Daniel Valent¡n's (Capr¢n's)
Street Fighter EX+A Guile FAQ

Dedicated to Jen Seng, the biggest Guile-o-phile in existence.

Special thanks: God, Ferdi(my younger brother) for helping me on research and
being good enough at Street Fighter as to be a challenge, and my parents.

PLEASE do not alter my FAQ, publish it without my permission, or use it for
financial purposes! You think writing this is easy?! Besides, I wrote it for
free and for you, so at least be grateful! You CAN give it to your friends,
though, so share the knowledge!


Version history:

0.1: FAQ written
0.2: Little touches here and there


Contents:

Who is William Guile, anyway?
Basic Moves and strategies
Special moves and strategies
Super Combos and strategies
Guard Breaker and strategies
Overall strategy and tips


WHO IS WILLIAM GUILE, ANYWAY?

Ooooh, if you don't know who Guile is you deserve a slow and painful death(or
at least a wedgie)! Well, maybe you're new to the world of Street Fighter, so
I'll let it pass for now, but don't let it happen again! Ok, here goes.

William Guile is a Sergeant for the United States Army. A brave and well
honored soldier, he is very patriotic, yet his biggest joys in life were his
family and his best friend, Charles Nash. Guile's involvement with the Street
Fighter tournament began during Guile's years in service. Guile's platoon was
investigating Shadoloo, a criminal organization, for a scandal about bribing
army officials. Charlie was appointed by the brass to head the investigation.
Charlie eventually went face to face with Shadoloo's leader, M. Bison. Charlie
defeated Bison, but when he held Bison by the neck to question him, his own
people murdered him from the helicopter. Guile was devastated by Charlie's
death, and swearing vengeance he left military service and even his family to
pursue Bison and put an end to his evil, as well as to put his soul to rest.
Pretty cool, huh?


BASIC MOVES AND STRATEGIES

This section will teach you how Guile's basic punches and kicks should be used
for maximum effectiveness. I won't go to detail on how to punch, kick, and
block, since that's basic and you probably can learn it just by reading the
instruction manual. All of Guile's normal moves two-in-one(can be joined to a
special) and Super Cancel(can be joined to a Super Combo) for your
convenience. Ain't it nice?

Key terms:
F: Forward
B: Back
U: Up
D: Down
Ch: Charge(hold in one direction for 1-2 seconds)
P: Punch
K: Kick
+: Press direction and specified button at the same time.
Link: Doing a punch or kick and immediately following it with another punch or
kick
JP: Jab
SP: Strong
FP: Fierce
SK: Short
FK: Forward
RK: Roundhouse

Jab: A pretty fast straight punch. It's a very good move to tick with, and it
has good priority over other ground moves. Not good for anti-air, though. It's
so-so as a jump-in.

Strong: An uppercut standing, a straight punch crouching, and a downward punch
jumping. It's probably the two-in-one/Cancel you'll use the most, and it's a
good anti-air move.

Fierce: A powerful straight punch standing, a powerful uppercut(great for
anti-air) while crouching, and a great downward punch in the air. All around,
one useful punch!

Short: A fast and short stab kick. Great to tick, and a very good jump-in.

Forward: The most useful of all the kicks. It's got good speed and priority,
it's a great two-in-one/cancel, a great anti-air move, and you can do a really
cool link with it: link a crouching strong into a crouching forward. Also, if
you're good, you can do a crouching forward after a Sonic Boom for a nasty-
looking two hit combo!

Roundhouse: A spinning kick, and a two-hit sweep when crouching. The jumping
version is his best jump-in.

Punch Grab: Guile flips his enemy over his shoulder, smashing him against the
ground. A decent grab that does decent damage. However it looks kinda plain.
If your a flashy player(like me!) then the kick grab and the Flying Buster
Drop are for you.

Kick Grab: Guile does his patented Dragon Suplex. This looks SO much better
than the punch grab, but that's about the only difference.

Flying Buster Drop(In air, d+SP): NOW we're talking! Guile grabs his opponent
in the air and breaks his back(if you watch WCW Wrestling, you will start
calling this move "The Rack", since it looks just like Lex Luger's finishing
submission hold)! UGLY! This move does good damage, and makes the enemy
hesitate before jumping in(it scares them away!). Since Guile's game consists
of keeping people away, you should practice this move and make it a big part
of your strategy.

Rolling Sobat(b or f+FK): Guile does a spin kick. This is a good pressure
move, can go over ground moves(it really pisses off people when they try to
sweep you and you Sobat over it!), and can be Super Canceled(it's hard, but
possible!).

Heavy Stab Kick(b or f+RK Guile does a step forward and pokes his enemy with a
straight kick. This move is good to poke, since it has range. It can be Super
Canceled, too(again, hard but possible)!

Spinning Back Knuckle(f+FP): Guile turns and hits his enemy with the back of
his hand. This is a very versatile move. It has good range, doing it doesn't
leave you very open, and it Super Cancels(I've done it once, but it beats the
hell out of me how he did the back knuckle instead of a Sonic Boom, since I
charged back and pressed forward with Fierce!). An old-school strategy: if you
and the opponent throw a fireball at the same time from one-two steps away,
use the back knuckle to hit him while he's stuck! This works because Guile has
a shorter stun time after throwing his Sonic Boom than other
characters(Dhalsim, for example, is slow as molasses to recover after a
fireball). If your opponent likes to throw fireballs in your face, use this
tactic to turn the tables!


SPECIAL MOVES AND STRATEGIES

Now were getting to Guile's arsenal. The usage of this moves will make or
break you, so listen up! All of Guile's moves are charges, which means you
hold a direction for one second and the press the opposite direction with the
appropriate button. But as long as you hold that direction, you can hold any
of its variants! Example: if a move involves holding back on the controller,
you can also hold down/back and up/back. Learn this well!

Sonic Boom(Ch b, f+p): Guile shouts "Sonic Boom!" as he throws a fireball.
Guile's Sonic Boom is a very useful move. It's very big for a fireball, so
opponents sometimes mistime their jumps. It charges faster in this game than
in past games, so the Sonic Boom is now very effective offensively. Use the
Boom to hit opponents stuck in a move, to negate other's fireballs, to charge
your Super Meter(they charge a lot of Super Bar energy!), in combos(although
if you wanna push the enemy away you should use the Flash Kick), and to Super
Cancel(the easiest move to cancel with in the whole game!). To cancel with it,
execute it by holding down/back and pressing down/forward. Both of Guile's
Supers involve these two directions, so you can decide which Super you want to
use on the fly! Versatility is a deadly thing.

Flash Kick(Ch d, u+k): Guile shouts "Somersaut!"(that's the Japanese
pronunciation, you just gotta love it!) as he kicks in an arc in midair. This
move's main use is to hit opponents out of the air(since EX is more old-school
than recent Street Fighter games, the Flash Kick has more invincibility.) and
to use in combos. Believe it or not, this move Super Cancels(the hardest move
to cancel with in the whole game!), so if you Cancel with it, you're either
lucky or VERY VERY GOOD! I recently learned how to cancel a Double Sommersault
Kick out of the Flash Kick, and I'll give you the details in the section for
the super. This move also scares people from jumping in(do it just as you
start the round and you'll see the look of worry on your opponent's face), so
it has great value to Guile's basic game, which is defensive/keep-out.


SUPER COMBOS AND STRATEGIES

Now this is where Guile gets scary. There you are, just laughing at puny
Guile, when he suddenly jumps in and cancels one of his moves into one of his
ABSOLUTELY INVINCIBLE SUPERS! You are at only half your energy!! My god, Guile
is not puny! HE'S A SUPER CANCELING, COMBO WIELDING MONSTER!!! But seriously
folks, Guile's Supers are truly powerful, and they give Guile's already
balanced game a really heavy punch. Get this: Guile's Supers make him an
OFFENSIVE character if you so desire! Yet his Supers also give him an ULTIMATE
DEFENSE! Without further ado, here they are, GUILE'S SUPERS! *Heavy cheering
and whistling by Jen Seng ^_^!*

Opening Gambit(Ch b, f, b, f+p): Guile shouts "Opening Gambito!"(Japanese
pronunciation, folks! :-D) and starts hitting his opponent with a heavy rain
of punches, ending with a sideways somersault. This move is great to hit an
opponent stuck in a ground move and in UGLY combos. It's really easy to Cancel
the Sonic Boom into an Opening Gambit: just do a Sonic Boom right next to the
opponent and immediately tap b, f+p(since you already did a Sonic Boom,
charging back and pressing forward has already been done). You can also Cancel
the Opening Gambit into a Double Somersault Kick, but it's very difficult(keep
trying, though! Doing a two-three Super Cancel combo is the mark of a true EX
master!).

Double Somersault Kick(Ch d/b, d/f, d/b, u/f+k): This is a hard move to pull
off, but it's very useful. Guile shouts "Doburu Somersaut!" and does two Flash
Kicks in a row. The easiest way to do this move is canceled from a Sonic Boom.
I guess the Sonic Boom gives you a margin for error. If you cancel it from the
Flash Kick, this will cause the opponent to drop his controller in
frustration! The Double Somersault does great damage, and it's Guile's best
anti-air(it can only be countered by air fireballs and Kairi's Garyumeshu).
Again, doing a Super Cancel with this into the Opening Gambit is extremely
hard, but looks and is just plain devastating. To cancel it, you gotta do
this: instead of pressing u/f, press u/b! It actually works(doing this will
give you enough charge time to do the OG)! Also, to cancel from a Flash Kick
to a DSK, Hold d/b, slide your thumb all the way to u/f and press kick(this
will make Guile do the Flash Kick), then slide it to d/b, then finish it as
usual. This is NOT easy at all, but it CAN be done.


GUARD BREAKER AND STRATEGIES

Doing the Guard Breaker(any punch+any kick of the same value) will cause Guile
to do an elbow drop. Although it has short range, Guile's Guard Breaker is
probably the fastest in the game. The best use for the Guard Breaker is as
follows: make sure your opponent is turtling(blocking everything you dish out)
and jump-in with anything you want while holding d/b. When you land, do the
Guard Breaker and complete the motion to any of the two Supers. This catches a
lot of people by surprise, and usually makes a turtler freak out, since their
strategy consists on pure defense and the Guard Breaker proves it doesn't
work. Also try this strategy with anybody, since the worst that can happen is
that you'll get hit while doing the Guard Breaker and be bounced back.


OVERALL STRATEGY

Guile is a great character for beginners and experts alike. His moves are done
with charges, so they're very easy to execute. It's the usage of these moves
what makes Guile a favorite among the pros. He has a very difficult defense to
penetrate, with moves like the Flash Kick, Double Somersault, and Sonic Boom.
He also can do very devastating combos, so he can be very aggressive as well.
His main strategy is to keep out enemies, and when he is attacked he can
easily counter, so playing keep out is very easy. His Guard Breaker is
actually useful(mostly doing the Guard Breaker with another character is
saying "Hit me!"), his grabs ugly, and his combos painful. Overall, Guile is a
character balanced in most aspects and exceeding in defense. A great choice
for all players.


INTENSIVE STRATEGY

Here are a few tried-and-true strategies for our favorite fighting American
that will give you a good edge against your enemy:
-If you throw a Sonic Boom at close range and the opponent blocks it, do a
Guard breaker! The Guard Breaker's speed will ensure a hit, since the opponent
is stunned by the Sonic Boom.
-Here's a fake that dates all the way back to SF II. Charge d on the
controller and do a FP uppercut. Simple, huh? Well, many people are fooled by
this because they think Guile is getting up(WARNING! If your opponent falls
for this fake, he's old-school, so watch yourself!).
-The Jumping Sobat gives you a lot of options at close range. Use it to
pressure opponents, fake them by canceling into a Super, or immediately do a
Guard Breaker after it for a free combo.

Well, that's my FAQ. If you'd like for me to do another FAQ on Street Fighter
EX+A or
Street Fighter Alpha 2, e-mail me at [email protected]. I'll see what I can do!
Until then, this is Daniel "Capr¢n" Valent¡n saying Sayonara! SONIC BOOM!