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Revision as of 16:31, 7 March 2016


Introduction
Character Specific Information
Color Option
Default | Start |
File:Sf2hf-guile-hp.png | File:Sf2hf-guile-old1.png |
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
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:
Vs. Chun-Li:
Vs. Dhalsim:
Vs. E. Honda:
Vs. Guile (self):
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Ryu:
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):
Vs. Zangief:
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
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Stun | 4 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | ´6/+5 | ||||
Frame Count | 3 | 4 | 2 | 3 | |
Simplified | 3 | 4 | 2 | 3 |
- Standing MP:
Damage | 16 | ![]() |
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Stun | 8 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
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 | 14 | ||||||
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 | 4 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +5/+4 | |||||
Frame Count | 2 | 2 | 4 | 3 | 3 | |
Simplified | 1+4 | 4 | 6 |
- Standing MK:
Damage | 16 | ![]() |
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Stun | 8 | ||||||||||||||||||
Stun Timer | 60 | ||||||||||||||||||
Chain Cancel | No | ||||||||||||||||||
Special Cancel | No | ||||||||||||||||||
Frame Advantage | +2/+1 | ||||||||||||||||||
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 | 14 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -5/-6 | |||||||
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 | 8 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | Yes | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +5/+4 | ||||||
Frame Count | 3 | 3 | 3 | 3 | 3 | 3 | |
Simplified | 1+3 | 3 | 12 |
- Close Standing HP:
Damage | 22 | ![]() |
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Stun | 14 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -8/-9 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 6 | 5 | |
Simplified | 1+3 | 3 | 29 |
- Close Standing MK:
Damage | 16 | ![]() |
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Stun | 8 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +10/+9 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+3 | 4 | 6 |
- Close Standing HK:
Damage | 22 | ![]() |
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Stun | 14 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +11/+10 | ||||
Frame Count | 3 | 4 | 4 | 9 | |
Simplified | 1+7 | 4 | 9 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 4 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6/+7 | |||
Frame Count | 3 | 4 | 5 |
- Crouching MP:
Damage | 16 | ![]() |
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Stun | 8 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +8/+7 | ||||
Frame Count | 3 | 4 | 4 | 4 | |
Simplified | 1+3 | 4 | 8 |
- Crouching HP:
Damage | 22 | ![]() |
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Stun | 14 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -2/-3 | ||||||
Frame Count | 2 | 3 | 4 | 12 | 9 | 1 | |
Simplified | 1+5 | 16 | 10 |
- Crouching LK:
Damage | 6 | ![]() |
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Stun | 4 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5/+4 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+7 | 4 | 6 |
- Crouching MK:
Damage | 16 | ![]() |
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Stun | 8 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +8/+7 | |||||
Frame Count | 3 | 4 | 5 | 4 | 4 | |
Simplified | 1+7 | 4 | 8 |
- Crouching HK:
Damage | 22 | ![]() |
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Stun | 14 | |||||||||||
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 | 4 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | ![]() |
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Stun | 8 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MP:
Damage | 16 | ![]() |
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Stun | 8 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Diagonal Jumping MP:
Damage | 16 | ![]() |
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Stun | 8 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 22 | ![]() |
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Stun | 14 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 14 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 4 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LK:
Damage | 10 | ![]() |
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Stun | 4 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MK:
Damage | 16 | ![]() |
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Stun | 8 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | ![]() |
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Stun | 8 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral/Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 14 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 2 | 4 | 5 | 4 | 4 | ∞ | |
Simplified | 6 | 5 | ∞ |
Unique Moves
- Knee Bazooka: (On ground, ←/→ + MK)
Damage | 14 | ![]() |
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Stun | 8 | ||||||
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 | 14 | |||||||||||
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 | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
- Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | 40 | ![]() | |
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
- Flying Buster Drop:(Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage | 40 | ![]() | |
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Special Moves
- Sonic Boom: charge ←, → + Punch (charge 60f)
Startup
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2 | 2 | 2 | 2 | 2 |
LP version:
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1 | 1 | 1 | 1 | 1 |
MP version:
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1 | 1 | 1 | 1 | 1 |
HP version:
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1 | 1 | 1 | 1 | 1 |
- Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)
Startup:
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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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File:Sf2hf-guile-crlp-r3.png |
- 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 |