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| align="center" | X | | align="center" | X | ||
| align="center" | X | | align="center" | X | ||
| | - | | | 8-16f foot invincible | ||
|- | |- | ||
| | B or F+MK | | | B or F+MK | ||
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| align="center" | X | | align="center" | X | ||
| align="center" | X | | align="center" | X | ||
| | - | | | 8-19f lower body invincible | ||
|- | |- | ||
| | B or F+HK(close) | | | B or F+HK(close) | ||
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| align="center" | X | | align="center" | X | ||
| align="center" | X | | align="center" | X | ||
| | - | | | 7-29f lower body invincible | ||
|- | |- | ||
| | DF+HK | | | DF+HK |
Revision as of 21:57, 13 February 2010
Introduction
Guie is one of the most difficult characters to bring to full potential in SFIV and requires a high level of dedication to learn. The bulk of his game involves careful use of normals and judicious use of specials.
Move Analysis
Normal Moves
The following is a list of Guile's more interesting normals:
Middle Punch
Although this move has some range problems, it does have some interesting uses.
Standing: Close Range
Somewhat surprisingly, s.mp at close range is Guile's longer ranged "hook punch". Hits crouching and can be combo'd from lp (standing or crouching), but care must be taken to ensure that it will actually connect as it will change to his upper-cut (see below) if Guile isn't close enough - it is safer to use c.mp in combos.
Standing: Far Range
This move yields a small upper-cut which moves Guile forward a small distance - this can be used to kara, but is not as useful as other kara normals in the game. The upper-cut is useful as anti-air, but really only works consistently against Rufus. It can kara into:
- throw
- flash kick
- focus attack
Be aware that (as mentioned above) this move has less range than his close mp.
Crouching
A useful normal after a s.lp or c.lp or as a pressure tool. Its number of active frames (5) makes it useful as a meaty option or when used to cover retaliation normals. It has good horizontal range and should be used to cancel into sb or fk whenever appropriate. Guile's standard punish is c.mp > fk.
Jumping
Whether jumping forward, backward, or neutral, this move provides excellent horizontal coverage. Against Dictator, jumping-forward mp has very good priority. When used with neutral jump, this move is very useful for stopping jump-ins.
Heavy Punch
Definitely Guile's most useful normal move. Both close and far range hp moves can combo into themselves on counter-hit and in some edge cases.
Standing: Close Range
Guile's traditional upper-cut which hits crouching and can be cancelled into all specials, super, or FA. This move should be standard fare in combos (follow with sb or fk) for the advanced player and it has a surprising vertical range if used as anti-air.
Standing: Far Range
A straight punch which hits crouching, does solid damage, and has great block and hit stun. It can be cancelled into super or FA. Good range and high priority make this a stock go-to for pressure. It is not possible to use this move too often.
Crouching
A good amount of Guile's anti-air can be had from c.hp due to great priority and vertical range. When combined with Guile's other anti-air normals, it can be very difficult for any character to reliably jump-in on Guile. It is not, however, god-like and any Guile apprentice must learn his other anti-air tools in order to effectively handle jump-ins or air-to-air tussles.
Jumping: Neutral
A great air move useful both on the way up or on the way down. Use on the way up as anti-air and on the way down for a high-pressure normal with strange priority. Very useful against Zangief on wake-up or when being "bull-dogged".
Jumping: Forward/Backward
Excellent priority as air-to-air when used early.
Heavy Kick
A versatile move with some niche applications.
Standing: Close Range
Guile's most damaging normal and hits crouching - a fantastic tool for a single-move punish option. More importantly though is that this is one of Guile's best anti-air moves for any time when Guile's opponent is directly above him (as with Honda's Sumo Smash) or for close jump-ins.
Standing: Far Range
This is Guile's hop-kick and is best used for horizontal pressure; can be used while holding charge (back) and hits crouching.
Crouching
Possibly the most dangerous (for Guile) normal in Guile's arsenal - should be used very sparingly and with much caution. Not recommended for beginners.
Normal Throws
Dragon Suplex
- (Close to opponent)Forward or Neutral + LP+LK
Judo Throw
- (Close to opponent)Back + LP+LK
Flying Mare
- (In Air, Close to opponent)Forward or Neutral + LP+LK
Flying Buster Drop
- (In Air, Close to opponent)Back + LP+LK
Command Normals
Straight Chop
- Forward + Medium Punch
- Overhead
Spinning Back Knuckle
- Forward + Heavy Punch
Knee Bazooka
- Forward or Back + Light Kick
Rolling Sobat
- Forward or Back + Medium Kick
Reverse Spin Kick
- (Close to opponent)Forward or Back + Heavy Kick
Guile High Kick
- Down-Forward + Heavy Kick
Focus / Saving Attack
Special Moves
Sonic Boom
- Charge Back, Forward + Punch
- EX Version available
Flash Kick
- Charge Down, Up + Kick
- EX Version available. Has Armor Break properties.
Super Move
Double Flash
- Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick
Ultra Move
Flash Explosion
- Charge Down-Back, Down-Forward, Down-Back, Up-Forward + All three Kicks
The Basics
Combos
Strategy
Matchups
Matchup Videos
Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |
Close LP | 20 | 50 | 3 | 2 | 7 | 11 | +2 | +5 | 10 | 13 | 20 | HL | O | O | O | - |
Close MP | 60 | 100 | 4 | 3 | 14 | 20 | -3 | 0 | 13 | 16 | 40 | HL | X | O | O | - |
Close HP | 120[70] | 200[150] | 5 | 4 | 15 | 23 | -1 | +4 | 17 | 22 | 60 | HL | X | O | O | Forces stand |
Close LK | 30 | 50 | 3 | 3 | 8 | 13 | 0 | +3 | 10 | 13 | 20 | HL | O | X | X | - |
Close MK | 60 | 100 | 5 | 2 | 16 | 22 | -4 | -1 | 13 | 16 | 40 | HL | X | X | X | - |
Close HK | 130 | 200 | 6 | 3 | 18 | 26 | -3 | +1 | 17 | 21 | 60 | HL | X | X | X | - |
Far LP | 30 | 50 | 4 | 2 | 7 | 12 | +2 | +5 | 10 | 13 | 20 | HL | O | O | O | - |
Far MP | 80 | 100 | 5 | 4 | 14 | 22 | -4 | -1 | 13 | 16 | 40 | HL | X | O | O | - |
Far HP | 120 | 200 | 5 | 3 | 14 | 21 | +1 | +5 | 17 | 21 | 60 | HL | X | X | O | - |
Far LK | 40 | 50 | 5 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | HL | O | X | X | - |
Far MK | 70 | 100 | 7 | 4 | 12 | 22 | -2 | +1 | 13 | 16 | 40 | HL | X | X | X | - |
Far HK | 110 | 200 | 13 | 5 | 14 | 31 | -1 | +3 | 17 | 21 | 60 | HL | X | X | X | - |
crouch LP | 30 | 50 | 4 | 2 | 8 | 13 | +1 | +4 | 10 | 13 | 20 | HL | O | O | O | - |
crouch MP | 70 | 100 | 4 | 5 | 10 | 18 | -1 | +2 | 13 | 16 | 40 | HL | X | O | O | - |
crouch HP | 100[70] | 200[150] | 5 | 4 | 23 | 31 | -9 | -4 | 17 | 22 | 60 | HL | X | X | X | Forces stand |
crouch LK | 30 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | L | O | X | X | Low attack |
crouch MK | 70 | 100 | 7 | 4 | 14 | 24 | -4 | -1 | 13 | 16 | 40 | L | X | X | X | Low attack |
crouch HK | 110*140 | 200 | 6 | 4(20)4 | 17 | 50 | -3 | D | 17 | - | 60 | L | X | X | O | Low attack, 1st hit cancellable, cannot fast recover |
Jump up LP | 50 | 50 | 5 | 2 | - | - | - | - | 8 | 13 | 20 | H | - | - | - | - |
Jump up MP | 80 | 100 | 7 | 4 | - | - | - | - | 11 | 16 | 40 | H | - | - | - | - |
Jump up HP | 100 | 200 | 7 | 3 | - | - | - | - | 15 | 20 | 60 | H | - | - | - | - |
Jump up LK | 40 | 50 | 7 | 6 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump up MK | 80 | 100 | 7 | 6 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump up HK | 100 | 200 | 6 | 3 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LP | 50 | 50 | 6 | 6 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump forward MP | 80 | 100 | 5 | 5 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump forward HP | 100 | 200 | 5 | 5 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LK | 30 | 50 | 5 | 5 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump forward MK | 60 | 100 | 5 | 6 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump forward HK | 100 | 200 | 6 | 5 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Overhead f+MP | 80 | 100 | 15 | 3 | 14 | 31 | -3 | 0 | 13 | 16 | 40 | H | X | X | X | Mid attack |
f+HP | 120 | 200 | 8 | 3 | 15 | 25 | 0 | +4 | 17 | 21 | 60 | HL | X | X | X | - |
B or F+LK | 50 | 50 | 7 | 4 | 18 | 28 | -11 | -6 | 10 | 15 | 20 | HL | X | X | X | 8-16f foot invincible |
B or F+MK | 60 | 100 | 11 | 4 | 14 | 28 | -4 | -1 | 13 | 16 | 40 | HL | X | X | X | 8-19f lower body invincible |
B or F+HK(close) | 120 | 200 | 16 | 6 | 12 | 33 | 0 | +4 | 17 | 21 | 60 | HL | X | X | X | 7-29f lower body invincible |
DF+HK | 110 | 200 | 11 | 2 | 17 | 29 | -1 | D | 17 | - | 60 | HL | X | X | X | - |
Target Combo 1 | 80 | 100 | 15 | 3 | - | -3 | 0 | 40 | H | X | X | X | Mid atack | |||
Focus Attack LVL 1 | 60 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | HL | - | - | - | - |
Focus attack LVL 2 | 80 | 150 | 18+12 | 2 | 35 | 65 | -15 | D | 21 | - | 40 | HL | - | - | - | - |
Focus attack LVL 3 | 140 | 200 | 65 | 2 | 35 | 101 | D | D | - | - | 60 | - | - | - | - | - |
Forward Throw | 120 | 100 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | 0.9 | - | - | - | Throw range 0.9, recovers 19 frames before opponent |
Back throw | 120 | 80 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | 0.9 | - | - | - | Throw range 0.9, recovers 67 frames before opponent |
F+LP+LK (air) | 150 | 150 | 3 | 2 | - | - | - | D | - | - | 40 | 1.25 | Throw range 1.25 | |||
B+LP+LK (air) | 150 | 150 | 3 | 2 | - | - | - | D | - | - | 40 | 1.25 | Throw range 1.25, recovers 71 frames before opponent | |||
Sonic Boom LP | 50 | 50 | 9 | - | 29 | 29 | +6 | +10 | 18 | 22 | 20/20 | HL | X | X | O | charge 55f |
Sonic Boom MP | 50 | 50 | 9 | - | 31 | 31 | +4 | +8 | 18 | 22 | 20/20 | HL | X | X | O | charge 55f |
Sonic Boom HP | 50 | 50 | 9 | - | 33 | 33 | +2 | +6 | 18 | 22 | 20/20 | HL | X | X | O | charge 55f |
Sonic Boom EX | 50*50 | 50*50 | 11 | - | 39 | 39 | +1 | +4 | 13 | 16 | 0/0 | HL | X | X | O | Pursuit property, charge 55f |
Somersault LK | 130[70) | 200[100] | 4 | 11 | 20+23 | 57 | -33 | D | 20 | - | 30/40 | HL | X | X | O | 1~3f invincible, 4~14f cannot be thrown, (translate), Armor break, charge 55f |
Somersault MK | 140[70] | 200[100] | 4 | 11 | 22+23 | 59 | -35 | D | 20 | - | 30/40 | HL | X | X | O | 1~3f invincible, 4~14f cannot be thrown, (translate), Armor break, charge 55f |
Somersault HK | 160[70] | 200[100] | 4 | 11 | 24+23 | 61 | -37 | D | 20 | - | 30/40 | HL | X | X | O | 1~3f invincible, 4~14f cannot be thrown, (translate), Armor break, charge 55f |
Somersault EX | 100*80 | 150*100 | 4 | 2*9 | 24+23 | 61 | -35 | D | 20 | - | 0/0 | HL | X | X | O | 1~5f invincible, 6~14f cannot be thrown, (translate), Armor break, Pursuit property, charge 55f |
Super Combo LK | 95*40*40*60*30*80 | 0 | 1+2 | 1*5*2(9)1*8*2 | 20+23 | 73 | -24 | D | 20 | - | 0/0 | HL | X | X | X | 1~8f invincible, 13~21f cannot be thrown, Pursuit property, charge 55f |
Super Combo MK | 95*40*40*60*30*80 | 0 | 1+3 | 1*5*1(14)1*8*2 | 22+23 | 80 | -26 | D | 20 | - | 0/0 | HL | X | X | X | 1~9f invincible, 18~26f cannot be thrown, Pursuit property, charge 55f |
Super Combo HK | 95*40*40*60*30*80 | 0 | 1+5 | 1*5*1(19)1*8*2 | 24+23 | 89 | -28 | D | 20 | - | 0/0 | HL | X | X | X | 1~11f invincible, 25~33f cannot be thrown, Pursuit property, charge 55f |
Ultra Combo | 90*45x7*98 | 0 | 1+6 | 1*3*1(30)1*1*1*2*1 | 31+66 | 144 | -77 | D | 20 | - | 0/0 | HL | X | X | X | 1~10f invincible, Pursuit property, charge 55f |
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.