He hasn't changed much. He's basically got every pattern he used to with the addition of his ability to juggle off his Double sweep. Unlike the classic, he can more easily follow the QP Sonic boom opening up the possibility of starting a combo with a special move as well as ending with it. The same can be said for Charlie's Sonic blade, if you're fast enough.
Best assist: Anti-air (Flash kick)
While battling a large opponent: Guile's specials are easy to connect on large opponents, he has a fireball that is more of a distraction cause of it's ability to just float around for a long ass time. If an opponent keeps using projectiles get somewhat close to them and when you're about the height of their head (jumping) do a Hyper attack and that'll shut em up for a while other then that, keep up the close range attacks and your sweep will annoy close range attacks.
While battling a small opponent: Guile is one of the characters that can take half a small opponent's energy in one combo, if they use projectiles, you gotta find a way over them. Guile's flaw is his speed and size, you need to practice dodging projectiles while keeping somewhat of a close distance. The good thing is, Guile doesn't get thrown often, and his sweep keeps the small guys from constantly dashing, just connect a Flash kick everytime you use the Double sweep.
While battling an average opponent: Keep clear of projectiles, but don't evade. In order to really damage an opponent, try jump in attacks as well as dashing attacks. If they jump a lot, throw some Sonic boom attacks with QP and constantly attack because all your attack have plenty of damage. |