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=Introduction= | =Introduction= | ||
It's Guile. | |||
* Eagle-Man plays it safe. By birthright, he inherits incredible neutral and the best fireball in the game. But is that enough in a game like EXA? Time will tell. | |||
=Normals= | =Normals= | ||
Line 88: | Line 90: | ||
|guard=H/L | |guard=H/L | ||
|cancel=Sp/Su | |cancel=Sp/Su | ||
|description= | |description= Subpar normal but a fantastic Kara Cancel to Sonic Boom. | ||
* SFEX Kara windows are '''huge.''' | |||
* [4]6LK~P moves Guile slightly forward with every projectile he throws. | |||
}} | }} | ||
}} | }} | ||
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|guard=H/L | |guard=H/L | ||
|cancel=Su | |cancel=Su | ||
|description= | |description= Faster than the Shoto version; Still weak. | ||
}} | }} | ||
}} | }} | ||
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|guard=H/L | |guard=H/L | ||
|cancel=Sp/Su | |cancel=Sp/Su | ||
|description= | |description= Instrumental in Guile's Combo and Neutral game. | ||
* All of Guile's BNBs link from 2MP down to 2LK. 2MK only links Meaty and isn't Special Cancelable. | |||
}} | }} | ||
}} | }} | ||
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|guard=L | |guard=L | ||
|cancel=Sp/Su | |cancel=Sp/Su | ||
|description= | |description= Another big part of Guile's Combo, Neutral, and Kara game. Probably his best normal. | ||
* Kara 2LK~Flash Kick nearly doubles its range. | |||
* 2LK is also Guile's furthest Kara Boom and Guard Break. Although both these techniques are far easier on other normals. | |||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
|input= | |input=2MK | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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|caption= | |caption= | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
|input= | |input=2HK | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
Line 261: | Line 269: | ||
|recovery= | |recovery= | ||
|total= | |total= | ||
|onHit= | |onHit=KD | ||
|onBlock= | |onBlock= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= | ||
|description= | |description= Hits twice! | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name= Jumping Light Punch | |name= Jumping Light Punch | ||
|input= | |input=j.LP | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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|caption= | |caption= | ||
|name= Jumping Medium Punch | |name= Jumping Medium Punch | ||
|input= | |input=j.MP | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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|guard=H | |guard=H | ||
|cancel= | |cancel= | ||
|description= | |description=Guile's preferred starter for his hardest combos. Leaves you deeper on hit in exchange for less initial damage. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name= Jumping Heavy Punch | |name= Jumping Heavy Punch | ||
|input= | |input=j.HP | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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|guard=H | |guard=H | ||
|cancel= | |cancel= | ||
|description= | |description=Guile's go-to air normal. OS for Air Throw and hits like a truck. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name= Jumping Light Kick | |name= Jumping Light Kick | ||
|input= | |input=j.LK | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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|caption= | |caption= | ||
|name= Jumping Medium Kick | |name= Jumping Medium Kick | ||
|input= | |input=j.MK | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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|caption= | |caption= | ||
|name= Jumping Heavy Kick | |name= Jumping Heavy Kick | ||
|input= | |input=j.HK | ||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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|caption= | |caption= | ||
|name= Air Throw | |name= Air Throw | ||
|input= j. | |input= j.(Any direction but 8)+MP/HP | ||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard= | |||
|cancel= | |||
|description= Leaves the opponent off axis and lets Guile aim for an unblockable j.HP. Requires a manual forward walk, cannot be framekilled. | |||
}} | |||
}} | |||
==Command Normals== | |||
{{MoveData | |||
|image= EXAGuile6HP.png | |||
|caption= | |||
|name= Backfist | |||
|input= 6HP | |||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard= | |||
|cancel= | |||
|description= How the mighty have fallen. | |||
* "Shoto Kills" still work in EXA, but the expanded combo system de-emphasizes zoning with grounded fireballs. | |||
* 6HP is vintage, and not very active. | |||
* Use 2HK and take the knockdown instead. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= EXAGuile6MK.png | |||
|caption= | |||
|name= Sabot | |||
|input= 4/6+MK | |||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard= | |||
|cancel= | |||
|description= One of two intended ways Guile can advance while maintaining charge. Unfortunately quite slow. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= EXAGuile6HK.png | |||
|caption= | |||
|name= Step Kick | |||
|input= 4/6+HK | |||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard= | |||
|cancel= | |||
|description= Nerfed in EX2, '''"Steppy" can combo from Sonic Boom in EXA''', provided your spacing is right. | |||
* Post Boom links are key to Guile's 3-Bar Max Damage routes, but you might want to hang onto some meter for a Guard Break Oki Mix instead. | |||
}} | |||
}} | |||
==Special Moves== | |||
{{MoveData | |||
|image= EXAGuile46P.png | |||
|caption= | |||
|name= Sonic Boom | |||
|input= [4]6P | |||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard= | |||
|cancel= | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= EXAGuile28K.png | |||
|caption= | |||
|name= Flash Kick | |||
|input= [2]8K | |||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard= | |||
|cancel= | |||
|description= Never trades. God Bless America. | |||
* Kara 2LK~HK Flash is the biggest Anti-Air in the game. | |||
}} | |||
}} | |||
==Super Moves== | |||
{{MoveData | |||
|image= EXAGuileGB.png | |||
|caption= | |||
|name= Guard Break | |||
|input= LP+LK | |||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard=Unblockable | |||
|cancel= | |||
|description= This is the risk that keeps EXA's Guile in check. | |||
* When Guile gets Counter Hit out of his Guard Break, he's thrown off axis for an entire combo and eats a free unblockable meaty. | |||
* Outside of throws (Which can be Crouch Teched) Guard Break is one of Guile's only real mix-ups. | |||
* When you commit, the entire round hangs in the balance. '''Guile straight up dies if this doesn't work.''' | |||
}} | |||
}} | |||
{{MoveData | |||
|image= EXAGuile4646P.png | |||
|caption= | |||
|name= Opening Gambit | |||
|input= [4]646P | |||
|data= | |||
{{AttackData-EX2PLUS | |||
|header=yes | |||
|version= | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|onHit= | |||
|onBlock= | |||
|guard= | |||
|cancel= | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= EXAGuile2828K.png | |||
|caption= | |||
|name= Double Flash Kick | |||
|input= [1]319K | |||
|data= | |data= | ||
{{AttackData-EX2PLUS | {{AttackData-EX2PLUS | ||
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It's Guile. | It's Guile. | ||
Despite having the fastest projectile recovery in the game, EXA Guile doesn't typically zone his opponents from fullscreen. Consider SFEX | Despite having the fastest projectile recovery in the game, EXA Guile doesn't typically zone his opponents from fullscreen. Consider SFEX fireballs an augment to the footsie game instead. | ||
Kara 2LK Sonic Boom is '''very''' good. | * Expect to play a stunningly active Guile if you want to win consistently. Look for every chance you can to land Air Throw and run a mixup afterward. | ||
* Kara 2LK Sonic Boom is '''very''' good. | |||
=Advanced Strategy= | =Advanced Strategy= | ||
=Match-Ups= | =Match-Ups= | ||
{{Template:Street Fighter EX Plus Alpha}} | {{Template:Street Fighter EX Plus Alpha}} |
Latest revision as of 21:38, 6 July 2025
Introduction
It's Guile.
- Eagle-Man plays it safe. By birthright, he inherits incredible neutral and the best fireball in the game. But is that enough in a game like EXA? Time will tell.
Normals
Standing
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Ch/Sp/Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Sp/Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Sp/Su |
Subpar normal but a fantastic Kara Cancel to Sonic Boom.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Su |
Faster than the Shoto version; Still weak. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Su |
Crouching
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Ch/Sp/Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Sp/Su |
Instrumental in Guile's Combo and Neutral game.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H/L | Sp/Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | L | Sp/Su |
Another big part of Guile's Combo, Neutral, and Kara game. Probably his best normal.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | L | Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | KD | - | L | - |
Hits twice! |
Jumping
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H | - |
Guile's preferred starter for his hardest combos. Leaves you deeper on hit in exchange for less initial damage. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H | - |
Guile's go-to air normal. OS for Air Throw and hits like a truck. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | H | - |
Moves List
Throws
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
Leaves the opponent off axis and lets Guile aim for an unblockable j.HP. Requires a manual forward walk, cannot be framekilled. |
Command Normals
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
How the mighty have fallen.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
One of two intended ways Guile can advance while maintaining charge. Unfortunately quite slow. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
Nerfed in EX2, "Steppy" can combo from Sonic Boom in EXA, provided your spacing is right.
|
Special Moves
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
Never trades. God Bless America.
|
Super Moves
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | Unblockable | - |
This is the risk that keeps EXA's Guile in check.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - |
The Basics
It's Guile.
Despite having the fastest projectile recovery in the game, EXA Guile doesn't typically zone his opponents from fullscreen. Consider SFEX fireballs an augment to the footsie game instead.
- Expect to play a stunningly active Guile if you want to win consistently. Look for every chance you can to land Air Throw and run a mixup afterward.
- Kara 2LK Sonic Boom is very good.
Advanced Strategy
Match-Ups
General | Introduction | Game Mechanics | |
The Characters | Akuma | Allen Snider | Blair Dame | Kairi | Chun-Li | Jack | Darun Mister | Dhalsim | Doctrine Dark | Garuda | Guile | Hokuto | Ken | M.Bison | Pullum Purna | Ryu | Sakura | Skullomania | Zangief | Evil Ryu | Evil Hokuto |