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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= | ||
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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 | ||
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|guard=H | |guard=H | ||
|cancel= | |cancel= | ||
|description=Guile's | |description=Guile's go-to air normal. OS for Air Throw and hits like a truck. | ||
}} | }} | ||
}} | }} | ||
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|cancel= | |cancel= | ||
|description= How the mighty have fallen. | |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. | * "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. | * Use 2HK and take the knockdown instead. | ||
}} | }} | ||
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|guard= | |guard= | ||
|cancel= | |cancel= | ||
|description= | |description= One of two intended ways Guile can advance while maintaining charge. Unfortunately quite slow. | ||
}} | }} | ||
}} | }} | ||
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|guard= | |guard= | ||
|cancel= | |cancel= | ||
|description= | |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. | |||
}} | }} | ||
}} | }} | ||
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|guard= | |guard= | ||
|cancel= | |cancel= | ||
|description= | |description= Never trades. God Bless America. | ||
* Kara 2LK~HK Flash is the biggest Anti-Air in the game. | |||
}} | }} | ||
}} | }} | ||
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|guard=Unblockable | |guard=Unblockable | ||
|cancel= | |cancel= | ||
|description= | |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.''' | |||
}} | }} | ||
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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= |
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 |