User talk:GuilePro/Guile

Techniques
Guile's two primary special moves are the "Sonic Boom", a projectile-based attack, and the "Somersault Kick" (also known as the "Flash Kick"), an anti-air attack. Both moves require holding the joystick away from your opponent for a 1.5 seconds. Throughout the series, these have been Guile's main special attacks.

In Street Fighter 2: The World Warrior, Guile was found to have a number of special move glitches. These glitches once understood (the enemy would always have to be within throwing distance) could be mastered and once someone was familiar with these techniques they would become unstoppable.

The first was "GOLDEN STANCE" (Charge back for 1.5 seconds, then press strong kick, once upside down, press forward and any punch) Guile would do his upside down kick and stay frozen in that position untill he was hit by the opponent. If the opponent was a computer controlled Zangief or Vega then they would be unable to hit him most of the time and if you were winning you could run the clock out without worrying about being hurt.

The second and most important of Guile's special glitches is called the "MAGIC THROW". This move is by far the best move in the game and takes a long time to perfect. (Charge back for 1.5 seconds then press forward then pause for 0.5 seconds then press strong kick + punch together but press strong kick a little bit earlier than punch) The opponent has to be within throwing distance but this move can be done at almost anytime. You can even do this move before the match starts (vs. Zangief) and you can keep doing it continously untill they die. The reason this works is because the computer trys to do more than one move at a time and as long as you have charged it you can rinse and repeat. Depending on what direction you hold at the time you prsee the buttons it will throw them in that direction. you can even use this while they are doing there specials and throw them to the ground.

The third special glitch move is called "CUFFS" and if the opponent is close enough you can capture them so they stick to you and can't move. (Charge down for 1.5 seconds then do a blade kick but press the middle punch a split second before you press middle kick) The only drawback with this move is that if you do not throw them out of the 'cuff' before the time runs out you will have to reset the machine.

You must 'magic throw' to get out of this move. But this is how you do glitch four. "INVINCIBLES" After "CUFFS" and doing a "MAGIC THROW" throw a sonic boom and instead of a sonic boom coming out you should freeze in a half crouch. Now no matter what the opponent does they will not be able to hit you at all. A simple blade kick will exit this move.

The Glitches were ironed out in the rest of the series but are still used today particularly in New Zealand where some say they were first discovered.

Unlike every other character since Street Fighter II, Guile has never been given a new special move and has been known to have more Super Combos than special moves. His original Super Combo, the "Somersault Strike" is basically his Somersault Kick with two more kicks added in. It acts like Ken's Shoryuu Reppa in that it performs three Somersaults. The "Sonic Hurricane" is not a projectile but if it connects, it traps the opponents in and does multiple hits. In the Capcom vs. SNK series he gained another Super Move called "Total Wipeout" which allows him to do consecutive punches that end with a final Backhand punch that knocks the opponent away. This move is similar to a super move he had in the EX series called "Opening Gambit", which also features consecutive punches but ends with a modified side Somersault kick instead of a backhand.