Introduction
Color Options
Normal | Secondary |
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--Born2SPD
Moves Analysis
Normal Moves
Ground Normals
- Close/Far Standing Jab:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
- Close Standing Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Close Standing Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Fierce:
Damage | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Short:
Damage | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Forward:
Damage | ? | ![]() |
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Stun | ?-? | ||||||||||
Stun Timer | ? | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Forward:
Damage | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | ||||||||
Stun Timer | ? | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Damage | ? | ![]() |
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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.