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Super Street Fighter IV AE/Guile
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Super Street Fighter IV AE
Revision as of 20:49, 1 June 2011 by
MJ
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Introduction
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Moves
The Basics
Combos
Strategy
Matchups
Frame Data
Block
Super Meter
Frames
Move Name
HL
Damage
Stun
Gain
Cancel Ability
Startup
Active
Recovery
On Guard
On Hit
Notes
Close
HL
20
50
20
ch/sp/su
3
2
7
+2
+5
Close
HL
60
100
40
sp/su
4
3
14
-3
0
Close
HL
120[70]
200[150]
60
sp/su
5
4
15
-1
+4
Close
HL
30
50
20
ch
3
3
8
0
+3
Close
HL
60
100
40
-
5
2
16
-4
-1
Close
HL
130
200
60
-
6
3
18
-3
+1
Far
HL
30
50
20
ch/sp/su
4
2
7
+2
+5
Far
HL
80
100
40
sp/su
5
4
14
-4
-1
Far
HL
100
200
60
su
5
3
14
+1
+5
Far
HL
40
50
20
ch
5
2
9
0
+3
Far
HL
70
100
40
-
7
4
12
-2
+1
Far
HL
110
200
60
-
13
5
14
-1
+3
crouch
HL
30
50
20
ch/sp/su
4
2
8
+1
+4
crouch
HL
70
100
40
sp/su
4
5
10
-1
+2
crouch
HL
100[70]
200[150]
60
-
5
4
23
-9
-4
crouch
L
30
50
20
ch
4
2
9
0
+3
crouch
L
70
100
40
-
7
4
14
-4
-1
crouch
L
100*110
100*100
60
su
6
4(20)4
17
-3
-
Jump up
H
50
50
20
-
5
2
-
-
-
Jump up
H
80
100
40
-
7
4
-
-
-
Jump up
H
100
200
60
-
7
3
-
-
-
Jump up
H
40
50
20
-
7
6
-
-
-
Jump up
H
80
100
40
-
7
6
-
-
-
Jump up
H
100
200
60
-
6
3
-
-
-
Jump forward
H
50
50
20
-
6
6
-
-
-
Jump forward
H
80
100
40
-
5
5
-
-
-
Jump forward
H
100
200
60
-
5
5
-
-
-
Jump forward
H
30
50
20
-
5
5
-
-
-
Jump forward
H
60
100
40
-
5
6
-
-
-
Jump forward
H
100
200
60
-
6
5
-
-
-
Overhead
+
H
80
100
40
-
15
3
14
-3
0
+
HL
90
200
60
-
8
3
15
0
+4
or
+
HL
50
50
20
-
7
4
15
-8
-3
or
+
HL
60
100
40
-
11
4
14
-4
-1
or
+
(close)
HL
100
200
60
-
16
6
12
0
+4
+
HL
110
200
60
-
11
2
17
-1
-
Focus Attack LVL 1
HL
60
100
20
-
21
2
35
-21
-21
Focus attack LVL 2
HL
80
150
40
-
17+12
2
35
-15
-
Focus attack LVL 3
-
140
200
60
-
65
2
35
-
-
Forward Throw
0.90
120
100
40
-
3
2
20
-
-
Back throw
0.90
120
80
40
-
3
2
20
-
-
+
+
(air)
1.07
150
150
40
-
4
2
-
-
-
+
+
(air)
1.07
150
150
40
-
4
2
-
-
-
Sonic Boom
HL
50
50
10/20
su
9
-
29
+4
+10
Sonic Boom
HL
50
50
10/20
su
9
-
31
+2
+8
Sonic Boom
HL
50
50
10/20
su
9
-
33
+0
+6
Sonic Boom EX
HL
50*50
50*50
-250/0
su
11
-
39
+1
+4
Somersault
HL
100[80]
200[100]
30/40
su
4
11
20+23
-33
-
Somersault
HL
120[80]
200[100]
30/40
su
4
11
22+23
-35
-
Somersault
HL
130[80]
200[100]
30/40
su
4
11
24+23
-37
-
Somersault EX
HL
100*80
150*100
-250/0
su
4
2*9
24+23
-35
-
Super Combo
HL
80*40x4*120
0
-1000/0
-
1+2
1*5*2(9)1*8*2
20+23
-24
-
Super Combo
HL
80*40x4*120
0
-1000/0
-
1+3
1*5*1(14)1*8*2
22+23
-26
-
Super Combo
HL
80*40x4*120
0
-1000/0
-
1+5
1*5*1(19)1*8*2
24+23
-28
-
Ultra Combo 1
HL
90*24x6*66*210
0
0/0
-
0+7
1*3*1(30)1*1*1*2*1
31+66
-77
-
Ultra Combo 2
HL
150*15x4*90
0
0/0
-
0+10
43
13
-5
-
Block
Super Meter
Frames
Move Name
HL
Damage
Stun
Gain
Cancel Ability
Startup
Active
Recovery
On Guard
On Hit
Notes
Notes:
Contents
Back to top
Contents
1
Introduction
2
Move Analysis
2.1
Normal Moves
2.2
Normal Throws
2.3
Command Normals
2.4
Focus / Saving Attack
2.5
Special Moves
2.6
Super Move
2.7
Ultra Moves
3
The Basics
4
Combos
5
Strategy
6
Matchups
7
Frame Data
7.1
Notes: