Street Fighter EX Plus Alpha/Guile: Difference between revisions

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=Introduction=
=Introduction=
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.
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=2LK
|input=2MK
|data=  
|data=  
{{AttackData-EX2PLUS
{{AttackData-EX2PLUS
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|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|input=2LK
|input=2HK
|data=  
|data=  
{{AttackData-EX2PLUS
{{AttackData-EX2PLUS
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  |guard=H
  |guard=H
  |cancel=
  |cancel=
  |description=Guile's best air normal. OS for Air Throw and hits like a truck.
  |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 Fireballs an augment to the footsie game instead.
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

Standing Light Punch
5LP
EXAGuile5LP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Ch/Sp/Su
Standing Medium Punch
5MP
EXAGuile5MP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Sp/Su
Standing Heavy Punch
5HP
EXAGuile5HP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Su
Standing Light Kick
5LK
EXAGuile5LK.png
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.

  • SFEX Kara windows are huge.
  • [4]6LK~P moves Guile slightly forward with every projectile he throws.
Standing Medium Kick
5MK
EXAGuile5MK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Su

Faster than the Shoto version; Still weak.

Standing Heavy Kick
5HK
EXAGuile5HK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Su

Crouching

Crouching Light Punch
2LP
EXAGuile2LP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Ch/Sp/Su
Crouching Medium Punch
2MP
EXAGuile2MP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Sp/Su

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.
Crouching Heavy Punch
2HP
EXAGuile2HP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Sp/Su
Crouching Light Kick
2LK
EXAGuile2LK.png
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.

  • 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.
Crouching Medium Kick
2MK
EXAGuile2MK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - L Su
Crouching Heavy Kick
2HK
EXAGuile2HK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - KD - L -

Hits twice!

Jumping

Jumping Light Punch
j.LP
EXAGuilejLP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H -
Jumping Medium Punch
j.MP
EXAGuilejMP.png
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.

Jumping Heavy Punch
j.HP
EXAGuilejHP.png
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.

Jumping Light Kick
j.LK
EXAGuilejLK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H -
Jumping Medium Kick
j.MK
EXAGuilejMK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H -
Jumping Heavy Kick
j.HK
EXAGuilejHK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H -

Moves List

Throws

Punch Throw
4/6+MP/HP
EXAGuile6P.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - - -
Kick Throw
4/6+MK/HK
EXAGuile6K.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - - -
Air Throw
j.(Any direction but 8)+MP/HP
EXAGuilej6P.png
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

Backfist
6HP
EXAGuile6HP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - - -

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.
Sabot
4/6+MK
EXAGuile6MK.png
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.

Step Kick
4/6+HK
EXAGuile6HK.png
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.

  • 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

Sonic Boom
[4]6P
EXAGuile46P.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - - -
Flash Kick
[2]8K
EXAGuile28K.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - - -

Never trades. God Bless America.

  • Kara 2LK~HK Flash is the biggest Anti-Air in the game.

Super Moves

Guard Break
LP+LK
EXAGuileGB.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - Unblockable -

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.
Opening Gambit
[4]646P
EXAGuile4646P.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - - -
Double Flash Kick
[1]319K
EXAGuile2828K.png
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