

This has just acceptable range for a crouching Strong move. Though the fireball usually cannot reach in time to actually combo. Useful for frame traps, usually relying on the first active part, then cancelling into sonic boom. This has good range and recovery, and work as anti-air, from the right range. It mostly spoils the anti-air properties of far standing Strong, which is not really good for Guile. This is not very safe if you do not cancel.


In some matchups this is a useful move to apply pressure and be safe vs a reversal special. The crouching version also has rapid-fire properties, and similar priority. It whiffs on most characters if they are crouching, but will still hit these characters regardless: Sim, Hawk, Gief, Sagat, Boxer, Deejay, Old Fei. Guile's arm is fully invincible, but it does not have much reach, just like other such Jabs.
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O.Guile has some benefits like the ability to do the back fist and the standing short while charging for Booms, his standing Roundhouse is a decent anti-air, plus most of his normals are more damaging, but all in all N.Guile is slightly better due to the cross-up and most of the normal moves he has gained.ĭisclaimer: To better understand the diagrams, read this. The Knee Bazooka is performed with Short instead of Forward.Both Jumping Roundhouses does more damage.Diagonal Jumping Short is not a cross-up attack.Both Standing Roundhouse kicks are the classic kicks from the CPS-1, while N.Guile has a mediocre anti-air one for the close version and a donkey kick as the far one.Far Standing Forward has worse feet vulnerability during start-up (plus he does not have the command normal versions) but it does more damage.Close Standing Forward does more damage.Far Standing Fierce is the back fist (N.Guile has a straight punch instead, his back fist that is now a command normal also does less damage).Close Standing Fierce does more damage, and has a bigger activation range.Far Standing Strong does not have an anti-air hitbox (the first part is better, but he does not has a second active part like N.Guile has) but it does more damage.O.Guile has some differences in some of his normals:.Obvious stuff: O.Guile can not tech throws and does not have a Super.To select O.Guile, choose Guile and then press ↑ ↓ ↓ ↓ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color. Anti airs take practice to use effectively.Diagonal jump normals all have horrible air to ground priority.Struggles in situations where he cannot fireball.Most normals have long recovery and/or startup.Can be safejumped/crossed up fairly easily, then is left with no reversal special.Good range on most normals/command normals, and good damage.

Fireball is incredibly good both as a defensive, and offensive tool.Lots of command normals, large and versatile moveset.Fastest recovering fireball in the game (21 frames), and pretty fast to come out also.Similarly to other characters, his aerial normal moves have worse priority.Ĭompetitive Overview Strengths & Weaknesses Strengths His Sonic Booms have projected vulnerable hitboxes, his main poke - the crouching Forward kick - has worse priority and he has lost his dangerous CPS-1 chains. However, he has been toned down quite a bit, compared to his CPS-1 versions. He can pressure his enemies by shielding his advances with Sonic Booms and also use them as a barrier, together with his Flash Kick, to apply chip damage while holding a defensive position. Guile is a all-around balanced character.
