SF? Guile Exhibition (Evo2k7/OHN6 Editions)
Since u2b lifted their 15-min runtime limit, a lot of people have been requesting my Evo Guile combovid in HD resolution. Here are all three versions re-encoded in 720p. I recommend watching the Evo2k7 Edition Trailer followed by the OHN6 Edition. Skip the Evo2k7 Edition.
The Evo2k7 Edition Trailer was released on July 4th, 2007. Its purpose was to announce the project and provide another (minor) incentive for people to make the trip out to Evo that year. It also allowed me to utilize a handful of bonus clips that didn’t mesh with the format of the main project – and gave me an excuse to publish a Guile video on Independence Day!
The complete Evo2k7 Edition premiered in Las Vegas on August 26th, 2007. In retrospect, it probably ran way too long for a public audience screening, but thankfully people seemed to enjoy it for the most part – especially the intermissions and unexpected titles at the end.
Finally, the OHN6 Edition premiered in Sydney on September 30th, 2007. It was prepared on relatively short notice, which only gave me enough time to update the intro and improve a single clip – the SNES SF2WW brick wall bonus stage sequence.
Instead of writing out a comprehensive transcript for the entire video, i figured it would be more helpful to briefly explain the highlights of each combo.
SF? Guile Exhibition (Evo2k7 Edition Trailer)
0:31 / SSF2T N.Guile vs Chun Li – What makes this combo cool?
This is the only case in which the backwards Double Somersault Kick connects more than once; only against Chun and only in the corner.
0:38 / SNES SF2WW Guile vs Dhalsim – What makes this combo cool?
Crossup j.HK setup followed by a couple of SNES-only links made possible by this bootleg close s.MP rendition, which looks like his far s.LP and actually gives him significant frame advantage. Guile has always had severe disadvanage on both close s.MP and far s.MP in virtually every game except CvS1 which lacks the necessary buttons to convey those attacks. Last combo is s.LP, s.MP, s.LP -> j.HK (renda-jump-canceled).
0:52 / SFEX2 Guile vs Zangief – What makes this combo cool?
Since this is the only game where Guile has a Sonic Boom super, i made it the focus of the combo. Also i found it interesting that supers could be canceled into Guard Crush, so that’s in there too – especially since it’s a convenient setup for making sure the last hit of the Sonic Boom Typhoon whiffs so that Guile can juggle with HK Flash Kick afterwards. Kara-canceling c.LK gives the Flash Kick a huge range boost.
1:11 / SSF2T N.Guile vs Blanka – What makes this combo cool?
Whiffing the entire first half of Double Somersault Kick and still getting it to combo seems stylish to me. Freezing Blanka with blood squirting out of his head helps too. In general, Blanka’s hit stun hitboxes are very uncooperative when trying to land strikes from the front, but quite useful for pushing him backwards into projectiles and other attacks.
1:25 / CvS2EO EO-Ism R4 S-Guile vs R1 King – What’s the story behind this combo?
Originally, this was simply going to be R4 K-Guile killing R1 Shin Akuma with a plain lvl3 Sonic Hurricane. But since i knew i wasn’t going to use CvS2EO in the main combo video, i decided to at least tip my nonexistent hat to it in the trailer. This is the only combo i performed manually without programmable controllers or emulator tools, because programmable controllers don’t support analog inputs. EO-Ism specials are performed using the Right Analog Stick and don’t require charging. To anyone who thinks it was deceptive of me to use EO-Ism: not only is the “EO” logo clearly visible under Guile’s portrait, but i also recaptured this combo several times until Guile said “Easy Operation” during his victory pose.
1:37 / MvC2 Guile/Guile/Guile vs Strider/Anakaris/M.Bison – What’s cool about this combo?
First off, i love wavedashing – it’s quite possibly my favorite thing about the Marvel series. Second, this is a 300% damage combo involving three Guiles performing three Sonic Hurricanes! It was actually quite difficult finding three different opponents with compatible hit stun hitboxes that wouldn’t stick out a little bit to protect the others from getting hit by one of the Sonic Booms. The way the Sonic Hurricanes connect in the clip, they miss some of their early hits. However, the resulting triple Guile victory formation looks way cooler in the version shown. When i got maximum hits out of the Sonic Hurricanes, the opponents died in a different pattern and all three Guiles ended up overlapping. That didn’t look as cool.
1:55 / SF2WW Guile vs Blanka – What makes this combo cool?
Check out the damage! In WW, the flash is the most painful part of Guile’s Flash Kick. Combined with a simultaneously connecting LP Sonic Boom and multiplied by WW Blanka’s Rolling Attack damage modifier, Blanka instantly loses nearly 70% vitality. It’s (randomly) possible to inflict even more damage so that only one OTG Magic Throw is needed to kill Blanka, but i thought it looked cooler having those dizzy stars over Blanka’s body as he died. Of course, the HK Flash Kick is executed without charging via a 1/512 occurrence.
SF? Guile Exhibition (Evo2k7 Edition)
2:00 / SF2WW Guile vs E.Honda – Why shouldn’t this combo be possible?
CPS1 chains require switching between high and low attacks (or vice versa), so chaining c.LK to c.LP or s.LK to s.LP should be impossible.
How was that restriction bypassed?
Turning around during a chain cancel nullifies many of the usual limitations, including the high/low alternating requirement. In the s.LK to s.LP case, Guile actually CPS1 chains the s.LK to c.LP which whiffs, then immediately chains that to s.LP, which connects due to the extended range of WW Guile’s far standing jabs.
2:12 / SF2WW Guile vs Balrog – What makes this combo cool?
WW Guile’s F/B+MK knee doesn’t travel forward but it does produce tons of frame advantage. CPS1 Rog is wide enough to get hit by the HP Sonic Boom after all that.
2:25 / SF2WW Guile vs Dhalsim – Why shouldn’t this combo be possible?
Clearly the s.LK to c.MK piece stands out, because those two attacks don’t link and they certainly shouldn’t chain. There shouldn’t be enough charge time to perform that final Flash Kick either.
How were those restrictions bypassed?
Most of WW Guile’s glitches result from kara-canceling normal moves into specials. For whatever reason, performing a CPS1 chain and kara-canceling the resulting punch attack into Flash Kick (on the very next frame) instantly transforms the punch into its corresponding kick. Only Guile has this ability, probably because he’s the only WW cast member who absolutely can not cancel chained attacks into special moves. The OTG Magic Throw doubles as a setup for Guile’s Free Flash Kick Glitch, which enables both the s.LK to c.MK chain as well as the uncharged Flash Kick ender.
2:38 / SF2WW Guile vs Vega – Why shouldn’t this combo be possible?
Again, s.LK should not combo into c.HK by link or chain. Furthermore, the second hit of the c.HK should not connect.
How were those restrictions bypassed?
See above for the explanation to the s.LK to c.HK chain. When WW Vega gets knocked down while dizzy, he becomes susceptible to OTG attacks, as demonstrated by TZW ages ago. The corner prevents Vega from floating up too high after the initial c.HK knockdown.
2:50 / SF2WW Guile vs Zangief – Why shouldn’t this combo be possible?
Yet again, c.LK should not combo into c.MK by link or chain.
How was that restriction bypassed?
Combining two of the concepts explained above, Guile cancels c.LK into c.MP by starting off facing away, then converts the c.MP into c.MK using the Flash Kick kara-cancel method. Since setting up the Free Flash Kick Glitch requires Guile’s F/B+MP throw, it doesn’t come into play here – the c.MP to c.MK conversion is performed using a normally charged Flash Kick. That means there are two entire Flash Kick charges integrated into that brief sequence. It’s literally got to be frame-perfect or something will fail to combo.
3:01 / SF2WW Guile vs Zangief – Why shouldn’t this combo be possible?
Three Sonic Booms and a Flash Kick with nothing inbetween? Come on now.
How did i make it work?
In WW, there’s an infamous 1/512 chance that pressing any button will give you in a special move without any joystick movement. The first LP Sonic Boom is all sorts of meaty, which gives Guile plenty of time to link a second LP Sonic Boom. The third Sonic Boom is performed as a 1/512 special without charging. Instead, the opportunity is used to charge for a Flash Kick. If you hold DB the entire time Guile is performing the Sonic Boom, the game starts letting you charge for a Flash Kick slightly before it lets you charge for another Sonic Boom. Unfortunately, a fourth Sonic Boom would have been blockable. If you’re wondering why Guile walks so far forward before the Flash Kick, you can easily do that (to varying degrees) even without tool assistance due to Street Fighter’s lenience with input timing.
3:22 / SF2CE Guile vs Vega – What makes this combo cool?
Guile links two c.HK sweeps! When Vega initiates Flying Barcelona Attack a full screen away from the wall he’s trying to reach, he flies at top speed to cover that distance quickly. Once Guile jumps in the way, Vega’s velocity carries both of them way ahead of the LP Sonic Boom. Since the second hit of Guile’s first c.HK connects simultaneously with the Sonic Boom, its knockdown effect is neutralized. By the way, meaty c.HP to far s.HP is a one-frame link.
3:41 / SF2CE Guile vs Dhalsim – What makes this combo cool?
As everyone knows by now, CE Dhalsim’s non-knockdown air reel animation contains a few vulnerable frames, making Champion Edition the first Street Fighter game in history to contain juggle combos. In the SF2 series, every time a character touches the corner wall during air reel, they freeze briefly before continuing their fall. This keeps Sim in the air for a long time, granting Guile a lot of extra recovery time. The quadruple Sonic Boom combo is nothing special from a charge perspective, but it’s incredibly rare for Sim to last that long without getting redizzied. Unfortunately there’s no trick to it – only repetition, patience, and luck.
3:56 / SF2CE Guile vs Dhalsim – Why shouldn’t this combo be possible?
Special moves knock down when they hit someone out of the air, and Dhalsim’s knockdown animation is completely free of vulnerable frames.
How was that restriction bypassed?
Simultaneously hitting airborne Dhalsim’s j.D+HP drill with LP Sonic Boom and s.LP nullifies the knockdown property of the Sonic Boom, allowing Guile to continue hurting Sim by jump-canceling that jab. The entire sequence following the dizzy is one or two frames away from needing to be frame-perfect for the charge timing to pan out.
4:21 / SF2HF Guile vs Chun Li – What makes this combo cool?
Midscreen dizzy combo consisting of kicks only, containing no specials. Wasn’t easy finishing off Chun Li either. She is tiny and enjoys denying combos.
4:34 / SF2HF Guile vs Balrog – What makes this combo cool?
Midscreen combo containing a Sonic Boom and a Flash Kick, using a TAP meaty setup to boot, breaking both of Bison’s statues in the process, and getting both hits out of Guile’s HK Flash Kick twice. Oh, and j.LK doesn’t become a crossup until ST either.
4:49 / SF2HF Guile vs Dhalsim – Why shouldn’t this combo be possible?
Sonic Boom directly followed by Flash Kick with no charge fillers inbetween? Plus, Sonic Boom has too much startup to combo after renda-kara-cancels.
How did i make it work?
This one isn’t going to be easy to explain. HF Guile’s s.LK is not cancelable into special moves. Tap F then hold D four frames before CPS1 canceling the s.LK into c.LP and hold LP. Two frames later the c.LP connects – release LP to complete the Sonic Boom command. Essentially you begin pre-charging D for the Flash Kick seven frames earlier with this method than you could otherwise. Everything must be frame-perfect for this to work in HF, but it’s slightly more lenient in SSF2/ST for whatever reason, possibly because nothing is more disruptive than HF frame-skipping. Of course, you’ll need some other uncancelable chain because CPS1 chains don’t work after HF. As for the renda-kara-canceling problem, it’s actually only one frame away from comboing and the SF2 series gives you one extra frame of advantage on the first hit of a combo, but it won’t work mid-combo. Overall, probably my favorite combo in the video.
5:11 / SSF2 Guile vs Vega – What’s cool about this combo?
Three jump attacks in one combo! CPS2 Vega maintains a lower altitutude while trying to reach the wall than CPS1 Vega does, so Guile gets propelled across like 3/4 of an entire stage in just over a second. Couple of well timed jump-cancels later we get the third jump attack, followed by two more jump attacks after the dizzy. Slow motion air hopkicks are dope too.
5:27 / SSF2 Guile vs Sagat – Why shouldn’t this combo be possible?
Sonic Boom followed by Flash Kick with no crouching normal moves inbetween to buy extra charge time.
How was that restriction bypassed?
Same basic concept as the final HF combo, except instead of using HF Guile’s uncancelable s.LK, SSF2 Guile chains together two standing jabs which makes the second s.LP uncancelable into specials. Guile is able to take a step forward before pressing s.HP because s.HP has less startup than Flash Kick. The second combo works because the spacing allows the LP Sonic Boom to travel as long as possible, connecting on Sagat’s last frame of hit stun and giving Guile a ton of extra charge time.
5:41 / SSF2 Guile vs Zangief – What’s cool about this combo?
All three of Guile’s crouching punches in the first combo, followed by a fifteen hit combo featuring four Sonic Booms, a Flash Kick, and no multi-hit attacks. Otherwise it’s pretty boring; simply an optimization of an old standard combo.
6:13 / SSF2T O.Guile vs Zangief – What’s cool about this combo?
Two whiff B+MK knees in one combo, two whiff jabs in one clip, along with a veritable army of Sonic Booms. First half is my remake variation of zerokoubou’s brilliant 4SB+FK combo. Second half is basically the last CE combo using different buttons and ending differently.
6:29 / SSF2T O.Guile vs T.Hawk – What’s cool about this combo?
You don’t see T.Hawk’s wacky c.MP vulnerable hit box used as a combo setup too often. I tried to incorporate a third jump attack, but T.Hawk’s crappy backward jump makes it impossible for Guile to get much closer to the Sonic Boom, plus avoiding dizzy is difficult. Last combo is a one-frame link and only works on really fat characters because the c.HP pushback takes Guile out of close s.HP range on the very next frame.
6:42 / SSF2T N.Guile vs E.Honda – Why shouldn’t this combo be possible?
Guile’s c.LK isn’t cancelable into special moves and renda-kara-canceling into Sonic Boom mid-combo is supposed to be blockable.
How did i make it work?
Normally renda-kara-canceling costs at least one more frame than standard normal-to-special canceling because you have to wait for hit impact freeze to end, then chain into another light attack, then kara-cancel that light attack into a special. However in this case, the backwards c.LK whiffs completely. It simply won’t hit E.Honda until i press s.LK to turn Guile around. But instead of forgetting about the c.LK when he turns around, Guile turns around with the c.LK still active. It connects then auto-chains into s.LK, which you never see because i perform the Sonic Boom command immediately after s.LK is pressed. In fact, the s.LK never even appears for the one frame you normally see before it gets kara-canceled into a special move. Consequently, we have a renda-kara-cancel that looks and behaves exactly like a standard normal-to-special cancel. You can even see Guile earn meter for the Sonic Boom way before the Sonic Boom animation takes place, which is what always happens when you cancel a normal move into a special. The added benefit is that Guile can begin pre-charging during hit impact freeze which is normally impossible with renda-kara-cancels, which explains the fast charging for the second Sonic Boom. The second combo is cool because it contains two F+MK hopkicks, but there’s no trick to it apart from very accurate charge timing.
6:53 / SSF2T N.Guile vs Blanka – Why shouldn’t this combo be possible?
Nobody’s canceled into super mid-combo. Whenever you see it in combo videos, it’s always done using a light attack renda-kara-cancel.
How was that restriction bypassed?
First off, the cool thing about the initial combo is that it contains two Sonic Booms connecting midscreen. It only works if the last normal move is a hard attack because Blanka’s hit stun hitbox is all sorts of slippery. He can block a Sonic Boom following a forward-facing medium attack, and it’s incredibly rare for him to get hit by those first four attacks without getting dizzy. Again, patience and luck. As for the second combo, there’s really nothing to point out except for charge precision saving the day. It’s always been possible, but between the frame-skipping, projectile impact slowdown, and unforgiving timing, it’s not surprising that nobody’s ever done it before.
7:04 / SSF2T N.Guile vs Fei Long – What’s cool about this combo?
Features a classic nostalgic projectile setup, plus requires mid-air charge direction switching for the Sonic Boom after the crossup. Also it ends with N.Guile’s goofy new s.HP attack.
7:17 / SSF2T N.Guile vs Vega – What’s cool about this combo?
Nobody’s ever done a 100% damage non-dizzy Guile combo in ST. The trick is using as many c.LK’s as possible because they cause a ton of damage. Unfortunately they’ve also got a ton of startup and aren’t cancelable into specials/supers, so only two of them can go before a super if you want all six hits. That’s where the Vega setup comes in handy. Still, it’s incredibly rare to avoid dizzying Vega too early and to inflict enough damage in the process. Most of the time he survived by one or two lifebar pixels. As everyone knows, the SF2 series randomizes damage within set boundaries, so i’m not exactly sure how many of the attacks are doing maximum damage here, but i’m sure it’s quite a few. Also, i made Vega block some attacks before the clip to knock his claw off during the combo. But i verified that it’s not a factor in damage by getting the same combo to kill him without touching him beforehand.
7:28 / SSF2T N.Guile vs Guile – Why shouldn’t this combo be possible?
Sonic Boom followed by Double Somersault Kick with no crouching normal moves inbetween to buy extra charge time.
How was that restriction bypassed?
Same basic concept as the second SSF2 combo, except with a super finish. The very first c.LK to c.MP link works because the opponent lands on the c.LK, making it meaty. The whole time expiration setup was used to prevent the opponent from dying so that the super could continue hitting. It’s definitely a combo because you can see the first hit of the super draining the opponent’s vitality before time runs out.
7:54 / PSX SSF2T O.Guile vs Zangief – What’s cool about this combo?
For some strange reason, Guile can perform CPS1 chains in this particular console version of ST. The combo wouldn’t have been possible in any of the actual CPS1 games because there’s no way any opponent could have lasted that long without getting dizzy. Anyway i like this combo; it has a cool beat.
8:05 / PSX SSF2T N.Guile vs E.Honda – Why shouldn’t this combo be possible?
CPS1 chains and canceling chained normal moves both demand alternating between high and low attacks.
How were those restrictions bypassed?
Again, turning around in the middle of a chain lifts a lot of the usual restrictions. Arcade ST Guile doesn’t have access to CPS1 chains, but even he can do backwards s.LK -> s.LK xx Double Somersault Kick. Of course, performing the super after two standing attacks requires spreading out the super move command almost as much as possible, but that’s an old charge trick that’s been around at least as long as Sai-Rec.
8:20 / SF2HF Guile/Guile vs car – What makes this sequence cool?
Lots of little things, like jumping onto and falling off the edge of the car, performing six Sonic Booms using five different methods including one that involves trading upside-down kicks, and destroying the car in the middle of a c.LP xx Flash Kick cancel so that the Flash Kick whiffs after the announcer declares the round over. Several of the unconventional turnaround chain combos unveiled earlier in the video are utilized throughout the intermission segment, since bonus stages allow characters to change orientation at will.
8:35 / SF2WW Guile vs barrels and Blanka – What makes this sequence cool?
Blanka is not only thrown as a projectile to break the final barrel, but his constant attack cycle is used to force Guile into blocking position – preventing him from turning around so he can charge for a Sonic Boom. Also, Guile earns an extra 5100 points by breaking four barrels with a simultaneous projectile and normal attack pairing, claiming double credit each time.
9:10 / SNES SF2WW Guile vs brick wall – Is this sequence cool?
This version is kind of boring. Its sole highlight is watching Guile climb over the central pillar without ever actually jumping. The purpose of the last eight seconds was to demonstrate the changes made to Guile’s arsenal in the SNES version of SF2WW – his c.LP looks like a sped up version of his c.MP and his close s.MP looks like a slowed down version of his far s.LP attack. Mildly amusing, but certainly not worth eight seconds.
9:36 / SF2CE Guile/Guile vs oil drums – What’s cool about this sequence?
Beating the stage in four seconds is pretty cool. Both Guiles obtaining identical bonus scores without mirroring the same exact attack pattern is cooler.
9:47 / SF2HF Guile vs oil drums – What’s cool about this sequence?
Guile performs a ground-level HK Flash Kick by walking under an improvised ceiling of his own creation. The last two-hit HK Flash Kick connects in an unusual way as well.
9:57 / SF2CE Guile vs M.Bison on car stage – What’s cool about these combos?
First combo contains three backwards facing attacks which couldn’t happen outside of bonus stages, with characters automatically turning around. Second combo contains thirteen jabs, which wouldn’t be possible without the car limiting pushback. Third combo is an assortment of links and CPS1 chains. Fourth combo features every normal move button pressed exactly once, capped off by a Flash Kick. Fifth combo contains a Sonic Boom, which is a little tricky to pull off on bonus stages. Then Guile cancels s.LK into a turnaround B+HP throw, which works because obviously kicking the car doesn’t put Bison in hit stun. Finally Guile defies the timer expiration by changing directions every time he jumps. That could have gone on indefinitely and there’s nothing Bison could have done about it, but i stopped after a few reps, before it got old.
10:45 / CvS S-EX.Guile vs Kim – What makes this combo cool?
Prior to the B+HP air throw demonstration, Guile starts off a quick combo by chain canceling c.LK into s.LK which is then kara-canceled into SNK-Groove meter charge for a split second. All of this is done to shorten the c.LK recovery enough for c.HP to link.
10:50 / CvS S-Guile vs Yamazaki – What makes this combo cool?
Guile performs five lvl1 supers and a lvl3 super, totalling eight levels of super meter spent in one combo. There’s also a dash into super at the beginning, performed by quickly executing the dash and then slowly completing the remaining command inputs. At the end of the combo, Guile ends up in the corner briefly facing away from Yamazaki, so he gets to do some fancy-looking dashing to escape.
11:07 / CvS S-Guile vs Vice – What makes this combo cool?
Nobody has done a 100% damage Guile combo in CvS1 before. The LP Sonic Boom neutralizes the pushback from the s.HP, thereby permitting the entire c.HP xx lvl3 Total Wipeout to connect. Also it’s important to avoid using light attacks because they inflict very little damage while increasing the combo counter and inviting a lot of damage reduction in the process. Since Guile slides into the corner after the lvl1 Total Wipeout, he has to change charge directions mid-way through recovery in order to execute the lvl1 Somerault Strike.
11:36 / CvS2 A-Guile vs Dhalsim – What makes this combo cool?
Guile actually has to take a step backward in order to keep his first s.HP from whiffing over Dhalsim’s s.HP since Sim leans so far forward. Kattobi canceling s.HK into CC also looks cool, as does B+HP air throwing dizzy Dhalsim.
11:45 / CvS2 S-Guile vs Rolento – What makes this combo cool?
All three Guile supers in one combo! I’d had this idea for a while to juggle with S-Guile’s lvl3 Sonic Hurricane midscreen, but the timing on the entire sequence is airtight so it wasn’t easy making it work. I had to switch charge directions mid-air in order to execute the lvl1 Total Wipeout after the crossup, too.
11:58 / CvS2 N-Guile vs Kyosuke – What makes this combo cool?
Kyosuke running backwards, Guile using only standing punches throughout the combo (including all three of his standing fierces), and ending the combo with a Finest KO Sonic Hurricane. Of course, let’s not forget doing a 100% damage combo against a generic 70-point stun character instead of killing poor Rolento like everyone else does.
12:26 / CFE Guile vs Karin – What makes this combo cool?
Everyone juggles Karin after Guile’s F+HK air throw because the charging is much easier. With the B+HP air throw, Guile has to charge before and during the air throw so that he can complete the command as the animation finishes.
12:33 / CFE Guile vs Chun Li – Why shouldn’t this combo be possible?
Guile directly links together two Sonic Booms, with nothing inbetween for extra charge time.
How was that problem solved?
It was designed around an advanced charge trick discovered by 538/KYSG. Having Chun parry Guile’s s.MP before he cancels it into Sonic Boom freezes Guile in s.MP animation for a noticeably long period, giving him more time to recharge for the second Sonic Boom before the first Sonic Boom is allowed to come out. Additionally, Chun Li’s EX Kikoken has a couple of invincible startup frames which make the first Sonic Boom meaty, along with providing extra frame advantage via counterhit.
12:41 / CFE Guile vs Urien – What makes this combo cool?
How could i pass up the opportunity to perform Guile combos using Aegis Reflector setups? The reflected Sonic Boom causes as much hit stun as the one that hits Urien. More, in fact, because of the counterhit. Guile makes up the difference by putting some distance between himself and Urien, allowing his LP Sonic Boom to travel for a while before making contact. Staying close isn’t a concern because the reflected Sonic Boom will provide a big refund. Admittedly, this setup would be a little cooler with someone like Rose, who normally doesn’t receive any frame advantage from her projectile attacks. Still, it ends up doing 100% damage, plus i get to show Guile’s vertical j.HP in a combo.
13:16 / SFTM Guile vs Vega – What’s cool about this combo?
Van Guile’s launcher hits Vega’s invulnerable super, so instead of Vega taking damage, the game decides to store that hit until the next time Guile attacks. When Guile performs his Interrupt (aka Alpha Counter), Vega actually gets hit twice and floats higher as a result. Most of what follows is fairly straightforward, except that dizzying the opponent with an air throw and then killing him in one combo without letting him recover seems to cause a death glitch. Vega instantly becomes a floating invulnerable corpse, instead of getting hit by the rest of Guile’s super and falling to the ground as expected.
13:39 / SFTM Guile vs Akuma – Why shouldn’t this combo be possible?
Um, for one thing, the combo continues for 52 seconds after Akuma dies. There’s also some charge partitioning along with a few illegal air chains.
How were those restrictions bypassed?
Guile’s Handcuffs render the opponent defenseless for a set period of time, after which the opponent usually breaks out and returns to normal. Now if the opponent happens to be legally dead, airborne, and higher than a given distance above the ground, they kind of get stuck in a weird limbo state and can’t do anything about it. (On the other hand, if they’re relatively low to the ground when they break free, they actually get to recover like normal and continue fighting despite having no lifebar.) The combo begins with Akuma teleporting into the corner where Guile is standing, and naturally they get stuck in the same spot, which prevents Guile from getting pushed back when he attacks. At this point, anything that links into itself is an infinite. Anyway there’s a lot going on during this combo but it’s nothing you can’t figure out if you try the game. By the way it’s 113 hits, but the counter freaks out when you get into triple digits.
14:40 / SFTM Guile vs Zangief – What’s cool about this combo?
10 Sonic Booms!! Van Guile’s “Comeback Move” is an Exploding Sonic Boom with several useful properties. The slowest and fastest Exploding Sonic Booms are slower and faster respectively than their normal Sonic Boom counterparts. Moreover, the explosion itself expands significantly faster than top Sonic Boom speed. So there’s a lot of things you can do by combining these elements, and the combo demonstrates several configurations. Also, SFTM’s primary combo deterrent is increasing pushback with every hit. If Guile makes one wrong move twenty hits into the combo, he’ll suddenly find himself clear on the other side of the screen and that’ll be the end of it. Although it looks like absolute broken chaos, it actually takes lots of careful planning to keep circumventing all the safeguards.
15:20 / SvCC Guile vs Zero – What’s cool about this combo?
All four of Guile’s supers are featured in one combo, plus Guile gets electrocuted by falling satellite debris. Zero’s helper fires little green shots at regular intervals and his position is indirectly controlled by Zero’s movements, but the trajectory of those bullets randomly alternates between horizontal and diagonally upward. It takes a lot for this combo to come together, but it’s probably the highlight of the SvCC segment.
15:38 / SvCC Guile vs Violent Ken – What’s cool about this combo?
10 Sonic Booms!! It’s not an infinite because Guile has to take a tiny step forward each time, but it is a non-dizzy 100% damage combo. Since Guile starts off at a distance and since the first Sonic Boom doesn’t require a meaty setup, nothing is lost by choosing a thin opponent. In other words, i get to pick Evil Ken without making any sacrifices. Guile’s charge time is ridiculously short in this game, so he simply charges for the Somersault Strike super during that F+LK knee. The entire ender needs to be frame-perfect though, starting from the link into s.LP and including all of the super command input delays.
15:53 / SvCC Guile vs Hugo – What’s cool about this combo?
How often do you see someone whiffing throws to intentionally dispose of super meter? It’s done so that Guile can rebuild his meter to Maximum by the time he needs to cancel c.LP into DF+LK into HP Sonic Boom. Otherwise Maximum mode would have expired too soon and there wouldn’t have been enough hits left in the combo to invoke it again. Obviously there’s a good amount of advanced charge trickery on display, but half of those challenges stem from SvCC’s laughably poor command input recognition. In any case, i’m pleased with the final product but there’s not much to talk about here.
16:35 / GBA SSF2TR N.Guile vs Bison – What’s cool about these combos?
SSF2TR’s input windows seem slightly more lenient than those found in classic ST, where it would be impossible to spread out the Double Somerault Kick command wide enough to contain three jabs. The following little three-hit meaty combo has always been a favorite of mine, so i gladly took the opportunity to include it. As noted by the red warning text and the in-game sound effect, “Easy Mode” is activated for the last three combos. Special and super move commands are simplified, eliminating the need to charge for anything. It’s fitting to end the video with a barrage of Sonic Booms.
SF? Guile Exhibition (OHN6 Edition) – Version Differences
9:10 / SNES SF2WW Guile vs brick wall – What makes this sequence cool?
There are two instances following Flash Kicks where Guile lands on the edge of a platform and attacks on the first possible frame to avoid falling off. In the first instance, he does s.HP xx HK Flash Kick to make it over the central pillar. In the second instance, he hits the wall with c.LK and then chains into another LK which instantly drops him off the edge instead of having to wait until the c.LK fully recovers. The c.LP and close s.MP animations unique to the SNES version are both demonstrated without focusing too heavily on them. The entire clip flows much more smoothly and an extra Sonic Boom is incorporated into the sequence.