Super Street Fighter 2 Turbo/O. Guile: Difference between revisions

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===Normal Moves===
===Normal Moves===
====Ground Normals====
====Ground Normals====
*<b>Close/Far Standing Jab:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stcljab1&4_stfarjab1&4.png]] || align="center" rowspan="5" | [[File:OGuile_stcljab2_stfarjab2.png]] || align="center" rowspan="5" | [[File:OGuile_stcljab3_stfarjab3.png]] || align="center" rowspan="5" | [[File:OGuile_stcljab1&4_stfarjab1&4.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" colspan="2" | ?
|}
*<b>Crouching Jab:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_crjab1.png]] || align="center" rowspan="5" | [[File:OGuile_crjab2.png]] || align="center" rowspan="5" | [[File:OGuile_crjab3.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" | ?
|}
*<b>Close Standing Strong:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stclstrng1.png]] || align="center" rowspan="5" | [[File:OGuile_stclstrng2.png]] || align="center" rowspan="5" | [[File:OGuile_stclstrng3.png]] || align="center" rowspan="5" | [[File:OGuile_stclstrng4.png]] || align="center" rowspan="5" | [[File:OGuile_stclstrng5.png]] || align="center" rowspan="5" | [[File:OGuile_stclstrng6_stfarfrc1_stfarfrwrd1.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" colspan="4" | ?
|}
*<b>Far Standing Strong:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stfarstrng1.png]] || align="center" rowspan="5" | [[File:OGuile_stfarstrng2.png]] || align="center" rowspan="5" | [[File:OGuile_stfarstrng3.png]] || align="center" rowspan="5" | [[File:OGuile_stfarstrng4.png]] || align="center" rowspan="5" | [[File:OGuile_stfarstrng5.png]] || align="center" rowspan="5" | [[File:OGuile_stfarstrng6.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" colspan="4" | ?
|}
*<b>Crouching Strong:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_crstrng1&4.png]] || align="center" rowspan="5" | [[File:OGuile_crstrng2.png]] || align="center" rowspan="5" | [[File:OGuile_crstrng3.png]] || align="center" rowspan="5" | [[File:OGuile_crstrng1&4.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" colspan="2" | ?
|}
*<b>Close Standing Fierce:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stclfrc1&6.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrc2.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrc3.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrc4.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrc5.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrc1&6.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" colspan="4" | ?
|}
*<b>Far Standing Fierce:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stclstrng6_stfarfrc1_stfarfrwrd1.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrc2.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrc3.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrc4.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrc5.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrc6.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center"  | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="3" | ? || align="center" | ? || align="center" colspan="2" | ?
|}
Guile's patented backfist punch. Its awesome range makes this Guile's best punish normal move. It can used at anti air at certain ranges, but mostly to punish projectile recovery after you canceled the projectile itself with a Sonic Boom and the opponent is left open. This move has relatively low priority and can by punished if whiffed.
*<b>Crouching Fierce:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="6" | [[File:OGuile_crfrc1.png]] || align="center" rowspan="6" | [[File:OGuile_crfrc2.png]] || align="center" rowspan="6" | [[File:OGuile_crfrc3.png]] || align="center" rowspan="6" | [[File:OGuile_crfrc4.png]] || align="center" rowspan="6" | [[File:OGuile_crfrc5.png]] || align="center" rowspan="6" | [[File:OGuile_crfrc6.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | 1
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" colspan="2" | ? || align="center" colspan="2" | ?
|}
The main anti air to use when being jumped on and you aren't charged for a flash kick. This takes training to time: you want it to trade if the enemy attacks the right time. It can also be used at a feint, tricking the enemy into thinking you stood up and lost charge.
*<b>Close/Far Standing Short:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stclshrt1&5_stfarshrt1&5.png]] || align="center" rowspan="5" | [[File:OGuile_stclshrt2&4_stfarshrt2&4.png]] || align="center" rowspan="5" | [[File:OGuile_stclshrt3_stfarshrt3.png]] || align="center" rowspan="5" | [[File:OGuile_stclshrt2&4_stfarshrt2&4.png]] || align="center" rowspan="5" | [[File:OGuile_stclshrt1&5_stfarshrt1&5.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" | Special Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" bgcolor="blue"  | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" bgcolor="blue" | ? || align="center" colspan="2" | ?
|}
*<b>Crouching Short:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_crshrt1&5_crrh1.png]] || align="center" rowspan="5" | [[File:OGuile_crshrt2&4_crrh2.png]] || align="center" rowspan="5" | [[File:OGuile_crshrt3.png]] || align="center" rowspan="5" | [[File:OGuile_crshrt2&4_crrh2.png]] || align="center" rowspan="5" | [[File:OGuile_crshrt1&5_crrh1.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" bgcolor="blue" | Yes
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" bgcolor="blue" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" bgcolor="blue" | ? || align="center" colspan="2" | ?
|}
This move combos into itself. A fast attack to push a close opponent away to ideal c.mk range.
*<b>Close Standing Forward:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stclfrwrd1&5.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrwrd2&4.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrwrd3.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrwrd2&4.png]] || align="center" rowspan="5" | [[File:OGuile_stclfrwrd1&5.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center"  | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="2" | ?
|}
*<b>Far Standing Forward:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stclstrng6_stfarfrc1_stfarfrwrd1.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd2.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd3.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd4.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd5.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd6.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd7.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd8.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd9.png]] || align="center" rowspan="5" | [[File:OGuile_stfarfrwrd10.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center"  | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="4" | ? || align="center" | ? || align="center" colspan="5" | ?
|}
*<b>Crouching Forward:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_crfrwrd1_crrh7.png]] || align="center" rowspan="5" | [[File:OGuile_crfrwrd2.png]] || align="center" rowspan="5" | [[File:OGuile_crfrwrd3.png]] || align="center" rowspan="5" | [[File:OGuile_crfrwrd4_crrh10.png]] || align="center" rowspan="5" | [[File:OGuile_crfrwrd5_crrh11.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center"  | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="2" | ?
|}
Guile's main poke. It has a very good range, but poor priority. The key to using this attack well is not using it all the time, but positioning yourself so that it will hit or control space when the enemy is not throwing his pokes, which often beat Guile's.
*<b>Close Standing Roundhouse:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stclrh1.png]] || align="center" rowspan="5" | [[File:OGuile_stclrh2&4.png]] || align="center" rowspan="5" | [[File:OGuile_stclrh3.png]] || align="center" rowspan="5" | [[File:OGuile_stclrh2&4.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center"  | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" | ?
|}
*<b>Far Standing Roundhouse:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_stfarrh1.png]] || align="center" rowspan="5" | [[File:OGuile_stfarrh2.png]] || align="center" rowspan="5" | [[File:OGuile_stfarrh3.png]] || align="center" rowspan="5" | [[File:OGuile_stfarrh4.png]] || align="center" rowspan="5" | [[File:OGuile_stfarrh5.png]] || align="center" rowspan="5" | [[File:OGuile_stfarrh6.png]] || align="center" rowspan="5" | [[File:OGuile_stfarrh7.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center"  | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="4" | ?
|}
*<b>Crouching Roundhouse:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_crshrt1&5_crrh1.png]] || align="center" rowspan="5" | [[File:OGuile_crshrt2&4_crrh2.png]] || align="center" rowspan="5" | [[File:OGuile_crrh3.png]] || align="center" rowspan="5" | [[File:OGuile_crrh4.png]] || align="center" rowspan="5" | [[File:OGuile_crrh5.png]] || align="center" rowspan="5" | [[File:OGuile_crrh6.png]] || align="center" rowspan="5" | [[File:OGuile_crfrwrd1_crrh7.png]] || align="center" rowspan="5" | [[File:OGuile_crrh8.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ? || align="center" colspan="5" | ?
|}
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="5" | [[File:OGuile_crrh9.png]] || align="center" rowspan="5" | [[File:OGuile_crfrwrd4_crrh10.png]] || align="center" rowspan="5" | [[File:OGuile_crfrwrd5_crrh11.png]]
|-
| align="center" | Stun || align="center" | ?-?
|-
| align="center" | Stun Timer || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" | ? || align="center" colspan="2" | ?
|}
Used as an anti air at a certain range. The second active part of the move has very good range, which can be used to control space in specific situations, such as on the enemy's wake-up or after forcing him to block a Sonic Boom, with noticeable frame advantage.


====Aerial Normals====
====Aerial Normals====

Revision as of 18:22, 2 August 2011

ST Main Page
The Characters

Old Guile's portrait in Super Turbo

Introduction

Color Options

Normal Secondary
Guile-old1.gif Guile-old2.gif

--Born2SPD

Moves Analysis

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage ? OGuile stcljab1&4 stfarjab1&4.png OGuile stcljab2 stfarjab2.png OGuile stcljab3 stfarjab3.png OGuile stcljab1&4 stfarjab1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?


  • Crouching Jab:
Damage ? OGuile crjab1.png OGuile crjab2.png OGuile crjab3.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ?


  • Close Standing Strong:
Damage ? OGuile stclstrng1.png OGuile stclstrng2.png OGuile stclstrng3.png OGuile stclstrng4.png OGuile stclstrng5.png OGuile stclstrng6 stfarfrc1 stfarfrwrd1.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Strong:
Damage ? OGuile stfarstrng1.png OGuile stfarstrng2.png OGuile stfarstrng3.png OGuile stfarstrng4.png OGuile stfarstrng5.png OGuile stfarstrng6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Crouching Strong:
Damage ? OGuile crstrng1&4.png OGuile crstrng2.png OGuile crstrng3.png OGuile crstrng1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?


  • Close Standing Fierce:
Damage ? OGuile stclfrc1&6.png OGuile stclfrc2.png OGuile stclfrc3.png OGuile stclfrc4.png OGuile stclfrc5.png OGuile stclfrc1&6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Fierce:
Damage ? OGuile stclstrng6 stfarfrc1 stfarfrwrd1.png OGuile stfarfrc2.png OGuile stfarfrc3.png OGuile stfarfrc4.png OGuile stfarfrc5.png OGuile stfarfrc6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

Guile's patented backfist punch. Its awesome range makes this Guile's best punish normal move. It can used at anti air at certain ranges, but mostly to punish projectile recovery after you canceled the projectile itself with a Sonic Boom and the opponent is left open. This move has relatively low priority and can by punished if whiffed.

  • Crouching Fierce:
Damage ? OGuile crfrc1.png OGuile crfrc2.png OGuile crfrc3.png OGuile crfrc4.png OGuile crfrc5.png OGuile crfrc6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? 1
Simplified ? ? ?

The main anti air to use when being jumped on and you aren't charged for a flash kick. This takes training to time: you want it to trade if the enemy attacks the right time. It can also be used at a feint, tricking the enemy into thinking you stood up and lost charge.

  • Close/Far Standing Short:
Damage ? OGuile stclshrt1&5 stfarshrt1&5.png OGuile stclshrt2&4 stfarshrt2&4.png OGuile stclshrt3 stfarshrt3.png OGuile stclshrt2&4 stfarshrt2&4.png OGuile stclshrt1&5 stfarshrt1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Crouching Short:
Damage ? OGuile crshrt1&5 crrh1.png OGuile crshrt2&4 crrh2.png OGuile crshrt3.png OGuile crshrt2&4 crrh2.png OGuile crshrt1&5 crrh1.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?

This move combos into itself. A fast attack to push a close opponent away to ideal c.mk range.

  • Close Standing Forward:
Damage ? OGuile stclfrwrd1&5.png OGuile stclfrwrd2&4.png OGuile stclfrwrd3.png OGuile stclfrwrd2&4.png OGuile stclfrwrd1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Forward:
Damage ? OGuile stclstrng6 stfarfrc1 stfarfrwrd1.png OGuile stfarfrwrd2.png OGuile stfarfrwrd3.png OGuile stfarfrwrd4.png OGuile stfarfrwrd5.png OGuile stfarfrwrd6.png OGuile stfarfrwrd7.png OGuile stfarfrwrd8.png OGuile stfarfrwrd9.png OGuile stfarfrwrd10.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? ? ? ? ?
Simplified ? ? ?


  • Crouching Forward:
Damage ? OGuile crfrwrd1 crrh7.png OGuile crfrwrd2.png OGuile crfrwrd3.png OGuile crfrwrd4 crrh10.png OGuile crfrwrd5 crrh11.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ?
Simplified ? ? ?

Guile's main poke. It has a very good range, but poor priority. The key to using this attack well is not using it all the time, but positioning yourself so that it will hit or control space when the enemy is not throwing his pokes, which often beat Guile's.

  • Close Standing Roundhouse:
Damage ? OGuile stclrh1.png OGuile stclrh2&4.png OGuile stclrh3.png OGuile stclrh2&4.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ?
Simplified ? ? ?


  • Far Standing Roundhouse:
Damage ? OGuile stfarrh1.png OGuile stfarrh2.png OGuile stfarrh3.png OGuile stfarrh4.png OGuile stfarrh5.png OGuile stfarrh6.png OGuile stfarrh7.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? ?
Simplified ? ? ?


  • Crouching Roundhouse:
Damage ? OGuile crshrt1&5 crrh1.png OGuile crshrt2&4 crrh2.png OGuile crrh3.png OGuile crrh4.png OGuile crrh5.png OGuile crrh6.png OGuile crfrwrd1 crrh7.png OGuile crrh8.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? ? ?
Simplified ? ? ?
Damage ? OGuile crrh9.png OGuile crfrwrd4 crrh10.png OGuile crfrwrd5 crrh11.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ?
Simplified ? ?

Used as an anti air at a certain range. The second active part of the move has very good range, which can be used to control space in specific situations, such as on the enemy's wake-up or after forcing him to block a Sonic Boom, with noticeable frame advantage.

Aerial Normals

Special Moves

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