(→Special Moves: Added some info to Guile's special moves.) |
(→Unique Attacks: Added some info to the backfist, knee bazooka, hopkick, and reverse spin kick.) |
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{{USFIVMoveListRow|Guile|SpinningBackKnuckle| | {{USFIVMoveListRow|Guile|SpinningBackKnuckle| | ||
Spinning Back Knuckle|Backfist|f + hp|| | Spinning Back Knuckle|Backfist|f + hp|| | ||
Guile's longest range move that isn't a special. It's damage got nerfed from past versions. | |||
}} | }} | ||
{{USFIVMoveListRow|Guile|KneeBazooka| | {{USFIVMoveListRow|Guile|KneeBazooka| | ||
Knee Bazooka|Knee Bazooka|f or b + lk|| | Knee Bazooka|Knee Bazooka|f or b + lk|| | ||
Great move, allows Guile to close the distance while charging for a Sonic Boom. Beats a lot of ground moves as well. | |||
}} | }} | ||
{{USFIVMoveListRow|Guile|RollingSobat| | {{USFIVMoveListRow|Guile|RollingSobat| | ||
Rolling Sobat|Hop Kick|f or b + mk|| | Rolling Sobat|Hop Kick|f or b + mk|| | ||
Another versatile move for Guile. The direction of the joystick when you do the move determines which direction you will go in. | |||
}} | }} | ||
{{USFIVMoveListRow|Guile|ReverseSpinKick| | {{USFIVMoveListRow|Guile|ReverseSpinKick| | ||
Reverse Spin Kick|Upside Down Kick|(near opponent) f or b + hk|| | Reverse Spin Kick|Upside Down Kick|(near opponent) f or b + hk|| | ||
Great counter when near your opponent who likes to use lows. Goes over lows, and can lead to a combo afterwards. | |||
}} | }} | ||
{{USFIVMoveListRow|Guile|GuieHighKick| | {{USFIVMoveListRow|Guile|GuieHighKick| | ||
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}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Focus Attacks === | === Focus Attacks === |
Revision as of 04:54, 4 September 2014

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...
In a nutshell
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.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Wake-up: Hurtbox reduced
- Crouch LP: On hit now +5 from +4
- Crouch MK: Hitbox and Hurtbox expanded forward
- Reverse Spin Kick (B or F + HK): Hitbox expanded downward
- Air Throw: Both Air Throws grab range slightly increase
- Flash Kick: All versions invincibility time extended by 1 frame
- Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20
- Flash Explosion (UC1): Damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10
- Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents
- Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential
(New to Ultra SFIV Console Digital Release)
- Health: Decreased to 950 from 1000
- High Kick (DF + HK): Hitbox expanded downward
- L, M and H Flash Kick --> EX Focus Cancel --> Forward Dash is now -5 on block at best
- Flash Explosion (UC1): Startup reduced to 6 frames from 7 frames
(Removed from Ultra SFIV Arcade Japan)
Flash Explosion (UC1): Startup reduced to 5 frames from 7 framesFlash Explosion (UC1): If opponent is behind on activation, corrects to face the opponent
Character Specific Data
Guile
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 900 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.05 | Forward Dash Distance: | 1.32 | ||
Back Walk Speed: | 0.04 | Forward Dash Total Frames: | 19 | ||
JUMPING | Back Dash Distance: | 0.98 | |||
Jump Height Apex: | 1.97 | Back Dash Total Frames: | 26 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.75 | Back Dash Airborne: | 11 | ||
Back Jump Distance | 1.57 | Back Dash Recovery: | 7 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Straight Chop, Target Combo | Hard Knockdowns: | Crouch HK | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Flash Kick, EX Flash Kick | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Sonic Boom | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -3 | L2 FA Forward Dash (On Block): | +3 | ||
L1 Focus Attack Back Dash: | -10 | L2 FA Back Dash (On Block): | -4 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
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 + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + 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 ~~ Guile's longest range move that isn't a special. It's damage got nerfed from past versions. | ||||
File:No image.png |
Knee Bazooka |
Knee Bazooka | f or b + lk | |
~~ Uses and Strategies ~~ Great move, allows Guile to close the distance while charging for a Sonic Boom. Beats a lot of ground moves as well. | ||||
File:No image.png |
Rolling Sobat |
Hop Kick | f or b + mk | |
~~ Uses and Strategies ~~ Another versatile move for Guile. The direction of the joystick when you do the move determines which direction you will go in. | ||||
File:No image.png |
Reverse Spin Kick |
Upside Down Kick | (near opponent) f or b + hk | |
~~ Uses and Strategies ~~ Great counter when near your opponent who likes to use lows. Goes over lows, and can lead to a combo afterwards. | ||||
File:No image.png |
Guie High Kick |
High Kick | df + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo |
Target Combo | d + mk --- f + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shades of Glory |
Shades of Glory | d + hp + 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 + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Judo Throw |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Flying Mare |
Air Throw | (in air) f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Flying Buster Drop |
Backbreaker | (in air) b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Sonic Boom |
Sonic Boom | b (charge) f + p ex | |
~~ Uses and Strategies ~~ Guile's projectile. Known for it's short recovery time, you should be throwing these out whenever you are a good range away from your opponent. You can use it after a blockstring or poke such as crouching Forward. In the corner, if you hit someone with a Boom or end a combo with it, you can follow up with the backfist, far HP, far HK, or c.HK. When you are charging for a Boom, charge with down back instead of just back to have a Flash Kick at the ready if needed. The EX version goes really fast and hits twice. | ||||
File:No image.png |
Flash Kick |
Somersault Kick | d (charge) u + k ex armorbreak | |
~~ Uses and Strategies ~~ Anti-air special move. This is the move to use when your opponent jumps over a Boom towards you. The kick button used determines the damage and recovery. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Double Flash |
Super Combo | db (charge) df db u + 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 db u + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Sonic Hurricane |
Ultra Combo II | b (charge) f b f + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data