to waste your time.
    As with Chun-Li, Guile is weak and strong against T.Hawk. Guile is strong
    versus T.Hawk because of so many air counters and good keep away tactics
    that can keep you from feeling the power of his deadly Stormhammer attack.
    But Guile is weak because his Thunderstrike is invincible to projectiles.
    This is pretty bad.
    Fighting T.Hawk
    Ok, begin with NO SONIC BOOMS. A good T.Hawk player will probably use his
    Thunder Strike to escape fireball chuckers. Knee Spike on over, making sure
    you do have a sonic boom charged. Now, when you get close to T.Hawk, be
    careful. His deadly stormhammer does a ton of damage, and he won't hesitate
    to use it often. I say, when you are at medium range, fire a strong sonic
    boom, then if he blocks, hit him with a ducking roundhouse. If he didn't
    then knee spike right next to him and throw him. Basically, this match
    revolves around quick hits, and LOTS of planning. That is why T.Hawk has
    such an edge over Guile: Guile can't do his moves automatically like say
    Ryu. You must rely on plenty of good air counters and poking tactics. Sonic
    Booms shouldn't be important in this match, but you will of course end up
    using plenty.
    This is a fairly hard fight, but don't expect to go down too hard. I should
    but T.Hawk under Disadvantage, but Guile's air counters give him a small edge.
                             /////Fei Long/////
    Well, not much of any advantage. Fei Long's attacks will be stopped by a
    sonic boom, but he still is pretty fast so he can jump over plenty of them.
    He also has an excellent air counter which means you should not jump much,
    and a great re-dizzy move. But he has no fireball, and he is a pretty big
    sucker for flash kicks. This isn't too tough, isn't too easy. This should
    be what I call a "refreshing" battle.
    Fighting Fei Long
    I don't think you should open up with the usual 3 zillion sonic booms. He
    has a very quick jump that will go over them like its nothing. And if he
    nails you with one of those jumping combos......(read: ouch). So instead, I
    suggest you begin by heading on over, knee spike a good amount of the way
    over, and do a ducking roundhouse. Now, Fei Long is one of my faves, and
    when he gets up, he'll probably do the Rekka Ken or Shien Kyaku. That is
    what I do (:D). Hit him with a crouching forward, cancel into a flash kick,
    and you will gain the upper hand. Now, you can go into a Sonic Boom/Knee
    Spike srategy. When you get close hit him with another cD.Rounchouse, then
    flash kick, or you can try to throw him into the corner. Once in the
    corner, poke with standing fierces or forwards but watch out for the Shien
    You've had tougher, but this still isn't easy enough for Guile to
    completely dominate him.
                               /////Dee Jay/////
    If you ask me, Guile and Dee Jay's styles are pretty much alike. Dee Jay
    has a great projectile, like Guile. Dee Jay has a good dashing move, like
    Guile. And he has a wierd air counter, unlike Guile. This fight will end up
    being an up-close brawl, which is what I like.
    Fighting Dee Jay
    This combo freak is going to try to get close to you. Why? Because of his
    deadly combos. I found that a great way for him to get close is too do a
    Jab Air Slasher, then Rolling Sobat on over. Remember, his #1 goal is to
    corner you. Don't let him do that. I would reccomend throwing a few fierce
    sonic booms his way to negate any of his air slashers, and if he does his
    rolling sobat, then I would say do a spinning backfist. That is what you
    should do after every sonic boom; do a backfist. If he jumps, then jump
    straight up and do a backbreaker. This is a fast air counter that will
    prove handy in upsetting his offense. That is the key to defeating Dee Jay:
    Crush his offense, then let your offense go full out. After you knock him
    on the ground, chances are he will come off the ground with his stupid
    machine gun uppercut. When he does get off the ground, stay at mid-range.
    He needs to be close to do massive damage combos, so I think you should hit
    him with a Strong Sonic Boom, then go into a knee spike, then do a suplex.
    This does real good damage, and keeps him from getting too close. After
    that, poke at him with a few crouching roundhouses to charge a flash kick,
    and this time when he gets off the bround, do a forward flash kick. Keep
    mixing these strategies and you will win.
    This one is pretty even, but Guile has a few more strengths against Dee
    Jay. I say be careful of him getting close to him or his combos will really
    get you.
    Why is Guile at a disadvantage? Because of Cammy's lightning speed. She has
    a move that goes throgh projectiles, and a very fast move that will nail
    any of your missed flash kicks and take you out of the knee spike. And she
    has a great air counter that she will not hesitate to use.
    Fighting Cammy
    Oh boy, this is a pretty tough fight. One thing is key to this fight: don't
    overuse the sonic boom. Cammy's spinning knuckle will go through your soinc
    booms, and if it hits, it will hit twice. Which means that she can re-dizzy
    you pretty easily. Not to mention the fact that her cannon spike will do
    two hits up-close, and that it comes out VERY fast. Your best bet, is to
    not use the sonic boom much, but try to have a flash kick ready. How is
    this possible? Well, you can't sit and charge it or she will get what you
    are doing. So I suggest, go all out. Throw a sonic boom for her to go
    through, then jump so she does not have the time to recover from the back
    knuckle and air counter you. Try this: J.Roundhouse /\, cD.Short,
    cD.Roundhouse. This will knock her down. Now, she probably going to get off
    the ground with a cannon spike, so jump straight up with a forward, while
    charging down. She will stand up and be hit by the forward. Immediately
    cancel into a flash kick, which will knock her back, meaning you can fire
    off some sonic booms. Follow the sonic booms with a knee spike, so you can
    be close. Now sweep, jump straight up, forward kick, then cancel into a
    flash kick. The main thing about defeating Cammy is using quick hit-and-run
    This is a real pain...this will be sort of a test to see how good you are
    without using three zillion sonic boom.
    All of my fave fighters (Guile/Fei Long/Balrog) are neutral against each
    other. Sure, Guile can sonic boom away, but Balrog, with his small jump,
    can hop right over them. Also, his anti-air attack, the Buffalo Head, is
    invincible on the way up making it great for going over sonic booms. And
    Balrog's incredibly fast dashing punches can catch you off guard. So don't
    take him for granted.
    Fighting Balrog
    Balrog is great for breaking defensive tactics. Beleive me, I play as him a
    lot, so I would know. Don't rely TOO heavey on your sonic boom or he will
    jump them and hit you with an all-out offense. Do a sonic boom only full
    screen away, and keep him at bay for a minute. Eventually, he will come at
    you. Crouch with a roundhouse or fierce when he attacks you. NO FLASH KICK.
    If you can't resist, wait to duck one of his dashing punches and get him
    with one. But when you knock him down, knee spike to him, throw him, then
    let the offense begin!! If you are confident you won't be air countered,
    hit Balrog with a jumping combo. If you aren't, play it safe and do a
    suplex. Just remember that Balrog is vulnerable to low attacks so your
    D.Roundhouse is one of your best friends. Use it to charge a flash kick,
    because a flash kick will knock him out of nearly anything. But after a
    flash kick connects, nail him with a combo or suplex. Repeat, and you
    should not have too much trouble. But don't underestimate Balrog. Just try
    to have a flash kick ready.
    If you go cheap on Balrog, who is my third favorite(Guile 1st, Fei Long
    2nd) than don't mail me! :) Be defensive, but do not turtle.
    Vega jumps a lot. And Guile has a ton of air counters. Must I explain?
    Plus, Guile can use his crouching roundhoused to knock Vega out of his
    Rolling Claw. Isn't it a little obvious? But Vega does have a nasty habit
    of dodging sonic booms...
    Fighting Vega
    I hope you are good at secretly charging your flash kick, because you will
    be using it a lot. But Vega usually likes to poke at you, weaken you a bit
    so he can hit you with a flying Barcelona Attack. Poke at him back, using
    your spinning backfist. While doing this, charge a sonic boom. Use sonic
    boom not very ofte, or he will do a backflip and escape it. Use sonic booms
    wisely. I would say, hit him with sonic booms when he is about half a
    screen away. But if you use them to often, he will use one of his moves
    that bounce off the wall. These are a real pain, since it will go over your
    sonic boom and give him a shot at hitting you hard. Well, after you poke at
    him with your crouching roudhouse a bit, start charging down-back. He is
    very good at evading combos, so you will have to play defense. Fire off
    sonic booms, and then, if he starts getting close or goes into the air,
    nail him with a flash kick. That is what you should always have ready; a
    flash kick. If you keep this up, yu should win. BUT if this bores you a bit
    (like me) and crave action, corner him, then go to him with a jumping
    corner combo, then poke at him with cD.Roundhouses, Vega ets up, Short
    Flash Kick.
    This is really easy, and should not take too much effort. Don't get cocky,
    but you should be able to handle this.
    This fight sucks. Sagat is one of the cheaper charcaters in the game (cheap
    characters: Dhalsim, Ryu, Sagat, and M.Bison) because he can mix up his
    fireballs so badly you can't touch him. When you jump, he usually has a
    Tiger Uppercut handy and his Tiger Knee is deadly in corner combos.
    Fighting Sagat
    Expect him to blast you with Tiger Shots. This is a real pain in the ass,
    because he can always follow up with another, or if you jump, he will take
    you out of the air with a Tiger Uppercut. The best thing I can think of, is
    to negate the fireballs with sonic booms by holding down back. Eventually
    he will jump. Flash Kick him out of the air of course and follow up with a
    sonic boom. Or he might not jump. Sometimes, he just walks right over. Hit
    him with a crouching roundhouse, while charging a boom, give him a jab
    sonic boom, then walk over and give him a quick two-in-one, say
    cD.Short-Short Flash Kick. This should dizzy the sucker. Now, hit him with
    the biggest combo you can do (hopefully he is in a corner) and you should
    have virtually killed him. If not do the famous, cD.Roudhouse, enemy stands
    up, short flash kick.
    This isn't as easy as it sounds, but you should still have a shot if it
    works. The key to winning is to find ways to avoid his fireball traps. Oh,
    and by the way, if he hits you out of the roundhouse, remeber to get off
    the ground with a short flash kick.
    This guy is very hard to beat. Good luck...:( you'll need it.
    You can use your sonic booms to hit him out of all his ground attacks, and
    a roundhouse flash kick for most of his air attacks. And he has to get
    close to do his massive damage throwing move. Guile can use a jab sonic
    boom, knee spike, suplex combo to keep him from close.
    Fighting M.Bison
    The final boss is always cheap in a capcom game. This one is no exception.
    But since he lacks a projectile, Guile has the edge. Beware of Bison
    getting close to you though, because his throw packs a big punch. Using
    sonic booms is a wise idea, but if you use them too much, he will go over
    them with a Psycho Stomp or a Psycho Flight. Watch out for those. I say,
    the best idea is to mix up your offense and defense. Go all out with a
    variety of attacks. A jab sonic boom, followed by a knee spike, followed by
    a backfist, another sonic boom, etc. Well, here is the best one I can think
    of: Bison has no air counter. Nail him with a nice jumping combo. Of course
    he might find a way to air counter so first go for a jab sonic boom. Then
    jump. After you nail him with a nice combo, go to defensive. Poke while
    charging a flash kick. Then air counter his stomp. That is what the fight
    is all about: hit-and-run tactics. Another good one, is instead of offense
    to defense, I like defense to offense! Do the charge down-back strategy,
    coutering ground and air assaults, but when you score a hit, go for a quick
    jumping combo, if you are bold. But a two-in-one for those who play it
    safe. After that go for the defense, switching to offense when you score a
    hit. Two ways of taking down Bison;
    1.) Hit and run
    2.) Be defensive and hit him after you score a defensive counter.
    Number 1 is for me because I crave action!
    Guile has the edge but Bison is still tough. Beat the CPU and you get an
    -----------------------------The End----------------------------------------- 
    Well, that is it for now, 'til I update. You should not have to wait very
    long though. Later.
                                           -By Street Writer