Introduction
About Guile
Unique Mechanic
By holding 3, Guile can slowly walk forward while crouching. This can be useful for moving into position to flash kick, or mostly taunting the opponent.
Final Patch
Players to Watch
- Akainu
- Caba
- Daigo
- ImstilldaDaddy
- Nuckledu
- Higuchi
Guile | |
---|---|
Vitals | |
Life Points | 975 |
Stun Points | 975 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.052 |
Backward Walk Speed | 0.033 |
Forward Dash Speed | 18 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.49 |
Backward Dash Distance | 1.105 |
Backdash CH Frames | 3-13 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Guile High Kick
Knee Bazooka
Rolling Sobat
Spinning Back Knuckle
Reverse Spin Kick
Burn Straight
Full Bullet Magnum
Target Combos
Drake Fang
Tall Edge
Bullet Revolver
Swing Out
Taurus Combination
Throws
Dragon Suplex
Judo Throw
Special Moves
Faultless Move
LP Sonic Boom
MP Sonic Boom
HP Sonic Boom
EX Sonic Boom
LK Somersault Kick
MK Somersault Kick
HK Somersault Kick
EX Somersault Kick
Critical Art
Sonic Hurricane
Taunts
Taunt
V-System
V-Skill 1
Sonic Blade
LP Sonic Cross
MP Sonic Cross
HP Sonic Cross
EX Sonic Cross
V-Skill 2
Dive Sonic
V-Trigger 1
Solid Puncher
Sonic Break
Sonic Break 2nd
EX Sonic Break
Sonic Tempest
V-Trigger 2
Knife Edge
V-Shift
V-Shift
V-Shift Break
Ambush Kick
V-Reversal
Reverse Back Knuckle