Street Fighter 2: Hyper Fighting/Guile

From SuperCombo Wiki

Sf2hf-guile-portrait.gif

Introduction

Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch or Kick
{{#motion: lp or lk }}
4+0
-
4
40
5
4
5
+5/+6
{{#motion: specialcancel }}
Standing Medium Punch or Kick
{{#motion: mp or mk }}
10+2
-
8
60
6
4
7
+8/+9
{{#motion: }}
Standing Hard Punch or Kick
{{#motion: hp or hk }}
14+4
-
14
80
8
6
19
-2/-1
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: d + lp }}
4+0
-
4
40
5
4
4
+6/+7
{{#motion: specialcancel }}
Crouching Medium Punch
{{#motion: d + mp }}
10+2
-
8
60
6
4
7*
+8/+9
{{#motion: }}
Crouching Hard Punch
{{#motion: d + hp }}
14+4
-
14
80
8
6
19*
-2/-1
{{#motion: }}
Crouching Light Kick
{{#motion: d + lk }}
7
-
4
40
6
4
5
+5/+6
{{#motion: low }}
Crouching Medium Kick
{{#motion: d + mk }}
10
-
8
60
6
4
7
+8/+9
{{#motion: low }}
Crouching Hard Kick
{{#motion: d + hk }}
14
-
8
130
8
21
14
KD/-11
{{#motion: low knockdown }}
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch or Kick
{{#motion: u + lp or lk }}
8
-
4
 ?
3
20
-
{{#motion: high }}
Neutral Jump Medium Punch or Kick
{{#motion: u + mp or mk }}
12
-
8
 ?
3
10
-
{{#motion: high }}
Neutral Jump Hard Punch or Kick
{{#motion: u + hp or hk }}
16
-
14
 ?
4
5
-
{{#motion: high }}
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch or Kick
{{#motion: ub / uf + lp or lk }}
7
-
4
 ?
3
20
-
{{#motion: high }}
Diagonal Jump Medium Punch or Kick
{{#motion: ub / uf + mp or mk }}
10
-
8
 ?
4
10
-
{{#motion: high }}
Diagonal Jump Hard Punch or Kick
{{#motion: ub / uf + hp or hk }}
14
-
14
 ?
5
5
-
{{#motion: high }}

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Sonic Boom
{{#motion: b charge f + P }}
 ?
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
Flash Kick
{{#motion: d charge u + K }}
 ?
 ?
 ?
 ?
11
 ?
41
 ?
{{#motion: }}

The Basics

Advanced Strategy

Jumping forward against Guile is pretty stupid with most characters. Guile has so many options to kill you, it's just not good play. Jumping HP, air throw, jump HK, straight up HK, cr.MK, cr.HK, push nothing toss them when he lands, throw another sonic boom, etc. You can't get forward momentum and you're dead. --Jeff Schaefer


http://www.youtube.com/watch?v=enQ9P9VkKYs

Combos

Bread and Butter

  • j.HP, cr.MP xx Flash Kick

Redizzy

  • cr.LP xx Sonic Boom, cr.MP xx Sonic Boom, s.FP (corner only) [unverified]

Match-ups

Vs. Balrog (boxer):

Try to stay a certain distance (at the minimum, away from his standing fierce) a way from Balrog and throw repeated sonic booms, if he turn punches through the sonic boom, smack him with a backfist, this will usually dizzy Balrog. If Balrog jumps straight up, keep him away with footsies until you can get your charge back (mix up sonic boom speed to throw of Balrog's jump timing). You can also throw out a sonic boom and follow it, so if Balrog jumps straight up over it (which is actually very difficult for him), you can backfist him out of the air.

Vs. Blanka:

Vs. Chun-Li:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Guile (self):

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. Sagat:

After cancelling a low tiger shot with a sonic boom, try using b+mk (bazooka knee) to hit Sagat's outstretched arm. Spinning backfist will whiff due to Sagat's low hurtboxes.

Vs. Vega (claw):

Vs. Zangief: