From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Guile on the SF2 HF
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Date: Wed, 6 Jan 93 12:58:07 GMT


cl330@cleveland.Freenet.Edu (Lewis Lee) writes (in partial):
 
>Just a few words about Guile on the new sf2 Turbo Hyper Fighting edition. Like
>always, Guile is still powerful, although not as dominating as before. His
>charge time for the sonic boom seem to be shorter even after taken into
>account the overall increase in game speed.  Most of the old combos still work
>if performed perfectly.
 
I don't think it's possible to Fierce, Fierce, Sonic Kick anymore, or any of
the standing variations.  Anybody here want to prove that I'm wrong?
 
>The useless jumping in knee(jostick backward or forward and forward kick) in
>CE can actually be use in this edition to gain distance while charging for a
>sonic boom and executing it immediately after Guile lands.
 
Useless?  <Cough!>  And what is this sudden realization that you can do this in
HF and not in CE?
 
>For example, you are fighting Ryu and you are on one edge of the screen and
>Ryu is on the other edge.  As ususl, there will be a projectile fight, you
>throwing a sonic boom, and Ryu throwing a fireball to counter it.  In CE,
>Guile usually have to wait for the right moment to jump over the fireball to
>get in.
 
Jump in?  IMHO, you should either negate Fireballs or Jump (up) if you don't
have the charge.  The main attacks should be hitting Ryu out of a Foward Flip
or standing Fierce'ing a Fireball stunned Ryu.  Ryu's recovery time is too damn
short to bother with Foward Flip's.  (Watch for those Hurricane Kicks!)
 
>In HF, Guile can throw a sonic boom, knee hop while the sonic boom is being
>cancel by the fireball, and as Guile lands, throw another sonic boom.  With
>your distance, if Ryu throws another fireball, you can backfist him.  End of
>story.
 
Unfortunately you have to be fairly far away to begin with and Ryu has to be
fairly late with the first Fireball negation.
 
There are two effective uses for Knee in both CE and HF.  The first is a
counter to a stunned Low Tiger Sagat (hits further than crouching Foward). The
second is usually after a knock-down, usually from a Sonic Kick.  You start off
with a Jab Sonic Boom and knee ASAP.  If you time it right, you'll be just
coming down from the knee as the Sonic Boom hits the opponent as he/she gets
up.  Then crouching strong (jab, whatever) to Sonic Boom, preferably Fierce.
 
The second application needs decent timing to pull off effectively.  Starting
too early, too late, too far, too close, etc. will cause you to get thrown,
hit, beaten up very badly, etc. :)  This also is dangerous against characters
like Ryu, Guile, Ken, Zangief, Sagat.  A better application is to walk back a
bit before you start and go directly to Fierce Sonic Boom if the opponent
blocks.  If the opponent tries to do something through the Sonic Boom you'll be
out of range and you can do whatever after.
 
With E. Honda on HF, I  would advise against this application unless very far. 
I don't think there are any counters for Guile underneath the Flop-Sit short of
Sonic Kick (you won't be charged long enough).
--
John Nishinaga - jnishina@nyx.cs.du.edu
Newsgroups: alt.games.sf2