

Guile
Ideal Team Position: Point
When you compare him to the extravagance of certain other characters in the game with similar tools, Guile can appear lacking, but he is by no means a write-off character. His zoning ability combined with a plethora of strong anti-airs still make him a defensive force to be reckoned with, and he benefits highly from the boost system thanks to his long-reaching cr.mk allowing him to catch an opponent off-guard during approach and retreat, and both his follow-up heavy standing attacks allow for long confirms into his partner (cr.mk into far s.hk in particular can be spaced out for a difficult-to-punish confirm for several characters). His solo damage is nothing spectacular, but he doesn’t need to deal heavy damage for him to clinch a win for his team. The strength of his normals, combined with a wonderful walk speed in both directions and a CADC- capable fast-recovery projectile with a number of different utilities to allow him to control the pace of the match, make him best used as a point character where he can boost into a high- damage partner to deal the damage he has trouble dealing. Furthermore, he is very effective at closing out matches should the situation call for it, thanks to his excellent zoning ability and excellence at controlling space to a point where he can easily burn the clock out to his benefit.
Strengths | Weaknesses |
---|---|
+Fastest recovery fireballs in the game +Invincible reversal and anti-air +Possesses multiple anti-airs effective at shutting down airborne opponents at multiple angles, including cr.HP, Air Throws, and Flash Kicks with differing ranges +Excellent walk speed allows him to approach or retreat to his own pace +LP Sonic Boom can be CADC’d or held down to zone opponent out, and is slow enough where Guile can walk after it and space the opponent at whatever spot the player prefers. +b+LK allows him to move forward while still holding a charge for a Sonic Boom, allowing him to ensure that he can hold a charge while still advancing. |
-Best anti-air requires down-charge (54f) -Low solo damage output -Flash Kick angles can be counter-intuitive to effective anti-airing at close range, as he will fly forwards at angles that may miss the opponent, and the Flash Kick’s hitbox does not reach as high as in other games -Vulnerable to block pressure -Difficulty fighting out of life deficits on his own -Low health total at 900 |
Moves
Normal Attacks











rpdfire






























































crossup




crossup




Unique Attacks




























Throws


















Special Moves




knockdown






Super Combo



Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
If you played Guile in SF4 series, you should feel right at home. All of his SF4 links and combos are intact, including a new new toys, such as linking {{ +
}} into {{
+
}} for a boost chain, or even boost chains into ex Sonic Booms for long and damaging, but meter intensive, combos.
Advanced Strategy
N/A
Combos
Bread and Butter Combos
- cr.LK, cr.LP, cr.MP xx [d],u+HK (192)
- cr.MP, cr.MP xx [d],u+HK (215)
- cl.b.HK, cl.MP xx [b],f+LP, cr.MK ~ st.HK ~ HP+HK (295+)
- cl.b.HK, df+HK, [d],u+K (266)
- cl.LP, st.LP, st.LP, cr.HK (147)
- df+HK, cr.MP, cr.MP, cr.MP xx [d],u+K (302, corner)
- cl.b.HK, cr.MP, cr.MP xx [b],f+LP, cr.MK ~ st.HK ~ HP+HK (321+, corner)
Meter Combos
- cr.MP, cr.MP xx [d],u+KK (256, 1 bar)
- cl.b.HK, cl.MP xx [b],f+PP, cr.MK ~ st.HK ~ HP+HK (319+, 1 bar)
- cl.b.HK, cr.MP, cr.MP xx [b],f+PPP (423, 2 bar)
- cl.b.HK, cl.MP xx [b],f+LP, st.MP ~ st.HP xx [b],f+PP, cr.MK ~ st.HK ~ HP+HK (372+, 1 bar, corner)
Anti-Air / Air-to-Air Combos
- CH st.MP, cr.HK (165)
- [d],u+HK (Trade Hits), f+MK, cr.HK (212)
- CH j.HP, f+MK, cr.MP, [d],u+HK (317)
- [b],f+P, cr.HK (140)
Juggle Combos
- f.MK, cr.MP, cr.MP xx [d],u+K
- cr.MP, cr.MP, cl.HP xx [d],u+K (corner)