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    Guile (A-ism) (US) by ESum

    Version: 0.1 | Updated: | Search Guide | Bookmark Guide

    Street Fighter Zero 3
    Guile Z-ism(A-ism) for Sony Playstation by Ernest Sum
    Version 0.1
    This FAQ is for private and personal use only. It can only be 
    reproduced electronically, and if placed on a web page or site, 
    may be altered as long as this disclaimer and the above copyright 
    notice appear in full. This FAQ is not to be used for 
    profitable/promotional purposes; this includes being used by 
    publishers of magazines, guides, books, etc. or being incorporated 
    into magazines, etc. in ANY way. This FAQ was created and is owned
    by me. All copyrights and trademarks are acknowledged that are not
    specifically mentioned in this FAQ. Please give credit where it is
     1. Introduction
     2. Special abilities
     3. The guard crush meter 
     4. Counter hits
     5. Normal moves analysis
     6. Special moves analysis
     7. Super combos analysis
     8. Combos
     9. Credits
    Guile is one of the three secret characters in SF Zero 3 for Sony 
    Playstation. He is only attainable after you have beaten him which 
    requires your total level to reach Level 27 in order to fight him. 
    This FAQ aims to help others use Guile effectively after you have 
    attained him.
    P- Any punch
    K- Any kick
    LP- Light punch
    MP- Medium punch
    HP- Heavy punch
    LK- Light kick
    MK- Medium kick
    HK- Heavy kick
    Special abilities
    Besides blocking and zero counters (alpha counters), every 
    character has more special abilities in this game. Some of the 
    special abilities have been changed from SF Zero 2. All the 
    special abilities listed below are available in Z-ism.
    Blocking (Both in the air and on the ground)
    I believe everyone knows the command of blocking and what it is 
    for. Therefore, I will not go into detail. Note that you have to 
    stand and block for jump-in attacks and kneel down and block for 
    most crouching kick attacks.
    Ground recovery
    If you're tripped or knocked down, press any 2Ks to roll forward.
    Using this will help to get close to your foe. Note that you can 
    be thrown while rolling. Don't use it against the grapplers 
    Air recovery
    When you are knocked up into the air, press any 2Ps to flip 
    upright to avoid being juggled because you can air block. You can 
    control the direction of where your character lands by controlling
    the joystick. 
    To taunt, press select. They have no practical use and should not 
    be used unless you want to make fun of your foe. Some taunts can 
    do damage to the enemy.
    Zero counter
    When blocking an attack, press Forward + punch and kick of the 
    same strength to perform a Zero Counter. You need one level of the
    Super Combo bar  and one notch of the Guard Crush meter.
    The guard crush meter 
    Unlike in SF Zero 2, you can't win by pure turtling now because of 
    the guard crush meter which is located under the life bar. When 
    you block an attack, a bit of the guard crush meter which will 
    eventually refill. If the whole guard crush meter is depleted, you
    will be stunned for a few seconds. After you recover, whether you 
    get hit or whether you recover naturally, one notch of the meter 
    will be taken away.
    Counter hits
    When you hit someone while they're in the midst of performing an 
    attack, it will be considered as a counter hit and will do more 
    damage than usual.
    Normal moves analysis
    Crouching- A straight weak punch. Good recovery time. 
     Standing- Similar to the crouching version but the shorter characters
               can crouch under it.
      Jumping- A weak punch which goes downwards. Not very useful.
    Crouching- Similar to the crouching LP.
     Standing- At close range, Guile will do a normal punch but he bends 
               his arm slightly. At far range, he will punch upwards but it
               is a very weak anti-air.
      Jumping- Guile will chop downwards.
    Crouching- Guile will do a punch upwards which serves as a relatively 
               good anti-air. 
     Standing- At close range, Guile will do a punch upwards(not again!).
               At far range, he will do a straight punch with relatively 
               good range. If you press forward and HP together on the 
               controls, Guile will turn round once and then lash out the 
               Spinning Back Knuckle; start-up time is slow though.
      Jumping- Similar to the jumping MP.
    Crouching- Guile goes a weak kick with good range at ankle level. Short
               recovery time.
     Standing- Another weak kick at ankle level. If you press forward and
               LK on the controls, Guile will jump forward with his knee 
               outstretched; recovery time is horrible though.
      Jumping- Guile will bend his leg to hit his foe with his knee. Low
    Crouching- Guile does a straight kick at knee level which has very good
               range and short start-up time and recovery time. An 
               excellent poke. 
     Standing- Guile will jump slightly, turn one round and performs a kick
               that hits downwards. This move is an overhead.
      Jumping- A kick that goes slightly downwards, this is the best move 
               to hit an opponent who is on the ground. This move is also
               a crossup. 
    Crouching- A kick similar to the crouching LK but it trips the foe. 
               After this, Guile will turn round and do another kick which
               can also trip the foe.
     Standing- Guile does a kick at face level of the medium-height 
               characters. If you do forward and HK on the controls, Guile
               will move one step forward before doing a kick at waist 
      Jumping- Similar to the jumping MK but it goes straight instead. 
               Quite useful in air-to-air combat.
    Special moves analysis
    Sadly, Guile has very limited amount of special moves. However, 
    these special moves are a turtler's good friend, one as a long 
    range attack, and one as an anti-air.
    Sonic Boom          Charge back, forward + punch
    Guile will close his hands up in front of him and release a round
    protractile with a hole in the middle. This can negate other 
    normal(not super) protractiles and the Guile recovers relatively 
    fast. However, don't use it in fireball fights, especially against
    Ryu, Ken and Gouki.
    Somersault Kick          Charge down, then up forward + kick
    Guile will jump up and do a kick so fast that it becomes a flash.
    Disappointingly, it can be air blocked and it does not have very 
    high priority. It however is Guile's main anti-air. One important 
    thing to note is that even the LK version makes Guile jump very 
    high up, therefore leaving him very vulnerable. I strongly 
    recommend it either as an anti-air or a combo finisher.
    Super combos analysis
    Sonic Hurricane     Charge back, then forward, back, forward + punch
    Like the Sonic Boom, Guile will close his hands in front of him 
    but instead of throwing multiple Sonic Booms like Nash, a huge 
    Sonic Boom will surround him and if the foe is close enough, the 
    Sonic Boom will hit them. Range is very poor; only one third of 
    the screen at most. Level 1 will hit 2 times; Level 2 hits 3 
    times; and Level 3 hits 4 times. If the Sonic Boom doesn't hit the 
    foe, it will remain for a few seconds, then disappear.
    Somersault Strike          Charge down back, then down forward, down
     			   back, up + kick 
    Guile will just do a super version of his Somersault Kick. At 
    Level 1 and 2, he will do 2 somersault kicks except that the 
    Level 2 version is more powerful and Guile will jump much higher 
    for the second Somersault Kick. At Level 3, he will do three 
    Somersault Kicks. Guile does this super in a slightly different 
    way compared to Nash. After the first Somersault Kick, Guile will 
    do his second Somersault Kick while in the air; he will not land 
    on the ground like Nash does. Therefore, this leaves him 
    vulnerable even at Level 1.
    Guile is not really a combo machine like Gen, but he can end his 
    combos with super combos. Most of his combos require him to jump 
    in first.
    1. Jump in HP, crouching MP --> Somersault Kick
    2. Jump in HP, standing HP --> Sonic Boom
    3. Jump in HP, crouching LP then LK --> Sonic Boom or Somersault Kick
    4. Jump in HP, crouching MP --> Somersault Strike
    5. Jump in HP, standing fierce punch --> Sonic Hurricane
    6. Jump in HP, crouching LP x 2, crouching LK --> Somersault Justice
    Final comments
    Guile can play very offensive or defensive. If you play offensive, 
    corner your opponent and keep poking them. When they are getting out of
    reach, jump in and start poking all over again. If you play defensive,
    you can just wait in a corner and keep charging, doing the Sonic Boom
    occasionally, and the Somersault Kick as an anti-air. Guile can be a 
    fun character to use, so I suggest playing both defensive and 
    offensive. However, he does not seem to be more powerful than Nash
    so I don't know why he is a secret character!
    Email me at sumsatjt@singnet.com.sg if you would like to send me 
    any comments related to this FAQ.
    Kao Megura          <kmegura@yahoo.com>
    I have used one of his disclaimers and the names of the special
    and super moves of Guile have been taken from his FAQ.
    NT, a special Internet friend          <shatty99@yahoo.com>
    He has given me a lot of support for this FAQ. He gave me a list
    of combos for Guile though I did not use put all of them here.
    Unpublished work copyright Ernest Sum 1999

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