Street Fighter Zero 3 Guile Z-ism(A-ism) for Sony Playstation by Ernest Sum Version 0.1 This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appear in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. Contents 1. Introduction 2. Special abilities 3. The guard crush meter 4. Counter hits 5. Normal moves analysis 6. Special moves analysis 7. Super combos analysis 8. Combos 9. Credits ------------ Introduction ------------ Guile is one of the three secret characters in SF Zero 3 for Sony Playstation. He is only attainable after you have beaten him which requires your total level to reach Level 27 in order to fight him. This FAQ aims to help others use Guile effectively after you have attained him. Key: P- Any punch K- Any kick LP- Light punch MP- Medium punch HP- Heavy punch LK- Light kick MK- Medium kick HK- Heavy kick ================= Special abilities ================= Besides blocking and zero counters (alpha counters), every character has more special abilities in this game. Some of the special abilities have been changed from SF Zero 2. All the special abilities listed below are available in Z-ism. -------------------------------------------- Blocking (Both in the air and on the ground) -------------------------------------------- I believe everyone knows the command of blocking and what it is for. Therefore, I will not go into detail. Note that you have to stand and block for jump-in attacks and kneel down and block for most crouching kick attacks. --------------- Ground recovery --------------- If you're tripped or knocked down, press any 2Ks to roll forward. Using this will help to get close to your foe. Note that you can be thrown while rolling. Don't use it against the grapplers especially. ------------ Air recovery ------------ When you are knocked up into the air, press any 2Ps to flip upright to avoid being juggled because you can air block. You can control the direction of where your character lands by controlling the joystick. -------- Taunting -------- To taunt, press select. They have no practical use and should not be used unless you want to make fun of your foe. Some taunts can do damage to the enemy. ------------ Zero counter ------------ When blocking an attack, press Forward + punch and kick of the same strength to perform a Zero Counter. You need one level of the Super Combo bar and one notch of the Guard Crush meter. ===================== The guard crush meter ===================== Unlike in SF Zero 2, you can't win by pure turtling now because of the guard crush meter which is located under the life bar. When you block an attack, a bit of the guard crush meter which will eventually refill. If the whole guard crush meter is depleted, you will be stunned for a few seconds. After you recover, whether you get hit or whether you recover naturally, one notch of the meter will be taken away. ============ Counter hits ============ When you hit someone while they're in the midst of performing an attack, it will be considered as a counter hit and will do more damage than usual. ===================== Normal moves analysis ===================== -- LP -- Crouching- A straight weak punch. Good recovery time. Standing- Similar to the crouching version but the shorter characters can crouch under it. Jumping- A weak punch which goes downwards. Not very useful. -- MK -- Crouching- Similar to the crouching LP. Standing- At close range, Guile will do a normal punch but he bends his arm slightly. At far range, he will punch upwards but it is a very weak anti-air. Jumping- Guile will chop downwards. -- HP -- Crouching- Guile will do a punch upwards which serves as a relatively good anti-air. Standing- At close range, Guile will do a punch upwards(not again!). At far range, he will do a straight punch with relatively good range. If you press forward and HP together on the controls, Guile will turn round once and then lash out the Spinning Back Knuckle; start-up time is slow though. Jumping- Similar to the jumping MP. -- LK -- Crouching- Guile goes a weak kick with good range at ankle level. Short recovery time. Standing- Another weak kick at ankle level. If you press forward and LK on the controls, Guile will jump forward with his knee outstretched; recovery time is horrible though. Jumping- Guile will bend his leg to hit his foe with his knee. Low priority. -- MK -- Crouching- Guile does a straight kick at knee level which has very good range and short start-up time and recovery time. An excellent poke. Standing- Guile will jump slightly, turn one round and performs a kick that hits downwards. This move is an overhead. Jumping- A kick that goes slightly downwards, this is the best move to hit an opponent who is on the ground. This move is also a crossup. -- HK -- Crouching- A kick similar to the crouching LK but it trips the foe. After this, Guile will turn round and do another kick which can also trip the foe. Standing- Guile does a kick at face level of the medium-height characters. If you do forward and HK on the controls, Guile will move one step forward before doing a kick at waist level. Jumping- Similar to the jumping MK but it goes straight instead. Quite useful in air-to-air combat. ====================== Special moves analysis ====================== Sadly, Guile has very limited amount of special moves. However, these special moves are a turtler's good friend, one as a long range attack, and one as an anti-air. ------------------------------------------------ Sonic Boom Charge back, forward + punch ------------------------------------------------ Guile will close his hands up in front of him and release a round protractile with a hole in the middle. This can negate other normal(not super) protractiles and the Guile recovers relatively fast. However, don't use it in fireball fights, especially against Ryu, Ken and Gouki. ------------------------------------------------------------ Somersault Kick Charge down, then up forward + kick ------------------------------------------------------------ Guile will jump up and do a kick so fast that it becomes a flash. Disappointingly, it can be air blocked and it does not have very high priority. It however is Guile's main anti-air. One important thing to note is that even the LK version makes Guile jump very high up, therefore leaving him very vulnerable. I strongly recommend it either as an anti-air or a combo finisher. ===================== Super combos analysis ===================== -------------------------------------------------------------------- Sonic Hurricane Charge back, then forward, back, forward + punch -------------------------------------------------------------------- Like the Sonic Boom, Guile will close his hands in front of him but instead of throwing multiple Sonic Booms like Nash, a huge Sonic Boom will surround him and if the foe is close enough, the Sonic Boom will hit them. Range is very poor; only one third of the screen at most. Level 1 will hit 2 times; Level 2 hits 3 times; and Level 3 hits 4 times. If the Sonic Boom doesn't hit the foe, it will remain for a few seconds, then disappear. -------------------------------------------------------------------- Somersault Strike Charge down back, then down forward, down back, up + kick -------------------------------------------------------------------- Guile will just do a super version of his Somersault Kick. At Level 1 and 2, he will do 2 somersault kicks except that the Level 2 version is more powerful and Guile will jump much higher for the second Somersault Kick. At Level 3, he will do three Somersault Kicks. Guile does this super in a slightly different way compared to Nash. After the first Somersault Kick, Guile will do his second Somersault Kick while in the air; he will not land on the ground like Nash does. Therefore, this leaves him vulnerable even at Level 1. ====== Combos ====== Guile is not really a combo machine like Gen, but he can end his combos with super combos. Most of his combos require him to jump in first. 1. Jump in HP, crouching MP --> Somersault Kick 2. Jump in HP, standing HP --> Sonic Boom 3. Jump in HP, crouching LP then LK --> Sonic Boom or Somersault Kick 4. Jump in HP, crouching MP --> Somersault Strike 5. Jump in HP, standing fierce punch --> Sonic Hurricane 6. Jump in HP, crouching LP x 2, crouching LK --> Somersault Justice ============== Final comments ============== Guile can play very offensive or defensive. If you play offensive, corner your opponent and keep poking them. When they are getting out of reach, jump in and start poking all over again. If you play defensive, you can just wait in a corner and keep charging, doing the Sonic Boom occasionally, and the Somersault Kick as an anti-air. Guile can be a fun character to use, so I suggest playing both defensive and offensive. However, he does not seem to be more powerful than Nash so I don't know why he is a secret character! Email me at sumsatjt@singnet.com.sg if you would like to send me any comments related to this FAQ. ======= Credits ======= --------------------------------------- Kao Megura --------------------------------------- I have used one of his disclaimers and the names of the special and super moves of Guile have been taken from his FAQ. ----------------------------------------------------------- NT, a special Internet friend ----------------------------------------------------------- He has given me a lot of support for this FAQ. He gave me a list of combos for Guile though I did not use put all of them here. Unpublished work copyright Ernest Sum 1999