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Super Street Fighter IV AE/Guy
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Super Street Fighter IV AE
Revision as of 02:44, 2 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
4
2
6
+3
+6
Close
HL
60
100
40
sp/su
5
2
16
+1
+5
Close
HL
100
200
60
sp/su
5
2
19
-3
+2
Close
HL
20
50
20
sp/su
5
3
11
-3
0
Close
HL
80
100
40
sp/su
7
2
11
+1
+6
Close
HL
100
200
60
su
7
3
13
+2
+8
Far
HL
20
50
20
ch/sp/su
4
2
6
+3
+6
Far
HL
60
100
40
sp/su
5
2
16
-4
-1
Far
HL
100
200
60
-
7
2
13
+3
+7
Far
HL
40
50
20
-
6
2
9
0
+3
Far
HL
70
100
40
-
8
2
12
-1
+3
Far
HL
110
200
60
-
8
3
16
-1
+3
crouch
HL
20
50
20
ch/sp/su
4
2
6
+3
+6
crouch
HL
70
100
40
sp/su
6
3
9
+2
+5
crouch
HL
100
200
60
-
9
2
13
+3
+8
crouch
L
30
50
20
sp/su
3
2
7
+2
+5
crouch
L
30*40
30*40
40*20
-
6
2(2)2
12
0
-
crouch
L
90[50]
100[80]
60
-
7
11
15
-10[-5]
-[-3]
Jump up
H
50
50
20
-
5
7
-
-
-
Jump up
H
80
100
40
-
5
4
-
-
-
Jump up
H
100
200
60
-
6
4
-
-
-
Jump up
H
40
50
20
-
5
8
-
-
-
Jump up
H
80
100
40
-
6
3
-
-
-
Jump up
H
50*50
50*50
60*20
-
5
2(6)4
-
-
-
Jump forward
H
50
50
20
-
5
7
-
-
-
Jump forward
H
80
100
40
-
5
3
-
-
-
Jump forward
H
100
200
60
-
6
4
-
-
-
Jump forward
H
40
50
20
-
5
8
-
-
-
Jump forward
H
70
100
40
-
6
6
-
-
-
Jump forward
H
100
200
60
-
8
3
-
-
-
Ninja Sickle (
+
)
HL
40*60
100*100
60*20
-
11
2(3)2
12+13
-9
-
Neck Breaker (
+
)
H
30*30
50*50
10*10
-
15
2*2
16
-2
+2
Elbow Drop (
+
air)
HL
80
100
40
-
8
until ground
40
-
-
Bushin Chain (2nd hit)
HL
60
50
10
-
7
2
24
-8
-3
Bushin Chain (3rd hit)
HL
80
50
20
-
5
2
18
-9
+3
Bushin Chain (4th hit)
HL
100
130
20
su
11
3
26
-11
-
Bushin Chain (4th hit)
+
???
100
0
30
-
3
2
20
-
-
>
HL
40
60
20
sp/su
7
2
23
-5
-2
Wall Jump
-
-
-
-
-
-
-
-
-
-
Focus Attack LVL1
HL
60
100
20
-
21
2
35
-21
-21
Focus Attack LVL2
HL
80
150
40
-
17+12
2
35
-15
-
Focus Attack LVL3
-
140
200
60
-
65
2
35
-
-
Forward Throw
0.84
130
160
40
-
3
2
20
-
-
Back Throw
0.84
130
120
40
-
3
2
20
-
-
Hozanto
HL
80
140
10/20
su
19
3
21
-1
-
Hozanto
HL
130
160
10/30
su
23
3
22
-2
-
Hozanto
HL
160
200
20/40
su
30
3
22
-6
-
Hozanto
HL
120
200
-250/0
su
10
3
24
-6
-
Bushin Senpukyaku
HL
40x3
100*50x2
20/12x3
-
10
2(6)1(7)1
11+19
-18
-
Bushin Senpukyaku
HL
50x3
100*50x2
20/12x3
-
9
2(6)2(6)2
16+19
-15
-
Bushin Senpukyaku
-
50*20*20*70
50x4
20/12*10x3
-
6
3(6)1(7)1(6)
16+19
-
-
Bushin Senpukyaku
HL
50x3*20
50x4
-250/0
-
4
1(6)1(6)1(5)2
16+19
-20
-
Bushin Flip
-
-
-
20/-
-
-
-
70
-
-
Bushin Flip
-
-
-
-250/-
-
-
-
65
-
-
Bushin Izuna Otoshi
0.80
180
150
0/40
-
1
1
8
-
-
Bushin Flip Elbow Drop
HL
80
100
0/40
-
13
until ground
8
-
-
Run
-
-
-
0
-
-
-
???
-
-
Sudden Stop
-
-
-
0
-
-
-
17
-
-
Shadow Kick
L
110
100
10/60
su
4+9
6
22
-10
-
Neck Flip
HL*H
100*70
100*100
10/40*40
-
4+22
2*3
20
-6
+2
Run
-
-
-
-250/-
-
-
-
???
-
-
Sudden Stop (from Run)
-
-
-
0
-
-
-
17
-
-
Shadow Kick (from Run)
L
120
100
0/60
su
4+9
13
14
-9
-
Neck Flip (from Run)
HL*H
100*70
200*100
0/40*40
-
4+23
2*3
20
-6
+2
Kaiten Izuna Otoshi
1.00
180
180
10/80
-
3
2
-
-
-
Kaiten Izuna Otoshi
1.00
170
180
-250/0
-
3
3
-
-
-
Super Combo
HL
80*40x5*100
0
-1000/0
-
1+7
2
10+18
-15
-
Ultra Combo 1
HL
29*27x3*350
0
0
-
0+12
2(11)2(16)2(17)1
40
-20
-
Ultra Combo 2
0.98
500
0
0
-
0+1
2
38
-
-
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: