Ultra Street Fighter IV/Guile: Difference between revisions

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{{USFIV Char Subnav|chara=Guile}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
{{TOClimit|2}}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Guile|Guile|
Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison, who murdered Guile's comrade and best friend Charlie Nash.  Carrying Charlie's dog tags as a constant reminder of his fallen friend, Guile's only goal is to take down Shadaloo and everything associated with it.  And though it appeared Shadaloo's reign was ended when Bison was defeated by Ryu, Guile and Chun-Li have uncovered ties to Shadaloo within the organization known as S.I.N., where it appears Bison is attempting to make one more comeback to finish his goals of world domination.  But not if Guile has anything to do about that...
|
Guile, as his name suggests, controls the pace of the battle through tactics and mind games.  He is a defensive, space-controlling fighter who is notable for having only two special moves, but both of them have a variety of utilities, making for great offensive options.  Guile's Sonic Boom is perhaps one of the most potent projectiles in the game.  Not only does it cover a wide area that forces the opponent to either jump, focus absorb, or block, but thanks to Guile's exclusive charge timing being shorter than everyone else's, he can both bombard and condition the opponent with them.  His Flash Kick is also a reliable anti-air, but if predicted it is very unsafe.  Guile's weakness lies in the fact that he only has a total of about 5 moves, leaving him with very little defensive options for when the opponent breaches his safe zone.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Dieminion+Guile+USF4 Dieminion] (US), [http://www.youtube.com/results?search_query=NuckleDu+Guile+USF4 NuckleDu] (US), [http://www.youtube.com/results?search_query=ImStillDaDaddy+Guile+USF4 ImStillDaDaddy] (UK)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Guile/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Guile Guile SF4 Changelist]
 
== Character Specific Data ==
Guile{{USFIVCharacterData|950|900|75%|0.05|0.04|1.97|40 (4+36)|1.75|1.57|1.32|19|0.98|26|8|11|7|0.90|0.90|31|21|Straight Chop, Target Combo|Crouch LK, Crouch MK, Crouch HK|Crouch HK|Flash Kick, EX Flash Kick|21|29|65|-3|-10|+3|-4|Close HP, Sonic Boom|}}
 


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 442: Line 422:


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category: Guile]]
[[Category:Guile]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 13:00, 28 June 2025

Introduction

Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison, who murdered Guile's comrade and best friend Charlie Nash. Carrying Charlie's dog tags as a constant reminder of his fallen friend, Guile's only goal is to take down Shadaloo and everything associated with it. And though it appeared Shadaloo's reign was ended when Bison was defeated by Ryu, Guile and Chun-Li have uncovered ties to Shadaloo within the organization known as S.I.N., where it appears Bison is attempting to make one more comeback to finish his goals of world domination. But not if Guile has anything to do about that...

Guile, as his name suggests, controls the pace of the battle through tactics and mind games. He is a defensive, space-controlling fighter who is notable for having only two special moves, but both of them have a variety of utilities, making for great offensive options. Guile's Sonic Boom is perhaps one of the most potent projectiles in the game. Not only does it cover a wide area that forces the opponent to either jump, focus absorb, or block, but thanks to Guile's exclusive charge timing being shorter than everyone else's, he can both bombard and condition the opponent with them. His Flash Kick is also a reliable anti-air, but if predicted it is very unsafe. Guile's weakness lies in the fact that he only has a total of about 5 moves, leaving him with very little defensive options for when the opponent breaches his safe zone.

Pick if you like: Avoid if you dislike:


Players to Watch

Dieminion (US), NuckleDu (US), ImStillDaDaddy (UK)


Ultra SFIV Changes

Guile SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Guile
USFIV Guile Portrait.png
Vitals
HP 950
Stun 900
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.05
Backward Walk Speed 0.04
Forward Dash Speed 19
Back Dash Speed 26
Forward Dash Distance 1.32
Back Dash Distance 0.98
Back Dash Invuln 8
Back Dash Airborne 11
Back Dash Ground Recovery 7
Jumping
Jump Speed 4+36
Jump Apex 1.97
Forward Jump Distance 1.75
Backward Jump Distance 1.57
Throws
Forward Throw Range 0.90
Back Throw Range 0.90
Wake-up Timing
Face Up 31
Face Down 21

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 20 50 20 HL ch/sp/su 3 2 7 2 5
Close MP Close Mp.png 60 100 40 HL sp/su 4 3 14 -3 0
Close HP Close Hp.png 120[70] 200[150] 60 HL sp/su[-] 5 4 15 -1 4
Close LK Close Lk.png 30 50 20 HL ch 3 3 8 0 3
Close MK Close Mk.png 60 100 40 HL - 5 2 16 -4 -1
Close HK Close Hk.png 130 200 60 HL - 6 3 18 -3 1
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 2 7 2 5
Far MP Far Mp.png 80 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Hp.png 100 200 60 HL su 5 3 14 1 5
Far LK Far Lk.png 40 50 20 HL ch 5 2 9 0 3
Far MK Far Mk.png 70 100 40 HL - 7 4 12 -2 1
Far HK Far Hk.png 110 200 60 HL - 13 5 14 -1 3
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 2 8 1 5
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 4 5 10 -1 2
Crouch HP Crouch Hp.png 100[70] 200[150] 60 HL - 5 4 23 -9 -4
Crouch LK Crouch Lk.png 30 50 20 L ch 4 2 9 0 3
Crouch MK Crouch Mk.png 70 100 40 L - 7 4 14 -4 -1
Crouch HK Crouch Hk.png 100*110 100*100 60 L su*- 6 4(20)4 17 -3 -
Straight Chop Overhead
Right.gif+Mp.png
80 100 40 H - 15 3 14 -3 0
Spinning Back Knuckle Right.gif+Hp.png 100 200 60 HL - 8 3 15 0 4
Knee Bazooka Left.gif or Right.gif
+ Lk.png
50 50 20 HL - 7 4 15 -8 -3
Rolling Sobat Left.gif or Right.gif
+ Mk.png
60 100 40 HL - 11 4 14 -4 -1
Reverse Spin Kick Close
Left.gif or Right.gif
+ Hk.png
100 200 60 HL - 16 6 12 0 5
Guile High Kick Downright.gif+Hk.png 110 200 60 HL - 11 2 17 -1 -
Target Combo Down.gif+Mk.png >
Right.gif+Mp.png
80 100 40 H - 15 3 14 -3 0
Shades of Glory Down.gif+Hp.pngHk.png - - 0 - - - - Total 50 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 5 2 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 7 4 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 7 3 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 7 6 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 7 6 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 3 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 6 6 - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 5 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 5 - - -
Angled Jump LK Angled Jump Lk.png 30 50 20 H - 5 5 - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 6 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 5 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Dragon Suplex Forward Throw 120 100 40 0.907 - 3 2 20 - -
Judo Throw Back Throw 120 80 40 0.907 - 3 2 20 - -
Flying Mare Air Throw 150 150 40 1.17 - 3 2 - - -
Flying Buster Drop Backbreaker 150 150 40 1.17 - 3 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sonic Boom Sonic Boom Lp.png 50 50 10/20 HL su 9 - 21 4 10
Sonic Boom Mp.png 50 50 10/20 HL su 9 - 22 2 8
Sonic Boom Hp.png 50 50 10/20 HL su 9 - 24 0 6
EX Sonic Boom Sonic Boom Ex.png 50*50 50*50 -250/0 HL su 11 - 28 1 4
Flash Kick Flash Kick Lk.png 110[80] 200[100] 30/40 HL su[-] 4 11 20+23 -36 -
Flash Kick Mk.png 130[80] 200[100] 30/40 HL su[-] 4 11 22+23 -38 -
Flash Kick Hk.png 140[80] 200[100] 30/40 HL su[-] 4 11 24+23 -38 -
EX Flash Kick Flash Kick Ex.png 100*80 150*100 -250/0 HL su*- 4 2*9 24+23 -35 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Double Flash Super Combo Lk.png 80*40x4*120 0 -1000/0 HL - 1+2 1*5*2(9)
1*8*2
20+23 -24 -
Super Combo Mk.png 80*40x4*120 0 -1000/0 HL - 1+3 1*5*1(14)
1*8*2
22+23 -26 -
Super Combo Hk.png 80*40x4*120 0 -1000/0 HL - 1+5 1*5*1(19)
1*8*2
24+23 -28 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Flash Explosion Ultra Combo 1 90*24x6*
66*150
0 0/0 HL - 0+6 1*4*2(33)
1*1*1*1*2
31+66 -76 -
Sonic Hurricane Ultra Combo 2 90*42x4*72 0 0/0 HL - 0+10 43 13 -5 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Straight Chop

Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spinning Back Knuckle

Backfist f + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Knee Bazooka

Knee Bazooka f or B.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rolling Sobat

Hop Kick f or B.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Reverse Spin Kick

Upside Down Kick (near opponent) F.png or B.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Guile High Kick

High Kick df + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo

Target Combo d + Mk.png ---.png F.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shades of Glory

Shades of Glory d + Hp.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Dragon Suplex

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Judo Throw

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Flying Mare

Air Throw (in air) F.png or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Flying Buster Drop

Backbreaker (in air) B.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Sonic Boom

Sonic Boom b (charge) F.png + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Flash Kick

Flash Kick d (charge) U.png + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Double Flash

Super Combo db (charge) Df.png Db.png U.png + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Flash Explosion

Ultra Combo I db (charge) Df.png Db.png U.png + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sonic Hurricane

Ultra Combo II b (charge) F.png B.png F.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 20 50 20 HL ch/sp/su 3 2 7 11 2 5 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 60 100 40 HL sp/su 4 3 14 20 -3 0 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 120[70] 200[150] 60 HL sp/su[-] 5 4 15 23 -1 4 18 23[22] [] refers to active frames 3~4 [1~2F]: Forces stand [1~2F]: Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL ch 3 3 8 13 0 3 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 60 100 40 HL - 5 2 16 22 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 130 200 60 HL - 6 3 18 26 -3 1 18 22 Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 80 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 100 200 60 HL su 5 3 14 21 1 5 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL ch 5 2 9 15 0 3 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 7 4 12 22 -2 1 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 13 5 14 31 -1 3 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 2 8 13 1 5 11 15 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 4 5 10 18 -1 2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100[70] 200[150] 60 HL - 5 4 23 31 -9 -4 18 23[22] [] refers to active frames 3~4 [1~2F]: Forces stand [1~2F]: Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 30 50 20 L ch 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L - 7 4 14 24 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100*110 100*100 60 L su*- 6 4(20)4 17 50 -3 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Straight Chop Overhead
Right.gif+Mp.png
80 100 40 H - 15 3 14 31 -3 0 14 17 Reset Reset - - - - - - -
Spinning Back Knuckle Right.gif+Hp.png 100 200 60 HL - 8 3 15 25 0 4 18 22 Cannot hit crouching Reset Reset - - - - - - -
Knee Bazooka Left.gif or Right.gif
+ Lk.png
50 50 20 HL - 7 4 15 25 -8 -3 11 16 Can be canceled into from any light attack Reset Reset - - - - - - -
Rolling Sobat Left.gif or Right.gif
+ Mk.png
60 100 40 HL - 11 4 14 28 -4 -1 14 17 Can move forward until 6F, can move backwards until 4F Reset Reset - - Lower body: 6~20F Lower body: 6~20F - - -
Reverse Spin Kick Close
Left.gif or Right.gif
+ Hk.png
100 200 60 HL - 16 6 12 33 0 5 18 23 Reset Reset - - Lower body: 1~29F Lower body: 1~29F 6~28F - -
Guile High Kick Downright.gif+Hk.png 110 200 60 HL - 11 2 17 29 -1 - 18 - Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - -
Target Combo Down.gif+Mk.png >
Right.gif+Mp.png
80 100 40 H - 15 3 14 31 -3 0 14 17 Reset Reset - - - - - - -
Shades of Glory Down.gif+Hp.pngHk.png - - 0 - - - - Total 50 50 - - - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 5 2 - 6 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 7 3 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 3 - 8 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~1F - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump LK Angled Jump Lk.png 30 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.901 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.901 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range: 1.901, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.901, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.901, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 101 - - - - Range: 1.901, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 1.901, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Dragon Suplex Forward Throw 120 100 40 0.907 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Judo Throw Back Throw 120 80 40 0.907 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Flying Mare Air Throw 150 150 40 1.17 - 3 2 - - - - - - X - - Hard Knockdown - - - - - - - -
Flying Buster Drop Backbreaker 150 150 40 1.17 - 3 2 - - - - - - X - - Hard Knockdown - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sonic Boom Sonic Boom Lp.png 50 50 10/20 HL su 9 - 21 29 4 10 - - Charge 50F, 12F~ cancellable, can be counterhit 1~20F, causes 15 chip damage X - - - - - - -
Sonic Boom Mp.png 50 50 10/20 HL su 9 - 22 30 2 8 - - Charge 50F, 12F~ cancellable, can be counterhit 1~20F, causes 15 chip damage X - - - - - - -
Sonic Boom Hp.png 50 50 10/20 HL su 9 - 24 32 0 6 - - Charge 50F, 12F~ cancellable, can be counterhit 1~20F, causes 15 chip damage X - - - - - - -
EX Sonic Boom Sonic Boom Ex.png 50*50 50*50 -250/0 HL su 11 - 28 38 1 4 - - Charge 50F, 12F cancellable, can be counterhit 1~20F, opponent gains 10x2 meter on hit X - - - - - - JP: 1*2
Flash Kick Flash Kick Lk.png 110[80] 200[100] 30/40 HL su[-] 4 11 20+23 57 -36 - 18 - [] refers to active frames 4~11, charge 55F X - All: 1~6F - - 6~14F 6F~ -
Flash Kick Mk.png 130[80] 200[100] 30/40 HL su[-] 4 11 22+23 59 -38 - 18 - [] refers to active frames 3~11, charge 55F X - All: 1~4F - - 4~14F 6F~ -
Flash Kick Hk.png 140[80] 200[100] 30/40 HL su[-] 4 11 24+23 61 -38 - 20 - [] refers to active frames 3~11, charge 55F X - All: 1~4F - - 4~14F 6F~ -
EX Flash Kick Flash Kick Ex.png 100*80 150*100 -250/0 HL su*- 4 2*9 24+23 61 -35 - 21 - Charge 55F, opponent gains 20x2 meter on hit X - All: 1~4F - - 6~14F 6F~ JP: 0*1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Double Flash Super Combo Lk.png 80*40x4*120 0 -1000/0 HL - 1+2 1*5*2(9)
1*8*2
20+23 73 -24 - 21 - Charge 55F, opponent gains 20x6 meter on hit, 6x5 on block [3rd~6th Hit]: Hard Knockdown [3rd~6th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7F - - 13~21F 3~12F, 22f~ JP: 1~6 sequentially
Super Combo Mk.png 80*40x4*120 0 -1000/0 HL - 1+3 1*5*1(14)
1*8*2
22+23 80 -26 - 21 - Charge 55F, opponent gains 20x6 meter on hit, 6x5 on block [3rd~6th Hit]: Hard Knockdown [3rd~6th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - - 18~26F 4~17F, 27F~ JP: 1~6 sequentially
Super Combo Hk.png 80*40x4*120 0 -1000/0 HL - 1+5 1*5*1(19)
1*8*2
24+23 89 -28 - 21 - Charge 55F, opponent gains 20x6 meter on hit, 6x5 on block [3rd~6th Hit]: Hard Knockdown [3rd~6th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10F - - 25~33F 6~24F, 34F~ JP: 1~6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Flash Explosion Ultra Combo 1 90*24x6*
66*150
0 0/0 HL - 0+6 1*4*2(33)
1*1*1*1*2
31+66 143 -76 - 23 - 8th hit goes into animation, charge 55F, opponent gains 20x9 meter on hit, 5x9 on block [4th~9th Hit]: Hard Knockdown [4th~9th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - 5~30F, 42F~ JP: 1~6 sequentially
Sonic Hurricane Ultra Combo 2 90*42x4*72 0 0/0 HL - 0+10 43 13 65 -5 - - - Charge 55F, causes 23*8x4*18 chip damage, opponent gains 30*20x4*30 meter on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - - - - JP: 1~6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


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