Street Fighter 2: Hyper Fighting/Guile

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Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png


Guile

Sf2hf-guile-portrait.gif

Go home and be a family man...

In a nutshell

He is of the "nerfed ones" ,in Champion Edition he was a top tier along with Sagat and Dictador,his special moves had more recovery,but Roundhouse Flash Kick hit twice, and still a in the top 3 tier list because their great answer for opponent new special moves.


Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f


Color Options

Default Start
Sf2hf-guile-1p.png Sf2hf-guile-2p.png

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
{{#motion: Lp.png }}
6
-
6
40
4
4
5
+6/+5
{{#motion: Rpdfire.png Specialcancel.png }}
Standing Medium Punch
{{#motion: Mp.png }}
16
-
16
60
3
2
13
+6
{{#motion: Specialcancel.png }}
Standing Hard Punch
{{#motion: Hp.png }}
22
-
22
80
10
5
18
+1
{{#motion: }}
Standing Light Kick
{{#motion: Lk.png }}
6
-
4
40
5
4
6
+5/+4
{{#motion: Specialcancel.png }}
Standing Medium Kick
{{#motion: Mk.png }}
16
-
8
60
13
5
13
+2/+1
{{#motion: }}
Standing Hard Kick
{{#motion: Hk.png }}
22
-
14
80
6
5
24
-5/-6
{{#motion: }}
  • Close Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Punch
{{#motion: Lp.png }}
6
-
6
40
4
4
5
+6/+5
{{#motion: Rpdfire.png Specialcancel.png }}
Close Medium Punch
{{#motion: Mp.png }}
16
-
16
60
4
3
12
+5/+4
{{#motion: Specialcancel.png }}
Close Hard Punch
{{#motion: Hp.png }}
22
-
22
80
4
3
29
-8/-9
{{#motion: Specialcancel.png }}
Close Light Kick
{{#motion: Lk.png }}
6
-
4
40
5
4
6
+5/+4
{{#motion: Specialcancel.png }}
Close Medium Kick
{{#motion: Mk.png }}
16
-
8
60
7
4
6
+10/+9
{{#motion: }}
Close Hard Kick
{{#motion: Hk.png }}
22
-
14
80
6
4
9
+11/+10
{{#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.png + Lp.png }}
6
-
4
40
4
4
5
+6/+7
{{#motion: Rpdfire.png Specialcancel.png }}
Crouching Medium Punch
{{#motion: D.png + Mp.png }}
16
-
8
60
4
4
8
+8/+7
{{#motion: Specialcancel.png }}
Crouching Hard Punch
{{#motion: D.png + Hp.png }}
22
-
14
80
6
16
10
-2/-3
{{#motion: }}
Crouching Light Kick
{{#motion: D.png + Lk.png }}
6
-
4
40
6
4
5
+5/+4
{{#motion: Rpdfire.png low }}
Crouching Medium Kick
{{#motion: D.png + Mk.png }}
16
-
8
60
6
4
7
+8/+7
{{#motion: Low.png }}
Crouching Hard Kick
{{#motion: D.png + Hk.png }}
22
-
8
80
8
5,5
28,10
KD/+7,-24
{{#motion: Low.png Knockdown.png }}
  • 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
{{#motion: U.png + Lp.png }}
10
-
4
40
7
-
-
{{#motion: High.png }}
Neutral Jump Medium Punch
{{#motion: U.png + Mp.png }}
16
-
8
50
7
20
-
{{#motion: High.png }}
Neutral Jump Hard Punch
{{#motion: U.png + Hp.png }}
24
-
13
 ?
60
7
8
{{#motion: - }}
Neutral Jump Light Kick
{{#motion: U.png + Lk.png }}
10
-
4
40
7
-
-
{{#motion: High.png }}
Neutral Jump Medium Kick
{{#motion: U.png + Mk.png }}
16
-
8
50
7
20
-
{{#motion: High.png }}
Neutral Jump Hard Kick
{{#motion: U.png + Hk.png }}
24
-
14
60
6
5
-
{{#motion: High.png }}
  • 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
{{#motion: Ub.png / Uf.png + Lp.png }}
6
-
4
 ?
7
-
-
{{#motion: High.png }}
Diagonal Jump Medium Punch
{{#motion: Ub.png / Uf.png + Mp.png }}
16
-
8
 ?
7
20
-
{{#motion: High.png }}
Diagonal Jump Hard Punch
{{#motion: Ub.png / Uf.png + Hp.png }}
22
-
14
 ?
7
8
-
{{#motion: High.png }}
Diagonal Jump Light Kick
{{#motion: Ub.png / Uf.png + Lk.png }}
6
-
4
 ?
7
-
-
{{#motion: High.png }}
Diagonal Jump Medium Kick
{{#motion: Ub.png / Uf.png + Mk.png }}
16
-
8
 ?
7
20
-
{{#motion: High.png }}
Diagonal Jump Hard Kick
{{#motion: Ub.png / Uf.png + Hk.png }}
22
-
14
 ?
6
5
-
{{#motion: High.png }}

Unique Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Knee Bazooka
{{#motion: F.png or B.png + Mk.png }}
16
-
8
60
6
5
21
-
{{#motion: }}
Reverse Spin Kick
{{#motion: close F.png or B.png + Hk.png }}
22
-
16
60
16
6
16
-
{{#motion: }}

Throw Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Judo Throw
{{#motion: close B.png / F.png + Mp.png }}
32
-
14
80
-
-
-
-
{{#motion: Throw.png }}
Dragon Suplex
{{#motion: close B.png / F.png + Hp.png }}
32
-
14
80
-
-
-
-
{{#motion: Throw.png }}
Flying Mare
{{#motion: close D.png + Mp.png or Hp.png }}
40
-
8
60
-
-
-
-
{{#motion: Throw.png Aironly }}
Flying Buster Drop
{{#motion: close D.png + Mk.png or Hk.png }}
40
-
8
60
-
-
-
-
{{#motion: Throw.png Aironly }}

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Sonic Boom
{{#motion: B.png charge F.png + Lp.png }}
12
 ?
16
120
10
 ?
25
 ?
{{#motion: Requires 60f of charge. }}
Sonic Boom
{{#motion: B.png charge F.png + Mp.png }}
12
 ?
16
120
10
 ?
25
 ?
{{#motion: Requires 60f of charge. }}
Sonic Boom
{{#motion: B.png charge F.png + Hp.png }}
12
 ?
16
120
10
 ?
25
 ?
{{#motion: Requires 60f of charge. }}
Flash Kick
{{#motion: D.png charge U.png + Lk.png }}
24
 ?
16
120
5
4,4
36
-24
{{#motion: Requires 60f of charge. }}
Flash Kick
{{#motion: D.png charge U.png + Mk.png }}
26
 ?
16
120
5
3,3
44
-24
{{#motion: Requires 60f of charge. }}
Flash Kick
{{#motion: D.png charge U.png + Hk.png }}
16,14
 ?
16
120
5
2,2
50
-33
{{#motion: Requires 60f of charge. }}

The Basics

Guile is a charge character with a good anti air and also the fastest projectile in the game,use Crouching Back and poke with Far Standing Light Kick and Crouching Light Kick for lows.

Unfortunately compared to Champion Edition is nerfed, anyway your main gameplan about turtling its still effective, jump wisely and use High Punch for offensive, and High Kick for aerial pokes.

Knee Bazooka its still similar to last revision but makes a bit more damage,Air throw is you main aerial game weapon, and its too effective against aerial characters like Blanka,Claw and Dictador.

Flash Kick is buffed in this revision, also Roundhouse version can hit twice a close opponent, and that was an exclusive tactic in this game.

Pros

  • Roundhouse Flash Kick hits twice
  • Good Projectile

Cons

  • unsafe Sweep recovery
  • predictable gameplan

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

Outside of that, his buffed Roundhouse Flash Kick can defeat the new special moves like Quick Lariat,Blanka Vertical Roll, E.Honda Sumo Splash,etc. that's make him still part of the general top 3.

Combos

Bread and Butter

  • j.HP, cr.MP xx Flash Kick
  • j.MP , cl.HP/cr.MP xx HP Sonic Boom (cl.HP is safe in corner)

CPS1 Chain

  • cr.LK xxx cl.HP (CPS1 Chain) xx LK Flash Kick
  • cr.LK xxx cl.MP (CPS1 Chain) xx Sonic Boom

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

Another matchup that changes drastically due to new Special Moves,Standing Short can defeat Electricity and Sonic Boom him,Flash Kicks are still effective against rolls, don't change so much about CE, but don't spam Sonic Boom because Blanka now can evade it with Vertical Rolling.

Vs. Chun-Li

Air throw combat,but you have better pokes,she can use a projectile now,but she will use to trap you and not to spam you,so you need to jump kick her, Guile's Objective wil be wait for a Kikoken and jumping Forward or Roundhouse at middle distance or wake up with a Flash Kick if she is mixup with Spinning Bird Kick before she crossups you with it.

Vs. Dhalsim

Still a far distance matchup, but Knee Bazooka is effect against Dhalsim Pokes,and also can defeat his Teleport recovery,but a Flash Kick its ok too, Yoga Flame its a good chance for crossup him or punish with crouch Roundhouse.

Dhalsim will try to play to keep you away with normals, but if you are in a stay at ground trade hit plan he can change his plan to a Yoga Fire spam and that will be the best moment to defeat him with a jumping combo to Flash Kick.

Vs. E. Honda

A changed matchup from CE but still a good one for the family man,standing Short defeat Hundred Slaps,but you must be careful with his Sumo Splash that can destroy your spam projectile tactic, rather Flash Kick him if he blocked Sonic Boom it, main gameplan it's about keep him distanced of you with poking Backfist or Knee Bazooka and Air Throws, try to jump him with a Forward to trade hits with a cross up Hundred Slaps.

Best situation will be if he jumps, Flash Kick and Air Throw will be like a death thread for him because you can charge a Sonic Boom and zoning him, don't get at close distance because his Hold mixup can be the dead end.

Vs. Guile (self)

Spam Sonic Boom and turtle randomly.

Vs. Ken

You still have a good anti air, but remember that your Flash Kick or air throw can be effective against a whiff Dragon Punch, and Guile can evade Hurricane Kick with crouching punch, you can spam Sonic Boom wisely due that your recovery frames are shorter than him, also your best starting move will be crouching Roundhouse or Sonic Boom, Ken commonly play the anti air zoning shoto.

Vs. M. Bison (dictator)

CE Classic Matchup but now turn ins Guile's favor, try to start with Flash Kick or Sonic Boom and if he wants to Stomp you, air throw him and punish Crouching Roundhouse Slide with Flash Kick, Guile can win easily now with Dictador nerfed stuff, Sonic Boom him its still a great far distance option.

Vs. Ryu

Not changed so much but remember to jump his Hadoken (better than Ken) or punish him with Knee Bazooka, also Air Tatsumaki Senpu Kyaku can be Flash Kicked easily, start the match with a Flash Kick to predict the Ryu's plan if he will play Hadoken spam or a medium distance sweeping or anti air zoning.

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.

It still a 4-6 matchup but you and Sagat had similar nerfs about projectile plans, try to get advantage with your buffed Roundhouse Flash Kick if he gets close with a Tiger Knee, an offensive sweep Guile its better against Sagat.

Vs. Vega (claw)

He is buffed if you consider Japanese CE revision with Rolling Attack,but Flash Kick his Barcelona its a nerfed option ,but use Sonic Boom carefully because he can Slide you, Air Throw is still useful.

Of course a back corner will be the worst situation for him unless you use a Flash Kick to keep him away and get the midscreen again.

Vs. Zangief

Compared to Champion Edition, you had more problems, try to poke him with Crouching Foward or Knee Bazooka,Sonic Boom can be evaded with Double Lariat, Quick Lariat can be Flash Kicked, its a riskyful play but more effective than low poking, playing a medium or long distance zoning its the best idea to defeat him

Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2hf-guile-lp-r1.png Sf2hf-guile-lp-a1.png Sf2hf-guile-lp-r2.png Sf2hf-guile-lp-r1.png
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 Sf2hf-guile-mp-s1.png Sf2hf-guile-mp-a.png Sf2hf-guile-mp-r1.png Sf2hf-guile-mp-r2.png Sf2hf-guile-mp-r3.png Sf2hf-guile-mp-r4.png
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 Sf2hf-guile-hp-s1.png Sf2hf-guile-hp-s2.png Sf2hf-guile-hp-s3.png Sf2hf-guile-hp-a.png Sf2hf-guile-hp-r1.png Sf2hf-guile-hp-r2.png
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 Sf2hf-guile-lk-s1.png Sf2hf-guile-lk-s2.png Sf2hf-guile-lk-a.png Sf2hf-guile-lk-s2.png Sf2hf-guile-lk-s1.png
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 Sf2hf-guile-hp-s1.png Sf2hf-guile-mk-s2.png Sf2hf-guile-mk-s3.png Sf2hf-guile-mk-s4.png Sf2hf-guile-mk-a.png Sf2hf-guile-mk-r1.png Sf2hf-guile-mk-r2.png Sf2hf-guile-mk-r3.png Sf2hf-guile-mk-r4.png Sf2hf-guile-mk-r5.png
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 Sf2hf-guile-hk-s1.png Sf2hf-guile-hk-s2.png Sf2hf-guile-hk-a.png Sf2hf-guile-hk-r1.png Sf2hf-guile-hk-r2.png Sf2hf-guile-hk-r3.png Sf2hf-guile-hk-r4.png
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 Sf2hf-guile-clmp-s.png Sf2hf-guile-clmp-a.png Sf2hf-guile-clmp-r1.png Sf2hf-guile-clmp-r2.png Sf2hf-guile-cllp-r3.png Sf2hf-guile-clmp-r4.png
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 Sf2hf-guile-clhp-s.png Sf2hf-guile-clhp-a.png Sf2hf-guile-clhp-r1.png Sf2hf-guile-clhp-r2.png Sf2hf-guile-cllh-r3.png Sf2hf-guile-clhp-s.png
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 Sf2hf-guile-clmk-s1.png Sf2hf-guile-clmk-s2.png Sf2hf-guile-clmk-a.png Sf2hf-guile-clmk-s2.png Sf2hf-guile-clmk-s1.png
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 Sf2hf-guile-clhk-s1.png Sf2hf-guile-clhk-s2.png Sf2hf-guile-clhk-a.png Sf2hf-guile-clhk-s2.png
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 Sf2hf-guile-crlp-s1.png Sf2hf-guile-crlp-a.png Sf2hf-guile-crlp-r1.png
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 Sf2hf-guile-crmp-s1.png Sf2hf-guile-crmp-a.png Sf2hf-guile-crmp-r1.png Sf2hf-guile-crmp-s1.png
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 Sf2hf-guile-crhp-s1.png Sf2hf-guile-crhp-s2.png Sf2hf-guile-crhp-a1.png Sf2hf-guile-crhp-a2.png Sf2hf-guile-crhp-r1.png Sf2hf-guile-crhp-r2.png
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 Sf2hf-guile-crlk-s1.png Sf2hf-guile-crlk-s2.png Sf2hf-guile-crlk-a.png Sf2hf-guile-crlk-s2.png Sf2hf-guile-crlk-s1.png
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 Sf2hf-guile-crmk-s1.png Sf2hf-guile-crmk-s2.png Sf2hf-guile-crmk-a.png Sf2hf-guile-crmk-r1.png Sf2hf-guile-crmk-r2.png
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 Sf2hf-guile-crlk-s1.png Sf2hf-guile-crlk-s2.png Sf2hf-guile-crhk-a1.png Sf2hf-guile-crhk-s1.png Sf2hf-guile-crhk-s2.png Sf2hf-guile-crhk-s3.png Sf2hf-guile-crmk-s1.png Sf2hf-guile-crmk-s2.png Sf2hf-guile-crhk-a2.png Sf2hf-guile-crmk-r1.png Sf2hf-guile-crmk-r2.png
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 Sf2hf-guile-njlp-s1.png Sf2hf-guile-njlp-s2.png Sf2hf-guile-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 4
Simplified 7
  • Diagonal Jumping LP:
Damage 16 Sf2hf-guile-djlp-s1.png Sf2hf-guile-djlp-s2.png Sf2hf-guile-djlp-a.png
Stun 5~11
Stun Timer 50
Frame Count 3 4
Simplified 7
  • Neutral Jumping MP:
Damage 16 Sf2hf-guile-njlp-s1.png Sf2hf-guile-njlp-s2.png Sf2hf-guile-njmp-a.png Sf2hf-guile-njlp-s2.png Sf2hf-guile-njmp-r1.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 20 4
Simplified 7 20
  • Diagonal Jumping MP:
Damage 16 Sf2hf-guile-djlp-s1.png Sf2hf-guile-djlp-s2.png Sf2hf-guile-djmp-a.png Sf2hf-guile-djlp-s2.png Sf2hf-guile-njmp-r1.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 20 4
Simplified 7 20
  • Neutral Jumping HP:
Damage 22 Sf2hf-guile-njlp-s1.png Sf2hf-guile-njlp-s2.png Sf2hf-guile-njhp-a.png Sf2hf-guile-njlp-s2.png Sf2hf-guile-njmp-r1.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 8 4
Simplified 7 8
  • Diagonal Jumping HP:
Damage 22 Sf2hf-guile-djlp-s1.png Sf2hf-guile-djlp-s2.png Sf2hf-guile-djhp-a.png Sf2hf-guile-djlp-s1.png Sf2hf-guile-njmp-r1.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 8 4
Simplified 7 8
  • Neutral Jumping LK:
Damage 10 Sf2hf-guile-jk-s1.png Sf2hf-guile-jk-s2.png Sf2hf-guile-njlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 4
Simplified 7
  • Diagonal Jumping LK:
Damage 10 Sf2hf-guile-djk-s1.png Sf2hf-guile-djk-s2.png Sf2hf-guile-djlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 3 4
Simplified 7
  • Neutral Jumping MK:
Damage 16 Sf2hf-guile-jk-s1.png Sf2hf-guile-jk-s2.png Sf2hf-guile-njmk-a.png
Stun 5~11
Stun Timer 50
Frame Count 3 4
Simplified 7
  • Diagonal Jumping MK:
Damage 16 Sf2hf-guile-djk-s1.png Sf2hf-guile-djk-s2.png Sf2hf-guile-djmk-a.png Sf2hf-guile-djk-s1.png Sf2hf-guile-njmp-r1.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 20 4
Simplified 7 20
  • Neutral/Diagonal Jumping HK:
Damage 22 Sf2hf-guile-njhk-s1.png Sf2hf-guile-njhk-s2.png Sf2hf-guile-djhk-a.png Sf2hf-guile-njhk-r1.png Sf2hf-guile-njhk-r2.png Sf2hf-guile-njmp-r1.png
Stun 11~17
Stun Timer 60
Frame Count 2 4 5 4 4
Simplified 6 5

Unique Moves

  • Knee Bazooka: (On ground, ←/→ + MK)
Damage 16 Sf2hf-guile-fmk-s1.png Sf2hf-guile-fmk-s2.png Sf2hf-guile-fmk-s3.png Sf2hf-guile-fmk-a.png Sf2hf-guile-fmk-s3.png Sf2hf-guile-fmk-s4.png
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 Sf2hf-guile-fhk-s1.png Sf2hf-guile-fhk-s2.png Sf2hf-guile-fhk-s3.png Sf2hf-guile-fhk-s4.png Sf2hf-guile-fhk-s5.png Sf2hf-guile-fhk-a.png Sf2hf-guile-fhk-r1.png Sf2hf-guile-fhk-r2.png Sf2hf-guile-fhk-r3.png Sf2hf-guile-fhk-r4.png Sf2hf-guile-fhk-r5.png
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 Sf2hf-guile-throw.png
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 Sf2hf-guile-apthrow.png
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 Sf2hf-guile-akthrow.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 54
Range advantage 24

Special Moves

  • Sonic Boom: charge ←, → + Punch (charge 60f)

Startup

Sf2hf-guile-sb-s1.png Sf2hf-guile-sb-s2.png Sf2hf-guile-sb-s3.png Sf2hf-guile-sb-s4.png
Frame Count 2 2 2 2
Simplified 8

LP version:

Damage 12 Sf2hf-guile-sb-a1.png Sf2hf-guile-sblp-a2.png Sf2hf-guile-sblp-a3.png Sf2hf-guile-sblp-a4.png Sf2hf-guile-sblp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 1 1 1
Simplified 25


MP version:

Damage 12 Sf2hf-guile-sb-a1.png Sf2hf-guile-sbmp-a2.png Sf2hf-guile-sbmp-a3.png Sf2hf-guile-sbmp-a4.png Sf2hf-guile-sbmp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 1 1 1
Simplified 25

HP version:

Damage 12 Sf2hf-guile-sb-a1.png Sf2hf-guile-sbhp-a2.png Sf2hf-guile-sbhp-a3.png Sf2hf-guile-sbhp-a4.png Sf2hf-guile-sbhp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 1 1 1
Simplified 25

It was nerfed from Champion Edition, but still a good projectile for medium and long distance combat, you can follow it with a Backfist in a corner.

  • Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)

Startup:

Damage 24/26/16,14 Sf2hf-guile-skick-s1.png Sf2hf-guile-skick-s2.png Sf2hf-guile-skick-s3.png
Stun 13~19
Stun Timer 120
Frame Advantage -24/-24/-33
Short 1 2 2
Foward 1 2 1
Roundhouse 3 1 2

Active:

Sf2hf-guile-skick-a1.png Sf2hf-guile-skick-a2.png Sf2hf-guile-skick-a3.png Sf2hf-guile-skick-a4.png
Short 4 2 2 4
Foward 3 2 2 5
Roundhouse 2 2 2 6

Recovery:

Sf2hf-guile-skick-r1.png Sf2hf-guile-skick-r2.png Sf2hf-guile-skick-r3.png Sf2hf-guile-skick-r4.png
Short 2 2 22 10
Foward 4 4 25 11
Roundhouse 2 5 28 12

Buff from Champion Edition ,it can hit twice a close opponent and its the best anti air in the game.

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-guile-bwd.png Sf2hf-guile-cllp-n.png Sf2hf-guile-fwd.png Sf2hf-guile-cr-n.png
  • Standing reel:
Sf2hf-guile-reel1.png Sf2hf-guile-reel2.png Sf2hf-guile-reel3.png Sf2hf-guile-reel4.png
  • Standing gut reel:
Sf2hf-guile-gutreel1.png Sf2hf-guile-gutreel2.png Sf2hf-guile-gutreel3.png Sf2hf-guile-gutreel4.png
  • Crouching reel:
Sf2hf-guile-creel1.png Sf2hf-guile-creel2.png
  • Dizzy:
Sf2hf-guile-dizzy1.png Sf2hf-guile-dizzy2.png Sf2hf-guile-dizzy3.png Sf2hf-guile-dizzy4.png Sf2hf-guile-dizzy5.png


Game Navigation

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