Forums - WW: Why is Guile Top Tier? Show all 33 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- WW: Why is Guile Top Tier? (http://www.shoryuken.com/forums/showthread.php?threadid=39693) Posted by State of Nature on 09:14:2001 03:08 AM: WW: Why is Guile Top Tier? I don't know that much about WW, but I've heard repeatedly that Dhalsim and Guile own it. My question is, why is Guile top-tier? Does it have to do with his tick throw, his glitches, his backfist, the SB speed or what? When people say Dhalsim and Guile are top tier, is that a statement made independent of their glitches? Posted by RagingAkuma on 09:14:2001 04:46 AM: If by WW you mean the original SF2 two words... Invisible Throw. Posted by akiman on 09:14:2001 05:10 AM: Re: WW: Why is Guile Top Tier? quote: Originally posted by State of Nature I don't know that much about WW, but I've heard repeatedly that Dhalsim and Guile own it. My question is, why is Guile top-tier? Does it have to do with his tick throw, his glitches, his backfist, the SB speed or what? When people say Dhalsim and Guile are top tier, is that a statement made independent of their glitches? cos other chars suck! Posted by Apprentice on 09:14:2001 05:31 AM: Re: WW: Why is Guile Top Tier? quote: Originally posted by State of Nature I don't know that much about WW, but I've heard repeatedly that Dhalsim and Guile own it. My question is, why is Guile top-tier? Does it have to do with his tick throw, his glitches, his backfist, the SB speed or what? When people say Dhalsim and Guile are top tier, is that a statement made independent of their glitches? I'll give this a shot. Some of Guile's non-glitch advantages included his far standing WP (*insane* range for a Jab), the ability to follow his Sonic Booms very effectively, great ticks, and simple but devestating re-dizzy combos. Oh, and he had the only anti-air in the game that knocks down a grounded opponent. The Shouryuken, Tiger Uppercut, etc. did not have this feature yet; Ryu and Ken suffered dearly for it and are considered by some to actually be bottom-tier. Some of Dhalsim's non-glitch advantages included his *massive* throw range, zoning, and the ability to stand up to Guile. Hope I helped. -Paul Posted by State of Nature on 09:14:2001 05:40 AM: Re: Re: WW: Why is Guile Top Tier? quote: Originally posted by Apprentice I'll give this a shot. Hope I helped. -Paul Cool, thanks man. The re-dizzy combo was something else in my mind, but I hadn't even thought about the knock-down advantage of the flash kick, or the jab range. Posted by akiman on 09:14:2001 10:05 AM: i hate ww Posted by Bezerka on 09:15:2001 02:18 PM: What is Guile's redizzy combo? Posted by Apprentice on 09:15:2001 04:11 PM: quote: Originally posted by Bezerka What is Guile's redizzy combo? The standard four-fierce works wonders in the corner: jumping HP, close standing HP, 2in1 Sonic Boom, F+HP backhand. Sometimes they'll get redizzied after the 3rd hit! There's also ducking LPx4, standing LPx4. The shotos also have this with ducking LKx8. Keep in mind, though, that this is a game where a simple jumping HK, ducking MP, 2in1 Flask Kick does over 50% damage. -Paul Posted by nin on 09:16:2001 07:20 AM: why he is top tier?magic throw x 4 =dead!!!!!! Posted by BloodRiotIori on 09:16:2001 01:06 PM: what is this 'magic throw' again, and how d'you do it? Posted by noswad on 09:16:2001 03:26 PM: I don't know how to do all of the magic throws (yo-yo throw, etc) but it basically involves cancelling his sh. rh (upside down kick) into fierce sonic boom. First, you have to know how to toss a delayed boom.. You can walk a little step before throwing a boom. I guess it's a little buffer capcom added to specials to make the easier to perform if you mess up.. (charge back, walk a little step towards, hit punch for the boom). Also, you also have to cancel the s.rh on it's first few frames (a la Guy proximity cancel in A3, or kara-throws in sf3). Anyhow.. you charge back/down. Move the stick to towards and hold it there. When Guild walks a slight step, press fierce+roundhouse.. but not at the same time. Press roundhouse -JUST- before you hit fierce. You can try laying the knife edge of you palm on the buttons, and kinda "roll" it so you hit rh first. (works for me anyhow). The key is to be in upside down kick range. if you are far away, you cn't do it (he'll do his other s.rh instead.) The range is pretty big tho.. Another cool thing, is that you get a free charge after his strong throw (which is his magic throw). So if you magic throw them into the corner, keep holding towards, walk slight step, magic throw, walk slight step, magic throw, slight step, magic throw, etc. This is how I do it anyhow.. Maybe someone else can fill you in on how to do his other magic throws. EDIT: Oh yeah.. i forget to tell you what heppens. Guile goes into his strong throw animation.. you can't hit him, nothing.. when he reaches the actual "throw" part, his opponent gets thrown no matter what. OTG, out of the air, out of DP, whatever. I think the yo-yo-throw might be a mix of handcuffs and magic throw in one motion. Handucffs is strong throw cancelled into forward flash kick.. and magic throw is strong throw.. so maybe you charge back down (opponent already in handcuffs), then go to towards, magic throw, up+forward kick. Perform the two motions at once kinda.. he'll throw them, and then get handcuffs right away. (Hence the yo-yo part). I haven't tried it, but it sounds like it might work. Asian dude from here : "Look! No Shadow-Fro! No shadow-Fro!" Posted by EJBallaBoy on 09:16:2001 04:15 PM: because of 1 combo and here it is: dash in c.hk into a hyper combo. To me this combo is Posted by Shuzer on 09:16:2001 04:51 PM: quote: Originally posted by EJBallaBoy because of 1 combo and here it is: dash in c.hk into a hyper combo. To me this combo is 1) This is a WW thread. Not an MvC2 thread. 2) Even though this is a WW thread, I'll comment on what you said. IF YOU THINK THAT COMBO IS GOOD, YOU = FUCKING TO THE GOD DAMN INFINITY POWER. Posted by mondu_the_fat on 09:17:2001 03:11 AM: Noswad: Yes that will work. On paper it may not look like it would (it looks like you're trying to do sonic boom->flashkick), but it does. The other method of the magic throw would be charge back, move the stick forward then back, RK+FP. This method is necessary if your opponent manages to get thrown through and behind Guile. State of Nature: In WW, anti-air has priority almost all of the time. There's almost nothing that can be done against Guile's crouching FP. Combine this with his Sonic Boom and you've got an unapproachable character. This is also Dhalsim's strength. No aerial move can outprioritize his anti-air, making yoga fire->standing FK realy, really effective. Guile's flashkick has no recovery time on the ground. He can miss a flash, then do another one immediately upon landing. Posted by State of Nature on 09:17:2001 04:58 AM: quote: Originally posted by Apprentice There's also ducking LPx4, standing LPx4. The shotos also have this with ducking LKx8. -Paul Word. Thanks for the good tips. I was aware of the four fierce dizzy, but what's this LP one? On a dizzy opponent get close, do 4 crouching lps, and then link it into 4 standing lps? Is that it? I need to try it. And what's the basic gameplan for guile? Is it really just SBs and then doing crouching fierce on jumpers? When is the best time to tick throw? On a getting up opponent? Posted by nin on 09:17:2001 09:48 AM: i wonder anyone still play WW........i only play sf2hf anf ssf2t! Posted by Mr. Smellypants on 09:17:2001 09:56 AM: Err, nobody here has yet to give the right answer, you all bring up good points but the real reason why Guile is #1 in WW by far....... TICK THROWING In the original SF2 guile could walk up and jab the opponent and before they are able to recover out of blockstun, you can throw them. Meaning Blocked jab = 25% dmg throw Posted by nin on 09:17:2001 10:15 AM: quote: Originally posted by Mr. Smellypants Err, nobody here has yet to give the right answer, you all bring up good points but the real reason why Guile is #1 in WW by far....... TICK THROWING In the original SF2 guile could walk up and jab the opponent and before they are able to recover out of blockstun, you can throw them. Meaning Blocked jab = 25% dmg throw not!almost everyone can tick in ww:ryu,ken's low short,blanka j.forward,honda j.short,etc. the reason make guile no.1 is coz he had many glitches to own others chars and other char is too weak! Posted by Apprentice on 09:17:2001 01:35 PM: quote: Originally posted by Mr. Smellypants Err, nobody here has yet to give the right answer, you all bring up good points but the real reason why Guile is #1 in WW by far....... TICK THROWING Er, check my first post in this thread. I did mention ticks. -Paul Posted by Apprentice on 09:17:2001 01:49 PM: quote: Originally posted by State of Nature Word. Thanks for the good tips. I was aware of the four fierce dizzy, but what's this LP one? On a dizzy opponent get close, do 4 crouching lps, and then link it into 4 standing lps? Is that it? I need to try it. You betcha. And for what it's worth, Chun-Li's headstomp x3 is also a redizzy. quote: And what's the basic gameplan for guile? Is it really just SBs and then doing crouching fierce on jumpers? When is the best time to tick throw? On a getting up opponent? My best advice would be to just mix it up. Keep in mind, though, that sometimes the Flash Kick makes a better anti-air due to its horizontal range and knockdown capability. It all depends on *where* they're jumping in. Hell, IMHO Guile's backfist is a nice horizontal anti-air when you're caught without a charge. -Paul Posted by Battousai on 09:17:2001 03:46 PM: i remember that back in the day guile was the shit... his invisble throw was lethal, the freeze that he had was smooth... but i found the fierce, fierce, fierce combo nasty... and once you were dizzy the Standing flashkick combo would finish the job... he was one of those characters that you couldn't make a mistake against... his ability to follow the sonic boom was nasty... if you blocked high you would get a couple lk's into a foot sweep... and if you blocked low, you would get the upside down roundhouse... what i didn't get was how dhalsim was his counter part??? no one played him here, so i'm kinda interested... Posted by Adam*Warlock on 09:17:2001 05:04 PM: quote: Originally posted by Battousai i remember that back in the day guile was the shit... his invisble throw was lethal, the freeze that he had was smooth... but i found the fierce, fierce, fierce combo nasty... and once you were dizzy the Standing flashkick combo would finish the job... he was one of those characters that you couldn't make a mistake against... his ability to follow the sonic boom was nasty... if you blocked high you would get a couple lk's into a foot sweep... and if you blocked low, you would get the upside down roundhouse... what i didn't get was how dhalsim was his counter part??? no one played him here, so i'm kinda interested... Um, if I remember correctly, blocking low against an upside down roundhouse still blocked. The only moves that couldn't be blocked low were air attacks, and of course throws. On another note, does anyone remember the "illegal" version of SF that used to allow wavy-ass air fireballs? ken and ryu were the shit! Posted by State of Nature on 09:18:2001 12:03 AM: Wow, this has been helpful so far. Did Guile have any useful links in this game? Like anything leading to a knockdown? Oh yeah, and to the guy who said nobody mentioned tick throws, look at the very first post in the thread. Posted by nin on 09:18:2001 09:48 AM: i dun like sf2ww coz guile own em all for free............ reset the game...... Posted by roboticus on 09:18:2001 01:42 PM: quote: Originally posted by State of Nature Wow, this has been helpful so far. Did Guile have any useful links in this game? Like anything leading to a knockdown? Oh yeah, and to the guy who said nobody mentioned tick throws, look at the very first post in the thread. Guile could link anything off a c.strong, other good links are c.jab and c.short. and c.fwd (pretty much in that order). Standing moves were good links, too. After the c.strong, you could link at least one other move + sb (assuming that the other move didn't make you lose your charge). Guile also wasn't that good of a ticker, contrary to popular belief. Dhalsim, Chun li, and Zangief, probably Honda, too, were better. Dale Posted by BloodRiotIori on 09:18:2001 07:29 PM: throw sonic boom, walk up, crouching strong then walk and throw. you can get perfects on everyone using this, even highest level CPU except for vega and balrog (jap names) coz they cheat Posted by nin on 09:19:2001 02:26 AM: guile own for free Posted by mondu_the_fat on 09:19:2001 02:38 AM: quote: Originally posted by State of Nature Word. Thanks for the good tips. I was aware of the four fierce dizzy, but what's this LP one? On a dizzy opponent get close, do 4 crouching lps, and then link it into 4 standing lps? Is that it? I need to try it. Actually, 8 standing jabs would also work as a redizzy. Just walk up to your dizzied opponent and do the jabs. Adam: those were hacked versions of CE and HF. Hacked WW were few and far between. Posted by rock on 09:19:2001 09:48 AM: there are no HF hack. Posted by Agent Guile on 09:22:2001 04:54 AM: I remember Guile's long range jab. F*ck Capcom. Why the hell did they remove that? Posted by rock on 09:22:2001 07:37 AM: quote: Originally posted by Agent Guile I remember Guile's long range jab. F*ck Capcom. Why the hell did they remove that? coz the jabs are too cheap so capcom removed them in ce! Posted by Agent Guile on 09:22:2001 09:14 AM: Maybe you're right. That's the only jab I know that hits more than three times when tapped. Posted by rock on 09:22:2001 10:10 AM: guile is top tier in sf2 and ce.but,he is not top tier in hf,ssf2 and st. All times are GMT. The time now is 11:58 PM. Show all 33 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.