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=== Vs. Blanka: === | === Vs. Blanka: === | ||
Standing Short can defeat Electricity and Sonic Boom him,Flash Kicks are still effective against rolls, don't change so much about CE. | Another matchup that changes drastically due to new Special Moves,Standing Short can defeat Electricity and Sonic Boom him,Flash Kicks are still effective against rolls, don't change so much about CE, but don't spam Sonic Boom because Blanka now can evade it with Vertical Rolling. | ||
=== Vs. Chun-Li: === | === Vs. Chun-Li: === | ||
Air throw combat,but you have better pokes,she can use a projectile now,but she will use to trap you and not to spam you,so you need to jump kick her. | Air throw combat,but you have better pokes,she can use a projectile now,but she will use to trap you and not to spam you,so you need to jump kick her, Guile's Objective wil be wait for a Kikoken and jumping Forward or Roundhouse at middle distance or wake up with a Flash Kick if she is mixup with Spinning Bird Kick before she crossups you with it. | ||
=== Vs. Dhalsim: === | === Vs. Dhalsim: === | ||
Still a far distance matchup, but Knee Bazooka is effect against Dhalsim Pokes,and also can defeat his Teleport recovery,but a Flash Kick its ok too, Yoga Flame its a good chance for crossup him or punish with crouch Roundhouse. | |||
Knee Bazooka is effect against Dhalsim Pokes,and also can defeat his Teleport recovery,but a Flash Kick its ok too. | |||
=== Vs. E. Honda: === | === Vs. E. Honda: === | ||
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=== Vs. Ken: === | === Vs. Ken: === | ||
You still have a good anti air, but remember that your Flash Kick or air throw can be effective against a whiff Dragon Punch, and Guile can evade Hurricane Kick with crouching punch, you can spam Sonic Boom wisely due that your recovery frames are shorter than him. | |||
Flash Kick can be effective against a whiff Dragon Punch, and Guile can evade Hurricane Kick with crouching. | |||
=== Vs. M. Bison (dictator): === | === Vs. M. Bison (dictator): === | ||
CE Classic Matchup but now turn ins Guile's favor, try to start with Flash Kick or Sonic Boom and if he wants to Stomp you, air throw him and punish Crouching Roundhouse Slide with Flash Kick, Guile can win easily now with Dictador nerfed stuff, Sonic Boom him its still a great far distance option. | |||
=== Vs. Ryu: === | === Vs. Ryu: === | ||
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=== Vs. Vega (claw): === | === Vs. Vega (claw): === | ||
Flash Kick his Barcelona,but use Sonic Boom carefully, Air Throw is still useful. | He is buffed if you consider Japanese CE revision with Rolling Attack,but Flash Kick his Barcelona its a nerfed option ,but use Sonic Boom carefully because he can Slide you, Air Throw is still useful. | ||
=== Vs. Zangief: === | === Vs. Zangief: === |
Revision as of 11:17, 3 July 2019


Guile
Go home and be a family man...
In a nutshell
He is of the nerfed ones ,in Champion Edition he was a top tier along with Sagat and Dictador,his special moves had more recovery,but Roundhouse Flash Kick hit twice
Character Specific Information
Color Options
Default | Start |
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Moves List
Normal Moves
- Standing Normal Moves (st.)
- Close Normal Moves (st.)
- Crouching Normal Moves (cr.)
- Jumping Normal Moves (nj.)
- Diagonal Jumping Normal Moves (j.)
Unique Moves
Throw Moves
Special Moves
The Basics
Guile is a charge character with a good anti air and also the fastest projectile in the game,use Crouching Back and poke with Far Standing Light Kick and Crouching Light Kick for lows.
Unfortunately compared to Champion Edition is nerfed, anyway your main gameplan about turtling its still effective, jump wisely and use High Punch for offensive, and High Kick for aerial pokes.
Knee Bazooka its still similar to last revision but makes a bit more damage,Air throw is you main aerial game weapon, and its too effective agaisnt aerial characters like Blanka,Claw and Dictador.
Advanced Strategy
Jumping forward against Guile is pretty stupid with most characters. Guile has so many options to kill you, it's just not good play. Jumping HP, air throw, jump HK, straight up HK, cr.MK, cr.HK, push nothing toss them when he lands, throw another sonic boom, etc. You can't get forward momentum and you're dead. --Jeff Schaefer
http://www.youtube.com/watch?v=enQ9P9VkKYs
Combos
Bread and Butter
- j.HP, cr.MP xx Flash Kick
Redizzy
- cr.LP xx Sonic Boom, cr.MP xx Sonic Boom, s.FP (corner only) [unverified]
Match-ups
Vs. Balrog (boxer):
Try to stay a certain distance (at the minimum, away from his standing fierce) a way from Balrog and throw repeated sonic booms, if he turn punches through the sonic boom, smack him with a backfist, this will usually dizzy Balrog. If Balrog jumps straight up, keep him away with footsies until you can get your charge back (mix up sonic boom speed to throw of Balrog's jump timing). You can also throw out a sonic boom and follow it, so if Balrog jumps straight up over it (which is actually very difficult for him), you can backfist him out of the air.
Vs. Blanka:
Another matchup that changes drastically due to new Special Moves,Standing Short can defeat Electricity and Sonic Boom him,Flash Kicks are still effective against rolls, don't change so much about CE, but don't spam Sonic Boom because Blanka now can evade it with Vertical Rolling.
Vs. Chun-Li:
Air throw combat,but you have better pokes,she can use a projectile now,but she will use to trap you and not to spam you,so you need to jump kick her, Guile's Objective wil be wait for a Kikoken and jumping Forward or Roundhouse at middle distance or wake up with a Flash Kick if she is mixup with Spinning Bird Kick before she crossups you with it.
Vs. Dhalsim:
Still a far distance matchup, but Knee Bazooka is effect against Dhalsim Pokes,and also can defeat his Teleport recovery,but a Flash Kick its ok too, Yoga Flame its a good chance for crossup him or punish with crouch Roundhouse.
Vs. E. Honda:
Standing Short defeat Hundred Slaps,be careful with his Sumo Splash and Flash Kick him or if blocked Sonic Boom it, gameplan its about keep him distanced of you with poking and Air Throws.
Vs. Guile (self):
Spam Sonic Boom and turtle randomly.
Vs. Ken:
You still have a good anti air, but remember that your Flash Kick or air throw can be effective against a whiff Dragon Punch, and Guile can evade Hurricane Kick with crouching punch, you can spam Sonic Boom wisely due that your recovery frames are shorter than him.
Vs. M. Bison (dictator):
CE Classic Matchup but now turn ins Guile's favor, try to start with Flash Kick or Sonic Boom and if he wants to Stomp you, air throw him and punish Crouching Roundhouse Slide with Flash Kick, Guile can win easily now with Dictador nerfed stuff, Sonic Boom him its still a great far distance option.
Vs. Ryu:
Jump his Hadoken (better than Ken) or punish him with Knee Bazooka, also Air Tatsumaki Senpu Kyaku can be Flash Kicked easily.
Vs. Sagat:
After cancelling a low tiger shot with a Sonic Boom, try using b+mk (bazooka knee) to hit Sagat's outstretched arm. Spinning backfist will whiff due to Sagat's low hurtboxes.
Vs. Vega (claw):
He is buffed if you consider Japanese CE revision with Rolling Attack,but Flash Kick his Barcelona its a nerfed option ,but use Sonic Boom carefully because he can Slide you, Air Throw is still useful.
Vs. Zangief:
Poke him with Crouching Foward or Knee Bazooka,Sonic Boom can be evaded with Double Lariat, Quick Lariat can be Flash Kicked, its a riskyful play but more effective than low poking.
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
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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 |
- Standing MP:
Damage | 16 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 MP:
Damage | 16 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Diagonal Jumping MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral/Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 2 | 4 | 5 | 4 | 4 | ∞ | |
Simplified | 6 | 5 | ∞ |
Unique Moves
- Knee Bazooka: (On ground, ←/→ + MK)
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 1 | 2 | 2 | 5 | 14 | 7 | |
Simplified | 1+5 | 5 | 21 |
- Reverse Spin Kick: (On ground and close, ←/→ + HK)
Damage | 22 | ![]() |
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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 |
Throws
- Judo Throw: (←/→ + Strong) and Dragon Suplex: (←/→ + Fierce)
Damage | 32 | ![]() | |
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 | ![]() | |
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 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 54 | ||
Range advantage | 24 |
Special Moves
- Sonic Boom: charge ←, → + Punch (charge 60f)
Startup
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Frame Count | 2 | 2 | 2 | 2 |
Simplified | 8 |
LP version:
Damage | 12 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
MP version:
Damage | 12 | ![]() |
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Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
HP version:
Damage | 12 | ![]() |
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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 | ![]() |
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Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | -24/-24/-33 | |||
Short | 1 | 2 | 2 | |
Foward | 1 | 2 | 1 | |
Roundhouse | 3 | 1 | 2 |
Active:
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Short | 4 | 2 | 2 | 4 |
Foward | 3 | 2 | 2 | 5 |
Roundhouse | 2 | 2 | 2 | 6 |
Recovery:
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Short | 2 | 2 | 22 | 10 |
Foward | 4 | 4 | 25 | 11 |
Roundhouse | 2 | 5 | 28 | 12 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |