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--[[User:Born2SPD|Born2SPD]] | --[[User:Born2SPD|Born2SPD]] | ||
===New & Old Versions Comparison=== | |||
Here is the list of differences: | |||
*Obvious stuff: O.Guile can not tech throws and does not have a Super; | |||
*O.Guile has some differences in some of his normals: | |||
**Far Standing Strong does not have an anti-air hitbox (the first part is better, but he does not has a second active part like N.Guile has) but it does more damage; | |||
**Crouching Strong does more damage; | |||
**Close Standing Fierce does more damage; | |||
**Crouching Fierce does more damage; | |||
**Far Standing Fierce is the back fist (N.Guile has a straight punch instead, his back fist that is now a command normal also does less damage); | |||
**Close Standing Forward does more damage; | |||
**Far Standing Forward has worse feet vulnerability during start-up (plus he does not have the command normal versions) but it does more damage; | |||
**Crouching Forward does more damage; | |||
**Both Standing Roundhouse kicks are the classic kicks from the CPS-1, while N.Guile has a mediocre anti-air one for the close version and a donkey kick as the far one; | |||
**Crouching Roundhouse does more damage; | |||
**Both Jumping Fierces does more damage; | |||
**Diagonal Jumping Short is not a cross-up attack; | |||
**Both Jumping Forwards does more damage; | |||
**Both Jumping Roundhouses does more damage; | |||
*The Knee Bazooka is performed with Short instead of Forward. It also does more damage; | |||
*The Reverse Spin Kick does more damage; | |||
O.Guile has some benefits like the ability to do the back fist and the standing short while charging for Booms, his standing Roundhouse is a decent anti-air, plus most of his normals are more damaging, but all in all N.Guile is slightly better due to the cross-up and most of the normal moves he has gained. | |||
==Moves Analysis== | ==Moves Analysis== |
Revision as of 20:17, 18 August 2012
Introduction
Guile is a all-around balanced character. He can pressure his enemies by shielding his advances with Sonic Booms and also use them as a barrier, together with his Flash Kick, to apply chip damage while holding a defensive position. However, he has been toned down quite a bit, compared to his CPS-1 versions. His Sonic Booms have slightly projected vulnerable hitboxes, his main poke - the crouching Forward kick - has worse priority and he has lost his dangerous CPS-1 chains. Similarly to other characters, his aerial normal moves have worse priority.
Most O.Guile's normal attacks do more damage than N.Guile's, and he plays more like classic SF2 Guiles from CE and HF.
Picking Old Guile
To select O.Guile, choose Guile and then press ↑ ↓ ↓ ↓ and Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.Guile can not tech throws and does not have a Super;
- O.Guile has some differences in some of his normals:
- Far Standing Strong does not have an anti-air hitbox (the first part is better, but he does not has a second active part like N.Guile has) but it does more damage;
- Crouching Strong does more damage;
- Close Standing Fierce does more damage;
- Crouching Fierce does more damage;
- Far Standing Fierce is the back fist (N.Guile has a straight punch instead, his back fist that is now a command normal also does less damage);
- Close Standing Forward does more damage;
- Far Standing Forward has worse feet vulnerability during start-up (plus he does not have the command normal versions) but it does more damage;
- Crouching Forward does more damage;
- Both Standing Roundhouse kicks are the classic kicks from the CPS-1, while N.Guile has a mediocre anti-air one for the close version and a donkey kick as the far one;
- Crouching Roundhouse does more damage;
- Both Jumping Fierces does more damage;
- Diagonal Jumping Short is not a cross-up attack;
- Both Jumping Forwards does more damage;
- Both Jumping Roundhouses does more damage;
- The Knee Bazooka is performed with Short instead of Forward. It also does more damage;
- The Reverse Spin Kick does more damage;
O.Guile has some benefits like the ability to do the back fist and the standing short while charging for Booms, his standing Roundhouse is a decent anti-air, plus most of his normals are more damaging, but all in all N.Guile is slightly better due to the cross-up and most of the normal moves he has gained.
Moves Analysis
Disclaimer: Blue boxes are vulnerable boxes. Those are the areas your character can be hit. Red boxes are the active hitboxes, those cause a hit or a blocked attack if they overlap with the enemy's vulnerable boxes. Green boxes are pushboxes, these do not overlap with the enemy's pushboxes. Finally, white boxes are the throw-vulnerability boxes, while yellow ones are the throw-boxes: if they overlap, one of the characters gets grabbed and either thrown or attacked while being held.
Normal Moves
Ground Normals
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
- Close/Far Standing Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 4 | 2 | 3 | |
Simplified | 1 + 3 | 4 | 5 |
Rapid-fire jab. Guile's arm is fully invincible, but it does not have much reach, just like other such Jabs. It is a good move.
- Crouching Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 5 | |
Simplified | 1 + 3 | 4 | 5 |
The crouching version also has rapid-fire properties, and similar priority.
- Close Standing Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | ? | ||||||
Frame Count | 3 | 3 | 3 | 3 | 3 | 3 | |
Simplified | 1 + 3 | 3 | 12 |
This is not very safe if you do not cancel, and not very useful.
- Far Standing Strong:
Damage | 22 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | ? | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 3 | |
Simplified | 1 + 2 | 2 | 13 |
Guile performs an upper that has good reach. Unlike N.Guile's, this move does not work as anti-air, but it has faster start-up.
- Crouching Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 4 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 8 |
This has just acceptable range for a crouching Strong move. The priority is poor, so this is mostly used in combos and to punish moves such as whiffed Tatsumakis.
- Close Standing Fierce:
Damage | 22 | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | ? | ||||||
Frame Count | 3 | 3 | 10 | 8 | 6 | 5 | |
Simplified | 1 + 3 | 3 | 29 |
- Far Standing Fierce:
Damage | 22 | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 2 | 3 | 4 | 5 | 10 | 8 | |
Simplified | 1 + 9 | 5 | 18 |
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 | 22 | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 2 | 3 | 4 | 12 | 9 | 1 | |
Simplified | 1 + 5 | 16 | 10 |
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 as a feint, tricking the enemy into thinking you stood up and lost charge.
- Close/Far Standing Short:
Damage | 11 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes* | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 3 | 3 | |
Simplified | 1 + 4 | 4 | 6 |
Low kick with awesome reach and priority, just poor damage. O.Guile has an advantage over N.Guile related to this move, which is being able to throw it without losing back charge.
- Crouching Short:
Damage | 12 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1 + 6 | 4 | 6 |
This move combos into itself. A fast attack to push a close opponent away to ideal c.Forward range. The priority is horrible and the start-up is long for a Short, so this is mainly used as a feint or in combos or block strings.
- Close Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1 + 6 | 4 | 6 |
- Far Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | ||||||||||
Stun Timer | 60 | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Advantage | ? | ||||||||||
Frame Count | 2 | 2 | 2 | 3 | 5 | 4 | 3 | 2 | 2 | 2 | |
Simplified | 1 + 9 | 5 | 13 |
Sobat kick. Good priority, may avoid low normals, but cannot be steered like N.Guile's. It is also not cancelable.
- Crouching Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 4 | 5 | 4 | 4 | |
Simplified | 1 + 7 | 5 | 8 |
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. It also has an important disadvantage in relation to Chun Li's or Cammy's cr.Fwd, which is that its recovery has projected hitboxes, leaving Guile vulnerable if it does not connect. It also is vulnerable even before going active, which is similar to the shotos' cr.Fwd.
- Close Standing Roundhouse:
Damage | 24 | ![]() |
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Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 4 | 4 | 9 | |
Simplified | 1 + 7 | 4 | 9 |
High side kick. It has good recovery, but poor priority.
- Far Standing Roundhouse:
Damage | 22 | ![]() |
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Stun | 10~16 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
Frame Count | 4 | 4 | 5 | 6 | 8 | 9 | 1 | |
Simplified | 1 + 8 | 5 | 24 |
High roundhouse kick that works very well as a trade anti-air. Due to its poor priority, you are not likely to hit cleanly if the enemy sticks out an attack, but it is good enough to have them land on a Sonic Boom, if you maintain a back charge. It can be used if the enemy is not on top of you, when you would need a crouching Fierce instead, assuming no down charge for a Flash Kick.
- Crouching Roundhouse:
Damage | 24 | ![]() |
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Stun | 5~11 | ||||||||
Stun Timer | 130 | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | ? | ||||||||
Frame Count | 3 | 4 | 5 | 4 | 6 | 8 | 6 | 4 | |
Simplified | 1 + 7 | 5 | 28 |
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Frame Count | 5 | 4 | 6 |
Simplified | 5 | 10 |
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. However, while it has good priority, there is enough time to react with Shoryukens, Dos Koi headbutts and other moves.
Aerial normals
- Neutral Jumping Jab:
Damage | 11 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping Jab:
Damage | 11 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 3 | 4 | 24 | 4 | ∞ | |
Simplified | 7 | 24 | ∞ |
- Neutral Jumping Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Diagonal Jumping Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral Jumping Fierce:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
Guile punches down while in the air. This move has short reach, but good priority.
- Diagonal Jumping Fierce:
Damage | 22 | ![]() |
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Stun | 3~9 | |||||
Stun Timer | 40 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
A good air to air move. Can be used as anti-air with good reactions or to mix-up moves. Also used when jumping backwards to counter Dictator's stomps or Claw's wall dives.
- Neutral Jumping Short:
Damage | 12 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping Short:
Damage | 12 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | ||||||||
Stun Timer | 50 | ||||||||
Frame Count | 1 | 2 | 2 | 3 | 5 | 4 | 3 | ∞ | |
Simplified | 8 | 5 | ∞ |
- Diagonal Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
A good jump move with acceptable range and priority. It stays active for quite some time, which is good or control space while airborne.
- Neutral/Diagonal Jumping Roundhouse:
Damage | 24 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 2 | 4 | 5 | 4 | 4 | ∞ | |
Simplified | 6 | 5 | ∞ |
A jump-in move with very good range, but poor priority. It is very useful to hit extended limbs due to long recovery projectiles such as Hadoukens or Tigers. It can also be used as a punishing tool while the enemy is in the air after Shoryukens, Condor Dives and jumps in general. If you get lucky or time it well and the enemy is close enough, it will become Guile's most damaging throw: the Flying Buster Drop a.k.a. the back-breaker.
Command Normals
- Knee Bazooka: (On ground, ←/→ + Forward)
Damage | 21 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Frame Advantage | ? | ||||||
Frame Count | 1 | 2 | 2 | 5 | 14 | 7 | |
Simplified | 1 + 5 | 5 | 21 |
Allows you to advance while charging a Sonic Boom.
- Reverse Spin Kick: (On ground and close, ←/→ + Roundhouse)
Damage | 26 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 70 | ||||||
Frame Advantage | ? | ||||||
Frame Count | 3 | 3 | 2 | 3 | 4 | 6 | |
Simplified | 1 + 15 | 6 |
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Frame Count | 4 | 3 | 3 | 3 | 3 |
Simplified | 16 |
Throws
O.Guile can throw using Strong and Fierce. If in air, he can throw with Forward and Roundhouse too. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds).
- Judo Throw: (←/→ + Strong)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 48 | |||
(from throwable box) | 18 |
- Dragon Suplex: (←/→ + Fierce)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 48 | |||
(from throwable box) | 18 |
- Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | 34 | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 54 | |
(from throwable box) | 24 |
- Flying Buster Drop: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage | 46 | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 54 | |
(from throwable box) | 24 |
Special Moves
All motions are listed under the assumption that Guile is facing right.
O.Guile only has two special moves: the Sonic Boom and the Flash Kick. Both require a charge time of 60 frames, which is exactly a second, if playing with no frame skip (only possible at AE Turbo 0).
- Sonic Boom: (Charge ←, →, P)
Detailed Input: (Charge ← for at least 60f, [0~7f] → [0~11/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
- Startup:
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Frame Count | 2 | 2 | 2 | 2 | 1 |
Simplified | 9 |
- Active:
- Jab Version:
Damage | 15 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 1 | 1... | |
Simplified | 21 |
- Strong Version:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 1 | 1... | |
Simplified | 21 |
- Fierce Version:
Damage | 17 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 1 | 1... | |
Simplified | 21 |
O.Guile's projectile. The punch strength determines the projectile's speed, being Jab the slowest and Fierce the fastest. This move recovers fast, giving O.Guile time to walk up to apply pressure or punish jump-ins or long recovery moves. You can use ↙ so as to charge both Sonic Booms and Flash Kicks at the same time.
- Somersault Kick a.k.a. Flash Kick: (Charge ↓, ↑, K)
Detailed Input: (Charge ↓ for 60f, [0~7f] ↑ [0~11/9/7/2f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
- Startup:
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Frame Count (Short) | 1 | 2 | 1 |
Frame Count (Forward) | 2 | 2 | 1 |
Frame Count (Rh) | 3 | 1 | 1 |
Simplified | 5 |
- Active:
Damage | 27/19 | ![]() |
Short | Forward & Rh | ![]() |
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Stun | 7~13 | ![]() |
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Stun Timer | 100 | ||||||
Frame Count (Short) | 4 | 1 | 1 | 1 | 2 | ||
Frame Count (Forward) | 3 | 1 | 1 | 1 | 3 | ||
Frame Count (Rh) | 2 | 1 | 1 | 1 | 4 | ||
Simplified | 9 |
- Recovery:
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Frame Count (Short) | 2 | 2 | 25 | 5 |
Simplified (Short) | 34 | |||
Frame Count (Forward) | 4 | 4 | 28 | 7 |
Simplified (Forward) | 43 | |||
Frame Count (Rh) | 5 | 5 | 31 | 8 |
Simplified (Rh) | 49 |
O.Guile becomes invulnerable for a split second, performing an acrobatic aerial kick that has good range and causes a full knockdown, however leaving himself vulnerable during a long recovery. The kick version determines how high the move hits and how much longer the recovery is, but the damage are all the same. Short gives the fastest recovery while Roundhouse makes Guile jump higher, however yielding a longer recovery. It is recommended that one charges with ↙ so as to have a Sonic Boom available, if needed. Template:Super Turbo