Street Fighter 2: The World Warrior/Guile

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Sf2wwGuile.gif

Introduction

"Are you man enough to fight with me?" No, Mr. Guile. I don't think anyone in World Warrior is "man enough" to deal with your magic throw and handcuffs.

Guile is the first pure charge character in the Street Fighter series, meaning that all of his special moves are performed by charging in a specific direction and then moving the stick into another direction while pressing an attack button. His design makes him best suited for a defensive style. Just keep pushing your opponent back with your normals and Sonic Booms (Guile's fireball) and punish any jump-in attempts with an anti-air, usually crouching fierce or a flash kick.

Guile's debut in World Warrior was far from perfect, although you could also say he was perfect depending on how you look at it. His imperfection is due to the infamous WW Guile glitches. Guile can repeatedly throw opponents to the ground without actually throwing them (magic throw) or freeze an opponent in place (handcuffs) and maintain a health lead, only unfreezing the opponent as the timer runs out to prevent the game from soft-locking. Even without using these glitches, Guile is clearly the most powerful character in the game which is why you could say he's perfect. The flash kick deals insane amounts of damage, his jab has unusually long reach for a light punch which can allow for a 5-6 hit jab dizzy combo, and aside from Dhalsim, the other fighters have very limited options against him.

Guile is top tier and can win most matchups easily. However, I recommend learning another character as well if you plan on using Guile since mirror matches aren't possible in World Warrior and you likely won't get to pick Guile first every time.

DCG

Color Options

Default
Guile-old1.gif

Moves List

Command Normals

  • Bazooka Knee: forward/back + mk (when close)
  • Upside down kick: forward/back + hk (when close)

Special Moves

Sonic Boom: charge back > forward + Punch

Flash Kick: charge down > up + kick

The Basics

Anti-Airs: Flash Kick,Crouching fierce, close mk, far hk, cr mk/sweep

Combos

  • j.HP,cr.MP xx Flash Kick
  • j.HP,s.HP xx Sonic Boom (can add a normal at the end in the corner)
  • cr.LK CPS1 Chain s.HP xx Sonic Boom

Advanced Strategy

Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2ww-guile-lp-s1.png Sf2ww-guile-lp-s2.png Sf2ww-guile-lp-a1.png Sf2ww-guile-lp-s2.png Sf2ww-guile-lp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 3 4 2 3 3
Simplified 3 4 2 3 3

This jab has unusually good reach. You can easily dizzy your opponent simply by rapid-firing the light punch button up close (the move will star out as the close-range version and then switch to this far-standing one as they get pushed back)

  • Standing MP:
Damage 16 Sf2ww-guile-mp-s1.png Sf2ww-guile-mp-a.png Sf2ww-guile-mp-r1.png Sf2ww-guile-mp-r2.png Sf2ww-guile-mp-r3.png Sf2ww-guile-mp-r4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 2 4 3 3 3
Simplified 1+2 2 13
  • Standing HP:
Damage 22 Sf2ww-guile-hp-s1.png Sf2ww-guile-hp-s2.png Sf2ww-guile-hp-s3.png Sf2ww-guile-hp-a.png Sf2ww-guile-hp-r1.png Sf2ww-guile-hp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 2 3 4 5 10 8
Simplified 1+9 5 18


  • Standing LK:
Damage 6 Sf2ww-guile-lk-s1.png Sf2ww-guile-lk-s2.png Sf2ww-guile-lk-a.png Sf2ww-guile-lk-s2.png Sf2ww-guile-lk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 2 2 4 3 3
Simplified 1+4 4 6
  • Standing MK:
Damage 16 Sf2ww-guile-hp-s1.png Sf2ww-guile-mk-s2.png Sf2ww-guile-mk-s3.png Sf2ww-guile-mk-s4.png Sf2ww-guile-mk-a.png Sf2ww-guile-mk-r1.png Sf2ww-guile-mk-r2.png Sf2ww-guile-mk-r3.png Sf2ww-guile-mk-r4.png Sf2ww-guile-mk-r5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +2
Frame Count 2 2 2 3 5 4 3 2 2 2
Simplified 1+9 5 13
  • Standing HK:
Damage 22 Sf2ww-guile-hk-s1.png Sf2ww-guile-hk-s2.png Sf2ww-guile-hk-a.png Sf2ww-guile-hk-r1.png Sf2ww-guile-hk-r2.png Sf2ww-guile-hk-r3.png Sf2ww-guile-hk-r4.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -5
Frame Count 4 4 5 6 8 9 1
Simplified 1+8 5 24

Close Standing Normals

  • Close Standing LP:
Damage 6 Sf2ww-guile-cllp-r1.png Sf2ww-guile-cllp-a1.png Sf2ww-guile-cllp-r2.png Sf2ww-guile-cllp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 3 4 2 3
Simplified 3 4 2 3


  • Close Standing MP:
Damage 16 Sf2ww-guile-clmp-s.png Sf2ww-guile-clmp-a.png Sf2ww-guile-clmp-r1.png Sf2ww-guile-clmp-r2.png Sf2ww-guile-cllp-r3.png Sf2ww-guile-clmp-r4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 3 3 3 3 3
Simplified 1+3 3 12
  • Close Standing HP:
Damage 22 Sf2ww-guile-clhp-s.png Sf2ww-guile-clhp-a.png Sf2ww-guile-clhp-r1.png Sf2ww-guile-clhp-r2.png Sf2ww-guile-cllh-r3.png Sf2ww-guile-clhp-s.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -8
Frame Count 3 3 8 10 6 5
Simplified 1+3 3 29


  • Close Standing MK:
Damage 16 Sf2ww-guile-clmk-s1.png Sf2ww-guile-clmk-s2.png Sf2ww-guile-clmk-a.png Sf2ww-guile-clmk-s2.png Sf2ww-guile-clmk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +10
Frame Count 3 3 4 3 3
Simplified 1+3 4 6
  • Close Standing HK:
Damage 22 Sf2ww-guile-clhk-s1.png Sf2ww-guile-clhk-s2.png Sf2ww-guile-clhk-a.png Sf2ww-guile-clhk-s2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +11
Frame Count 3 4 4 9
Simplified 1+7 4 9

Crouching Normals

  • Crouching LP:
Damage 6 Sf2ww-guile-crlp-s1.png Sf2ww-guile-crlp-a.png Sf2ww-guile-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 1+3 4 5
  • Crouching MP:
Damage 16 Sf2ww-guile-crmp-s1.png Sf2ww-guile-crmp-a.png Sf2ww-guile-crmp-r1.png Sf2ww-guile-crmp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +8
Frame Count 3 4 4 4
Simplified 1+3 4 8


  • Crouching HP:
Damage 22 Sf2ww-guile-crhp-s1.png Sf2ww-guile-crhp-s2.png Sf2ww-guile-crhp-a1.png Sf2ww-guile-crhp-a2.png Sf2ww-guile-crhp-r1.png Sf2ww-guile-crhp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 3 4 12 9 1
Simplified 1+5 16 10


  • Crouching LK:
Damage 6 Sf2ww-guile-crlk-s1.png Sf2ww-guile-crlk-s2.png Sf2ww-guile-crlk-a.png Sf2ww-guile-crlk-s2.png Sf2ww-guile-crlk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Frame Advantage +5
Frame Count 3 3 4 3 3
Simplified 1+7 4 6
  • Crouching MK:
Damage 16 Sf2ww-guile-crmk-s1.png Sf2ww-guile-crmk-s2.png Sf2ww-guile-crmk-a.png Sf2ww-guile-crmk-r1.png Sf2ww-guile-crmk-r2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 4 5 4 4
Simplified 1+7 4 8
  • Crouching HK:
Damage 22 Sf2ww-guile-crlk-s1.png Sf2ww-guile-crlk-s2.png Sf2ww-guile-crhk-a1.png Sf2ww-guile-crhk-s1.png Sf2ww-guile-crhk-s2.png Sf2ww-guile-crhk-s3.png Sf2ww-guile-crmk-s1.png Sf2ww-guile-crmk-s2.png Sf2ww-guile-crhk-a2.png Sf2ww-guile-crmk-r1.png Sf2ww-guile-crmk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage KD/+7,-24
Frame Count 3 4 5 4 6 8 6 4 5 4 6
Simplified 1+7 5 28 5 10

Aerial Normals

  • Neutral Jumping LP:
Damage 10 Sf2ww-guile-njlp-s1.png Sf2ww-guile-njlp-s2.png Sf2ww-guile-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 4
Simplified 7
  • Diagonal Jumping LP:
Damage 16 Sf2ww-guile-djlp-s1.png Sf2ww-guile-djlp-s2.png Sf2ww-guile-djlp-a.png
Stun 5~11
Stun Timer 50
Frame Count 3 4
Simplified 7
  • Neutral Jumping MP:
Damage 16 Sf2ww-guile-njlp-s1.png Sf2ww-guile-njlp-s2.png Sf2ww-guile-njmp-a.png Sf2ww-guile-njlp-s2.png Sf2ww-guile-njmp-r1.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 20 4
Simplified 7 20
  • Diagonal Jumping MP:
Damage 16 Sf2ww-guile-djlp-s1.png Sf2ww-guile-djlp-s2.png Sf2ww-guile-djmp-a.png Sf2ww-guile-djlp-s2.png Sf2ww-guile-njmp-r1.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 20 4
Simplified 7 20
  • Neutral Jumping HP:
Damage 22 Sf2ww-guile-njlp-s1.png Sf2ww-guile-njlp-s2.png Sf2ww-guile-njhp-a.png Sf2ww-guile-njlp-s2.png Sf2ww-guile-njmp-r1.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 8 4
Simplified 7 8
  • Diagonal Jumping HP:
Damage 22 Sf2ww-guile-djlp-s1.png Sf2ww-guile-djlp-s2.png Sf2ww-guile-djhp-a.png Sf2ww-guile-djlp-s1.png Sf2ww-guile-njmp-r1.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 8 4
Simplified 7 8
  • Neutral Jumping LK:
Damage 10 Sf2ww-guile-jk-s1.png Sf2ww-guile-jk-s2.png Sf2ww-guile-njlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 4
Simplified 7
  • Diagonal Jumping LK:
Damage 10 Sf2ww-guile-djk-s1.png Sf2ww-guile-djk-s2.png Sf2ww-guile-djlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 4
Simplified 7
  • Neutral Jumping MK:
Damage 16 Sf2ww-guile-jk-s1.png Sf2ww-guile-jk-s2.png Sf2ww-guile-njmk-a.png
Stun 5~11
Stun Timer 50
Frame Count 3 4
Simplified 7
  • Diagonal Jumping MK:
Damage 16 Sf2ww-guile-djk-s1.png Sf2ww-guile-djk-s2.png Sf2ww-guile-djmk-a.png Sf2ww-guile-djk-s1.png Sf2ww-guile-njmp-r1.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 20 4
Simplified 7 20
  • Neutral/Diagonal Jumping HK:
Damage 22 Sf2ww-guile-njhk-s1.png Sf2ww-guile-njhk-s2.png Sf2ww-guile-djhk-a.png Sf2ww-guile-njhk-r1.png Sf2ww-guile-njhk-r2.png Sf2ww-guile-njmp-r1.png
Stun 11~17
Stun Timer 60
Frame Count 2 4 5 4 4
Simplified 6 5

Command Normals

  • Reverse Spin Kick: (On ground and close, ←/→ + HK)
Damage 22 Sf2ww-guile-fhk-s1.png Sf2ww-guile-fhk-s2.png Sf2ww-guile-fhk-s3.png Sf2ww-guile-fhk-s4.png Sf2ww-guile-fhk-s5.png Sf2ww-guile-fhk-a.png Sf2ww-guile-fhk-r1.png Sf2ww-guile-fhk-r2.png Sf2ww-guile-fhk-r3.png Sf2ww-guile-fhk-r4.png Sf2ww-guile-fhk-r5.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 2 3 4 6 4 3 3 3 3
Simplified 1+15 4 16

Guile's upside-down kick may have excellent reach, but you can't really take advantage of it since this command normal must be done up close. It's still a good move nonetheless, but be careful when using it. If you try to cancel into a Sonic Boom, Guile will freeze during the recovery frames of the upside-down kick, leaving you vulnerable. You can escape by charging and inputting a flash kick, but your opponent can hit you before you have time to free yourself. This glitch is fun to show off in casuals, but it's not a good idea in a serious match so just avoid cancelling this move into a Sonic Boom and you'll be fine.

Throws

  • Judo Throw: (←/→ + Strong) and Dragon Suplex: (←/→ + Fierce)
Damage 32 Sf2ww-guile-throw.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 48
Range advantage 18
  • Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage 40 Sf2ww-guile-apthrow.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 54
Range advantage 24
  • Flying Buster Drop:(Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage 40 Sf2ww-guile-akthrow.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 54
Range advantage 24

Special Moves

  • Sonic Boom: charge ←, → + Punch (charge 60f)

Startup

Sf2ww-guile-sb-s1.png Sf2ww-guile-sb-s2.png Sf2ww-guile-sb-s3.png Sf2ww-guile-sb-s4.png
Frame Count 2 2 2 2
Simplified 8

LP version:

Damage 12 Sf2ww-guile-sb-a1.png Sf2ww-guile-sblp-a2.png Sf2ww-guile-sblp-a3.png Sf2ww-guile-sblp-a4.png Sf2ww-guile-sblp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 1 1 1
Simplified 25

MP version:

Damage 12 Sf2ww-guile-sb-a1.png Sf2ww-guile-sbmp-a2.png Sf2ww-guile-sbmp-a3.png Sf2ww-guile-sbmp-a4.png Sf2ww-guile-sbmp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 1 1 1
Simplified 25

HP version:

Damage 12 Sf2ww-guile-sb-a1.png Sf2ww-guile-sbhp-a2.png Sf2ww-guile-sbhp-a3.png Sf2ww-guile-sbhp-a4.png Sf2ww-guile-sbhp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 1 1 1
Simplified 25


  • Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)

Startup:

Damage 24/26/16,14 Sf2ww-guile-skick-s1.png Sf2ww-guile-skick-s2.png Sf2ww-guile-skick-s3.png
Stun 13~19
Stun Timer 120
Frame Advantage -24/-24/-33
Short 1 2 2
Foward 1 2 1
Roundhouse 3 1 2

Active:

Sf2ww-guile-skick-a1.png Sf2ww-guile-skick-a2.png Sf2ww-guile-skick-a3.png Sf2ww-guile-skick-a4.png
Short 4 2 2 4
Foward 3 2 2 5
Roundhouse 2 2 2 6

Recovery:

Sf2ww-guile-skick-r1.png Sf2ww-guile-skick-r2.png Sf2ww-guile-skick-r3.png Sf2ww-guile-skick-r4.png
Short 2 2 22 3
Foward 4 4 25 4
Roundhouse 2 5 28 6

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2ww-guile-bwd.png Sf2ww-guile-cllp-n.png Sf2ww-guile-fwd.png Sf2ww-guile-cr-n.png
  • Standing reel:
Sf2ww-guile-reel1.png Sf2ww-guile-reel2.png Sf2ww-guile-reel3.png Sf2ww-guile-reel4.png
  • Standing gut reel:
Sf2ww-guile-gutreel1.png Sf2ww-guile-gutreel2.png Sf2ww-guile-gutreel3.png Sf2ww-guile-gutreel4.png
  • Crouching reel:
Sf2ww-guile-creel1.png Sf2ww-guile-creel2.png
  • Dizzy:
Sf2ww-guile-dizzy1.png Sf2ww-guile-dizzy2.png Sf2ww-guile-dizzy3.png Sf2ww-guile-dizzy4.png Sf2ww-guile-dizzy5.png

Match-Ups

Vs. Ryu

When fireballs trade at close range, far hp/sweep to punish his recovery. Cr hp trade for anti air, cr mk when far away. Careful whiffing cr mk as it's a free sweep whiff punish for them. Tatsu can go through sonic booms, but he's usually unsafe on hit, flash kick or cr hp trade to punish him.

Vs. Ken

Same as Ryu.

Vs. E.Honda

Keep him out with fireballs, far hk and cr hp for anti airs, early j hk can work as well. Cr mk/sweep jumps from far.

Vs. Chun Li

A harder matchup, relatively speaking. You want to force her to block a sonic boom, then go for mixups/throws. Her air normals are hard to deal with if you have no flash kick, so try avoid that situation. Otherwise, sac throw/close mk and walk under are ok. You can fight back in neutral with cr mk, but hers is faster and has better recovery, so use sparingly.

Vs. Blanka

Similar to honda, but he has better air normals when close. Anti air sweep/cr mk can only be beat with his late j hp from far, otherwise, close mk if he's above (sac throw if you lose), jump forward back and far hp trade are also decent. Ball is safe on block, it can beat stuffed with mashed cr lp.

Vs. Zangief

Just get distance and throw fireballs. Lariat gains like no ground, and you can punish with cr mk usually. Use far hk or cr hp to beat jump attempts over fireballs.

Vs. Dhalsim

Probably the most common matchup in the game? He can slide under sonic booms when close, and his long normals are strong. Stand lk beats slides, and can punish him trying to go under. Flash kick can beat fireballs when in close range. Just try maintain a safe distance and zone him, he can do a throw loop on you with his fierce throw, so avoid him getting that close.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Blanka
Chun-li
Dhalsim
E. Honda
Guile
Ken
Ryu
Zangief