Close Standing Forward does more damage.Far Standing Fierce is the back fist (N.Guile has a straight punch instead, his back fist that is now a command normal also does less damage).Close Standing Fierce does more damage, and has a bigger activation range.Far Standing Strong does not have an anti-air hitbox (the first part is better, but he does not has a second active part like N.Guile has) but it does more damage.O.Guile has some differences in some of his normals:.Obvious stuff: O.Guile can not tech throws and does not have a Super.To select O.Guile, choose Guile and then press ↑ ↓ ↓ ↓ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color. Anti airs take practice to use effectively.Diagonal jump normals all have horrible air to ground priority.Struggles in situations where he cannot fireball.Most normals have long recovery and/or startup.Can be safejumped/crossed up fairly easily, then is left with no reversal special.Good range on most normals/command normals, and good damage.Fireball is incredibly good both as a defensive, and offensive tool.Lots of command normals, large and versatile moveset.Fastest recovering fireball in the game (21 frames), and pretty fast to come out also.Similarly to other characters, his aerial normal moves have worse priority.Ĭompetitive Overview Strengths & Weaknesses Strengths His Sonic Booms have projected vulnerable hitboxes, his main poke - the crouching Forward kick - has worse priority and he has lost his dangerous CPS-1 chains.
However, he has been toned down quite a bit, compared to his CPS-1 versions. He can pressure his enemies by shielding his advances with Sonic Booms and also use them as a barrier, together with his Flash Kick, to apply chip damage while holding a defensive position. Guile is a all-around balanced character.