Guile | Character Review
Guile made his first appearance in the classic fighting game Street Fighter 2. Since then he has been a staple in that series as well as a number of crossover series, too. Guile is well established as an extremely defensive fighter. A good Guile can’t be jumped at and is hard to trade hits with at mid range. How do you take advantage of Guile’s abilities? Read my Guile character review below and watch my video to get some Guile tips.
Guile | Defense
Guile’s defense is built around his flash kick and fast release and recovery from his sonic boom. He has a strong set of moves that counter airborne fighters. As you play Guile, you have to be very conscious of when to charge for your flash kick and sonic boom. It should be very often. But sometimes you will see your opponent hesitate. Punish him with a throw. Knowing when to switch between offense and defense is key. If you have a mid-range opponent trading projectiles with you, and you find yourself at the faster end of recovery, you can often land a solid back fist or sweep.
Guile | Offense
Guile can scare opponents from jumping after using his strong anti-air moves. You can exploit this with aggressive throw actions. Tick throws where you jab or short kick into their block before you toss them is often key. Getting in your opponent’s face after you throw a sonic boom can set up follow-up combos, throws, air throws, and other punishes. His knee and other long range normal attacks give you the acceleration you need to get in close at times to put the pressure on.
Guile | Overall
When you play Guile, you have to charge to do his special moves. This means you have to be thinking ahead at all times to be most effective. Twitch button pressing and responses are not going to win you the game that often with Guile. He can’t just dragon punch an airborne opponent on the spot or block then just spinning pile driver. You will be holding away and down on the controller often, and this promotes more of a defensive style. Good opponents may fake in to try to get you to counter. So a Guile player needs to know when to hold his ground, when to counter, and when to exploit an opening accordingly. Guile has great keep away normal attacks that set up fireball battles and his anti-air attacks.
To develop your own style of play with Guile, you will just need to practice, practice, practice. Developing the timings and setting up attacks takes considerable experience that may not translate well from other characters for you.
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Street Fighter II Series Reviews on SNES
There were three distinct versions of Street Fighter II released on the Super Nintendo. Here is my rating for each one and the basic breakdown for the score. Overall, they are upgrades going from one game to the next. The core fighting system is very close to that of the arcade. There are just minor graphical differences and slightly different hit boxes and reactions from the arcade. The controls for each game is extremely responsive and precise.
Street Fighter II: The World Warrior. 4 out of 5. There are eight playable characters. Combo potential compared to the rest of the series is weak.
Street Fighter II Turbo. 4.5 out of 5. Twelve playable characters. Much more balance is brought to the characters from the original version. Weaker characters have buffed special moves. The difference in play styles between the characters is more apparent.
Super Street Fighter II: The New Challengers. 4.75 out of 5. Sixteen playable characters. A super meter was introduced. Game play is incredibly refined. There is a noticeable buff to the computer’s AI in the game. There is a combo meter on screen which helps players keep it real in training mode. By far the best version of Street Fighter II on SNES.