Are you man enough to fight with me? (even Chun Li! o.O )
Introduction
A USA Air Force Officer seeking to avenge his comrade Charlie, (supposedly) killed by the hands of M. Bison and, after that, go home and being a family man.
Guile is the best character of this revision and also the most buffed one. His far standing jab WW animation disappeared but he gained a new command move useful for gettin' closer to the opponent (the Lunging Knee) and his normals have high priority. Also, Guile has a shorter delay after throwing Sonic Booms and his specials have the best recovery and damage in the game. His new HK Flash Kick hits twice and this is only one of Guile's huge anti-air arsenal that includes cr.MP, cr.HP, st. MK and st.HK. Finally, Guile's two air throws makes him a killing machine capable of both defensive and offensive gameplays.
Trivia: This is the game where he was the top tier, and then get nerfed each time he appeared until the Super Street Fighter IV first revision, thanks to his cheapful Ultra Combo II.
Color Options
Start | Default |
Moves List
Normal Moves
- German Suplex: close, b or f + Hard Punch
- Hip Toss: close, b or f + Medium Punch
- Air Toss: close, b or f + Medium or Hard Punch in air
- Backbreaker: close, b or f + Medium or Hard Kick in air
- Lunging Knee: f + Medium Kick
Special Moves
- Sonic Boom: b~f + Punch
- Flash Kick: d~u + Kick
The Basics
- Anti-Airs: Flash Kick,standing Medium Punch,crouching High Punch
- High Pokes: standing Medium Punch,Backfist
- Low Pokes: crouching Short Kick
Combos
- j.HP,cr.MP xx Flash Kick
- j.HP,s.HP xx Sonic Boom (far HP in corner)
- cr.LK CPS1 Chain s.HP xx Sonic Boom
Pros
- Fastest Projectile and Best Anti Air Special
- Air Throw Options
Cons
- Sweep Recovery
- Predictable Strategies
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 3 | 4 | 2 | 3 | |
Simplified | 3 | 4 | 2 | 3 |
- Standing MP:
Damage | 16 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 3 | |
Simplified | 1+2 | 2 | 13 |
- Standing HP:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +1 | ||||||
Frame Count | 2 | 3 | 4 | 5 | 10 | 8 | |
Simplified | 1+9 | 5 | 18 |
- Standing LK:
Damage | 6 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 2 | 2 | 4 | 3 | 3 | |
Simplified | 1+4 | 4 | 6 |
- Standing MK:
Damage | 16 | ||||||||||||||||||
Stun | 5~11 | ||||||||||||||||||
Stun Timer | 60 | ||||||||||||||||||
Chain Cancel | No | ||||||||||||||||||
Special Cancel | No | ||||||||||||||||||
Frame Advantage | +2 | ||||||||||||||||||
Frame Count | 2 | 2 | 2 | 3 | 5 | 4 | 3 | 2 | 2 | 2 | |||||||||
Simplified | 1+9 | 5 | 13 |
- Standing HK:
Damage | 22 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -5 | |||||||
Frame Count | 4 | 4 | 5 | 6 | 8 | 9 | 1 | |
Simplified | 1+8 | 5 | 24 |
Close Standing Normals
- Close Standing MP:
Damage | 16 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +5 | ||||||
Frame Count | 3 | 3 | 3 | 3 | 3 | 3 | |
Simplified | 1+3 | 3 | 12 |
- Close Standing HP:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -8 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 6 | 5 | |
Simplified | 1+3 | 3 | 29 |
- Close Standing MK:
Damage | 16 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +10 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+3 | 4 | 6 |
- Close Standing HK:
Damage | 22 | ||||
Stun | 11~17 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +11 | ||||
Frame Count | 3 | 4 | 4 | 9 | |
Simplified | 1+7 | 4 | 9 |
Crouching Normals
- Crouching LP:
Damage | 6 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6 | |||
Frame Count | 1+3 | 4 | 5 |
- Crouching MP:
Damage | 16 | ||||
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +8 | ||||
Frame Count | 3 | 4 | 4 | 4 | |
Simplified | 1+3 | 4 | 8 |
- Crouching HP:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -2 | ||||||
Frame Count | 2 | 3 | 4 | 12 | 9 | 1 | |
Simplified | 1+5 | 16 | 10 |
- Crouching LK:
Damage | 6 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+7 | 4 | 6 |
- Crouching MK:
Damage | 16 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +8 | |||||
Frame Count | 3 | 4 | 5 | 4 | 4 | |
Simplified | 1+7 | 4 | 8 |
- Crouching HK:
Damage | 22 | |||||||||||
Stun | 11~17 | |||||||||||
Stun Timer | 80 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | KD/+7,-24 | |||||||||||
Frame Count | 3 | 4 | 5 | 4 | 6 | 8 | 6 | 4 | 5 | 4 | 6 | |
Simplified | 1+7 | 5 | 28 | 5 | 10 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | |||
Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MP:
Damage | 16 | |||||
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Diagonal Jumping MP:
Damage | 16 | |||||
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 22 | |||||
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | |||||
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LK:
Damage | 10 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MK:
Damage | 16 | |||
Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | |||||
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral/Diagonal Jumping HK:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 2 | 4 | 5 | 4 | 4 | ∞ | |
Simplified | 6 | 5 | ∞ |
Unique Moves
- Knee Bazooka: (On ground, ←/→ + MK)
Damage | 14 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 1 | 2 | 2 | 5 | 14 | 7 | |
Simplified | 1+5 | 5 | 21 |
- Reverse Spin Kick: (On ground and close, ←/→ + HK)
Damage | 22 | |||||||||||
Stun | 11~17 | |||||||||||
Stun Timer | 80 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | ? | |||||||||||
Frame Count | 3 | 3 | 2 | 3 | 4 | 6 | 4 | 3 | 3 | 3 | 3 | |
Simplified | 1+15 | 4 | 16 |
Throws
- Judo Throw: (←/→ + Strong) and Dragon Suplex: (←/→ + Fierce)
Damage | 32 | ||
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 18 |
- Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | 40 | ||
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 54 | ||
Range advantage | 24 |
- Flying Buster Drop:(Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage | 40 | ||
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 54 | ||
Range advantage | 24 |
Special Moves
- Sonic Boom: charge ←, → + Punch (charge 60f)
Startup
Frame Count | 2 | 2 | 2 | 2 |
Simplified | 8 |
LP version:
Damage | 12 | |||||
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 20 |
MP version:
Damage | 12 | |||||
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 20 |
HP version:
Damage | 12 | |||||
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 20 |
Best projectile in the game, its a fast startup and good recovery projectile better than the Hadoken or Tiger Shot, use it for zoning and mind games with low pokes like crouching Roundhouse or Shorts RFWA, mix it with Sommersault Kick traps with a 60 frames back charge and forward with punch tap and down-forward as soon as possible.
- Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)
Startup:
Damage | 24/26/16,14 | |||
Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | -24/-24/-33 | |||
Short | 1 | 2 | 2 | |
Foward | 1 | 2 | 1 | |
Roundhouse | 3 | 1 | 2 |
Active:
Short | 4 | 2 | 2 | 4 |
Foward | 3 | 2 | 2 | 5 |
Roundhouse | 2 | 2 | 2 | 6 |
Recovery:
Short | 2 | 2 | 22 | 3 |
Foward | 4 | 4 | 25 | 4 |
Roundhouse | 2 | 5 | 28 | 6 |
Its buffed from World Warrior, its your main combo ender, specially 2-in-1 with crouching Strong or CPS1 Chain crouching Jab to Standing Strong, and a great anti air, her recovery its riskful than Sonic Boom and puts you in a possible throw or hold punish.
You can use it as corner escape and for a safe jump or walk for midscreen if you hit...
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
- Standing reel:
- Standing gut reel:
- Crouching reel:
- Dizzy:
Advanced Strategy
One of the Top 4 Champion Edition fighters along with Ryu,Dictador and Sagat,also with the fastest projectile in the game and best anti air only inferior to Ken's Shoryuken.
Guile's gameplan its so simple and useful for beginners,turtling,poking with crouching kicks and spamming Sonic Boom or Flash Kick depends of the opponent's answer.
His useful rapid fire Far Jab animation from World Warrior disappeared and only have his Close Jab version,but gained a command move that is as fast as any rushdown special like Ryu and Ken Hurricane Kick or Blanka's Roll,but isn't useful agaisnt Dictador's Torpedo.
If you want to made a poking game,you need to use crouching Roundhouse and Far Fierce wisely,last one can link a Sonic Boom in corner,air-to-air game its great for him too,neutral Forward and diagonal Strong are the best air poking and Jumping attack combo respectly, and his two air throws are devastating,but his standing throws are weaker than others.
Sonic Boom and Flash Kick have the best special recovery of the game, and also air throws are less strict,but it can be predictable and defeated easily if you abuse of turtling, hold setup characters like Blanka and E.Honda can defeat his Sonic Boom with his jumping Roundhouse and projectile spammers had better options to punish his specials if it blocked.
Pressure game in middle range combat is his main weakness, outside of the command knee move isn't fast enough to counter specials and can be poked easily.
Match-Ups
Guile's match-ups according the "official" SF2CE Tier List:
- against Ryu: 3
- against Ken: 6
- against Chun Li: 8
- against E. Honda: 8
- against Zangief: 7
- against Blanka: 4
- against Dhalsim: 5
- against Guile: 5
- against Balrog: 10
- against Vega: 6
- against Sagat: 3
- against M. Bison: 6
Vs. Ryu
The key to defeating Ryu is in neutralizing his ability to catch you in a projectile pattern. (lots of Hadokens and then an uppercut or if your opponent is less skilled a roundhouse kick) Utilize your forward sweep for this has the best range and is quick. If you hit Ryu just as he starts his Hadoken motion you will knock him out of it. Another good tactic is to backhand him when your projectiles collide. ( This has a range of about two body lengths but you must use it only if Ryu is still in the Hadoken throwing pose. One common problem for Guile is that Ryu can helicopter over the sonic booms and hit you. A good counter for his Tatsumaki Senpu Kyaku in general is to duck and when his toe spins over your head as he approaches use the ducking fierce punch, this almost always knocks him out of his attack. (This move is very effective right after you throw a sonic boom. The timing may take a little getting used to but it is well worth it.) Lastly like Chun you can knock Ryu or Ken out of his Shoryuken if he tries to execute it just as he stands up from a knock down. Jump in and make sure your fierce punch hits him right in the front top of his head and finish off a combo, #2 is best. If you time it right you will knock him out of his move every time.
Vs. Ken
Fight almost exactly as you would Ryu with one minor difference. When you do jump over his Hadoken (unless you are close enough to combo it is best not to stick out an attack for his extended range uppercut will most likely plug you. As a last note on Ken and Ryu when you fight them try to maintain the "Guile range" about 1/2 inch from the max range of your forward sweep. And try using lots of jab punches from the crouching position for this may draw him into a foot sweep which you can hit as he recoiled, and it also leaves you able to throw sonic booms or axe.
Vs. E.Honda
A very effective pattern is simple toss sonic booms at him and forward sweep him to keep him back, and if he jumps in execute an axe kick. This pattern will get monotonous and you may wish to break it up. When you do jump in try to do it from a distance so you when you kick you just barely hit him in the face ( this will allow you to pull into a block if he starts to headbutt). Another good tactic that takes most players by surprise and is goodÔattack to start to recoil and then use short Sommersault Kick for this will not only hit his arm but knock him down.
Vs. Chun Li
Her head stomp and forward sweeps are your largest problem here. Your forward sweep has a larger range than hers and will usually over ride hers but hers is much faster and harder to react to. Combined with her fast walking speed she will most likely out sweep you. Another thing to watch out for is her head stomp that will knock you out of your axe kick if she can get above you. A good way to react to her stomp if you are able is to jump up behind her and air slam her. (be careful not to jump up after her to soon or you may get stomped again.) Another way to hit her after the stomp is to follow behind on the ground and use the upside kick (roundhouse kick at close range) for this will almost always strike home. Another good way to poke at her is to throw a slow sonic boom and walk in behind it. If she blocks it start foot sweeping and throw another.
Or if she jumps keep walking under her and when she starts to come down use the flying knee attack, then immediately sonic boom. ( the key to doing this is when she jumps over DO NOT switch direction on the joystick the computer will turn you around, this allows you to have a sonic boom charged)
Vs. Blanka
Lots of ducking jab punches to counter his ball are the key to success here. This will allow you to execute an Sommersault Kick if he jumps in and toss in an occasional sonic boom as well. When you do axe after he jumps in make sure until he his almost on top of you otherwise he may manage to hit you as you use the axe (you will both take damage if he connects because of an early execution). Or if your timing is good you can sweep him off his feet as he jumps over sonic booms. When you do jump in to attack make sure that you distance your attacks so that they just barely hit him in the face ( this is key against Blanka for it gives him as small an area to ball you as possible). You can jump in and knock him out of his ball using the same timing it takes to knock Ryu out of his Shoryuken. (one difference is that you want your first hit to hit him closer to the front of his body as compared to about 1/3 of the way in on Ryu). Overall the best way to handle Blanka is to be defensive (even though most players dislike "patterning" but against Blanka it is almost a must)
Vs. Zangief
Handle much as you would Honda. Use lots of forward sweeps and sonic booms to keep him at a distance and axe if he jumps. If your opponent becomes good at timing your forward sweeps and keeps countering them with sweeps of his own try throwing out some jab sweeps( these are hard for him to hit and due to how fast you recover you should be able to forward sweep him as he recovers from his sweep.) Don't become to comfortable in this pattern for Zan may get used to your timing and start 360ing you. When you do jump in try to use attacks that crunch up your body like fierce punch, and hit him smack in the face ( it is harder for him to Double Lariat you this way.) then execute a combo. A very good tactic for Zangiefs that try to take hit and 360 you is to use combo #1. A very good counter if he tries jumping over your sonic booms and 360ing you is to simple use the standing roundhouse kick, there is little he can do here. Basically staying on the ground with an occasional jump in combo will take you by most Zans.
Vs. Guile
The key to fighting another Guile is good timing on foot sweeps. This is an almost exclusively ground based fight and the better you are on the ground the better your odds of winning. One good tactic is to use charge in and useÔr this will hit him out of almost everything (if you do get hit at least he will to). Another good tactic is to maintain the guile range and forward sweep him as he recovers from his sweep. (you can knock him out of a roundhouse sweep with your forward if you run in and sweep just as his leg spins around gaining momentum for his second approach.) If you knock him down you can jump in and combo him out of an Sommersault Kick just as you would Ryu out of a Shoryuken. These matches usually turn into sonic boom wars and generally the first person to inflict a solid attack ( throw or combo will win).
Vs. Dhalsim
Your axe will knock him out of any long range attack. A good defense against his leg attacks is a ducking fierce punch. A good one against his arm attacks is your standing jab kick. When jumping in over fireballs try to use attacks that crunch up your body and give him a smaller area to hit out of the air. If you hold your attacks until you almost land you will usually take mutual damage off him if he uses the slide or the ducking fierce punch. If he jumps a lot and hits you as you try to come in a good attack is to pull down and use the fierce punch (like you would on Ryu's Tatsumaki Senpu Kyaku) this will usually counter his long range attacks.
Vs. Boxer
Like Honda lots of forward foot sweeps and sonic booms will be most effective against Balrog. If he uses a lot of charging punches combo #5 with the omission of the jump in part will work wonders. Beware his standing fierce punch for hit has a good range that can knock you out of sonic boom creation if he times it right. When jumping in try to always jump so that you come down through his body ( staying in close will make you much harder to hit out of the air) and use combos.
Vs. Claw
The key to stomping Vega is keeping him at a distance. The best way to do this is to chuck slow sonic booms at him from across the screen and wait for him to try his off the wall attack. If he goes for the wall opposite you can either jump back and roundhouse kick him as he approaches or use the short axe kick( this is angled more forward that the others and will usually hit him even if he pulls back. Or if Vega goes for the wall behind you simply jump up and catch him and air slam him into the turf. If and when you jump in on him try to do so from a fairly close range to keep from being clawed out of the air.
Vs. Sagat
Sagat is the only character that Guile has significant problems against. His low tigers are the root of this problem. Like Ryu try to keep him from getting you pinned in a defensive pose with his tigers. Once you get in close keep the pressure on with lots of foot sweeps and sonic booms. Don't forget you flying knee attack( it can be used to hit him if your sonic boom collides with a low tiger much like your backhand can hit Ryu after his Hadoken is canceled). When you jump in try to do it from a good distance and hold your attack until you are low to the ground this keeps you from overextending and being easy prey to a tiger uppercut. If your opponent throws lots of high tigers you can deal with them just as you would with Ken and Ryu. Another key point is that if you are close enough (about jab sweep range) you can use the short Sommersault Kick to go through the low tigers and knock him down.
Note on roundhouse Sommersault Kick- Like Ken's uppercut it is the second hit of the axe that knocks opponents down, not the fact that it hits twice.
Vs. Dictador
This will be your most fair and important match up,because you will avenge Charlie and also for claim the title of the SF2CE god character high play.
You can start a round with a Flash Kick to counter his Stomp or a Sonic Boom that will be the Double Knee Press punisher,during the rest of the round,you must play turtling and also air to air and use your air throw to punish the Stomp follow up.
Psycho Crusher will be your nightmare but you can block it and then punish him with a Sonic Boom switch side charged.
Try to avoid the corner and keep at midscreen spamming Sonic Boom and Flash Kick wisely.