Street Fighter IV Remix/Guile

From SuperCombo Wiki

Introduction

Guile is no longer a family man, in this post-9/11 world. Now he's out for revenge because Dan killed his father.


Guile is one of the most powerful zoners in Remix, though he is far from locked into pure zoning. Guile in Remix is defined by his sheer versatility, from zoning to offense to defense and more. He has a wide variety of powerful normals that cover every base possible: anti-airs, low pokes, low crushes, overheads, plus on block lights, and a great sweep as well. He has a variety of powerful command normals, such as his 6HP overhead which is +10, crushes lows, and launches, or his 6HK overhead, which has a dominant hitbox for poking and wallbounces on air hits. 4/6MK can let Guile hop to safety or jump over a low, and it also launches. 6MP is a zero on block overhead that vacuums the opponent in for more mixups. This long list of incredible command normals bolsters an extremely well rounded kit of buttons already as well.

Guile is incredibly popular from the original Street Fighter games as the pioneer of the charge zoners, but Remix makes him fully motion, as with every other charge character. 236P Sonic Boom is crouchable, but retains the extremely fast recovery, has no projectile limit, and has a wide variety of speeds to choose from. 214K Flash Kick is a powerful reversal and anti-air, and a key part of many of Guile's combos. He also brings a new special to the table, 214P Sonic Hurricane, which is truly the flagship tool of his kit. With different hurricanes heights depending on button, the ability to be charged for new properties, dash cancellable startup to quickly evade or reset pressure, and full armor for the duration of the move, Sonic Hurricane can dominate entire matchups.

Guile is no slouch in combos either, finding conversions from almost any hit. Full chains allow him to easily confirm into his highest damage combos, and his 6HK wallbounce allows him to quickly and easily stabilize combos. Flash Kick loops midscreen and Sonic Hurricane loops in the corner rack up huge damage quickly, and he can easily spend meter for combo extensions with 236KKK The Patriot Act. Every combo can end in Heavy Flash Kick, but he also has an extremely powerful ender in his airthrow, which rewards him with a hard knockdown and can be optionally used to sideswap off any hit.

Guile is a versatile monster who leans to zoning purely because of his threat in neutral. One hit leads to high damage and HKD with amazing oki thanks to Sonic Hurricane, and once Guile has you cornered, every character struggles.

Strengths Weaknesses
  • Neutral: Sporting dominant projectiles, amazing pokes, and command normals with a variety of powerful effects, Guile's neutral has no true holes in it. He has some of the cleanest and most effective neutral of the cast.
  • Sonic Hurricane: A powerful multi-hit projectile that can be charged to add new properties. Guile functionally has 8 versions of this move, and each version has use in offense, zoning, and combos. It also has full armor through the entire duration. Many characters struggle just to beat this move.
  • Damage: Guile has consistently high damage off any starter, thanks to the wide variety of combo tools he possesses. His ability to convert off of almost any hit also adds to this, since he will rack up damage regardless of how the combo started.
  • Corner Pressure: Guile has some of the most suffocating corner pressure in the game, with repeated Sonic Hurricanes demanding respect from your opponent, and each hit leading to a hard knockdown where Hurricane oki can be pushed.
  • White Life: All of Guile's projectiles deal their damage in recoverable white life. Patient opponents can regenerate their health back if you stick only to zoning them. Guile isn't lacking in approach options, but this still entails taking a risk.
Guile
[[File:|center|300px]]
Character Data
Health 950
Chains L>M>H>3HK><6HK
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement XYZ

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
20 Mid CH, SP, SU X X X +5 +2

A fast standing jab. Disjointed to the ground, so it won't whiff crouch. Great to throw out in neutral for a safe and annoying option, as the hitbox lets it naturally beat standing pokes. This stands out mainly as your primary pressure starter however. At +2, you can easily set up frametraps with delay chains or go for a tick throw.

cl.MP

Close Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
50 Mid CH, SP, SU X X X 0 -4
  • Forces standing on hit

A nice fast anti-air button with some disjoint at his upper arm. Generally harder to use than other anti-airs due to the range requirement, but it starts up fast and recovers quickly, making it safer when available. Useful as chain fodder as well.

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 Mid CH, SP, SU X X X +1 -3

A great poke in neutral. Fast, disjointed, and chainable into heavies or cancellable into specials. It also has very little recovery, making it difficult to whiff punish. Great to just throw out as a deterrent or as a fast option during pressure.

cl.HP

Close Heavy Punch
cl.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 Mid CH, SP, SU X X X +3 0
  • Forces standing on hit

A similar anti-air style close normal to cl.MP, though generally outclassed by 2HP, which it shares an animation with. It has much less recovery however, making it harder to punish should you mistime your anti-air.

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 Mid CH, SP, SU X X X +5 +2

A fairly fast and large punch which is plus on block. Solid hitbox with disjoint at the tip of Guile's fist, but hard to convert off of at max range without meter. With meter, this can easily go into 214KK for huge damage, making it much scarier.

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 Low CH, SP, SU X X X +3 0

A true standing low with a great hitbox at the ground. Amazing to catch low pokes and very safe to throw out in neutral. Does more damage than 2LK, making it your preferred low during offense, as they have the same frame data otherwise.

cl.MK

Close Medium Kick
cl.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 Mid CH, SP, SU X X X 0 -4
  • Forces standing on hit

A similar button to Guile's cl.MP, with a hitbox lowered to catch grounded options more. Sees similar use as chain fodder for the most part, as it isn't a great anti-air, but the hitbox is fairly large and fast, letting it stuff lights when in range.

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70 Mid CH, SP, SU X X X +2 0

A kick with less range than you may think. Hitbox is centered entirely on Guile's ankle, with some disjoint at the edges. Solid anti-air when other options might not be in range, though it isn't very active and the range isn't much more than the other options on the table.

cl.HK

Close Heavy Kick
cl.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 Mid CMD, SP, SU X X X +1 -2

A big kick to the head. Guile's highest damage starter, though it won't force stand like his cl.HP or 2HP will, and won't chain to 2HK. Ensure you only use it in scenarios where the opponent is standing to ensure 3HK won't whiff and leave you unsafe.

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
110 Mid CH, SP, SU X X X +3 0

Guile steps forward with a massive kick that is safe on block. Great normal for poking, whiff punishing, and as a confirm tool in chains to get Guile close enough for 3HK or 214HK. Extends a hurtbox at his foot, but in exchange has tons of disjoint below and above his leg, so it's still fairly hard to challenge despite this.


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
20 Mid CH, SP, SU X X X +4 +1

A fairly standard crouching jab. Generally outclassed by 5LP for starting offense, but can be mashed easily while crouching, making it easier to use on defense while blocking low. Disjointed at his fist as well, which can help when checking dashes.

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
50 Mid CH, SP, SU X X X +3 -1

A simple low punch. Slightly disjointed at Guile's fingers, so it can be used to beat out other moves in neutral. Can also be used as chain fodder, though it won't force standing like his close mediums do.

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 Mid CH, SP, SU X X X -6 -9
  • Forces standing on hit

Your primary anti-air normal thanks to the huge disjoint and wide active period. Can easily be cancelled into Flash Kick or Sonic Hurricane to start either of Guile's loops. Useful combo fodder on the ground for the force stand, as it's Guile's only heavy that will do so. Useful combo fodder in juggles as well for the extra height it gives, letting you rep Flash Kick multiple times on some characters. Ensure you cancel this, as it is fairly unsafe if left uncancelled.

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Low CH, SP, SU X X X +3 0

Guile kicks at the opponents feet. Outshined in most regards by 5LK, which has identical frame data but does more damage and has more range. Guile's leg is completely disjointed however, giving it similar use as a dash check to 2LP.

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 Low CH, SP, SU X X X -3 -7

Guile's infamous 2MK, now chainable and special cancellable. One of your primary pokes in neutral due to the speed, range, and variety of safe buffers available afterwards. Usually cancelled into 236P, 214P, or simply 5HK. Doesn't see much use on offense as it is unsafe on block.

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40,40 Low,Low CH, SP, SU X X X HKD -7

A double hitting low that both causes hard knockdown and can be used to launch. Chains into 6HK for longer range confirms into high damage. The first hit will always combo to 6HK, but the second will only combo on certain characters. The chain into 6HK is also notable on offense: since both hits of 2HK are low, you can chain the first hit into 6HK for a high/low mixup.

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
50 Overhead SP, SU X Until Landing X ~ ~

A jab that stays active for the entire duration of Guile's jump. Strong for safejumps, and as aerial interception tools.

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 Overhead SP, SU X X X ~ ~

An airborne backhand. Solid air-to-air, but extends a lot of hurtbox downward and hits quite high, nullifying air-to-ground usage.

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
100 Overhead SP, SU X X X ~ ~

A fast chop downwards. Generally outclassed by j.HK, which hits both lower and farther while still doing the same damage, though both fulfill the same purpose in punish scenarios.

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Overhead SP, SU X Until Landing X ~ ~

A jumping knee that also stays active until Guile lands. Lacks the slight disjoint of j.LP, but gains a crossup hitbox. You can use it to set up extremely ambiguous crossups easily.

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 Overhead SP, SU X X X ~ ~

A long reaching kick. Guile's primary crossup, losing j.LK's indefinite active frames for higher damage and a wider hitbox. Can be extremely ambiguous on which side it lands, but requires a bit of timing to use properly.

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
100 Overhead SP, SU X X X ~ ~

Guile's primary jump normal. Hits hard and has solid range, making it extremely consistent as a jump-in. Not your best option as an air-to-air, but it is still useful in that context. It also is the main normal for Guile air combo fodder to confirm an airthrow ender.

Command Normals

Overhead

Damage Guard Cancel Startup Active Recovery On Hit On Block
60 Overhead CH*, SP, SU X X X +4 0
  • Chains only into Guile's unique Rave command normal sequence, The Bill of Rights

A fast overhead that vacuums on hit and block. One of Guile's many overhead normals, though the main one you'll use on offense as it sets up nasty strike/throw even if blocked properly. You can easily special cancel this for damaging followup combos.

Backfist

Backfist
6HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 Overhead SP, SU X X X KD +10
  • Invincible to strikes as it travels
  • Airborne on frames X~Y
  • Cancels to airthrow and j.236KKK

A truly absurd normal. An airborne, low crushing, plus on block, invincible combo starting overhead. There is very little the opponent can do to stop you from spamming this, and most answers involve spending CC/meter or risking a reversal, sometimes both. You can simply swing for the fences with this and get away with it almost every time, with massive reward regardless of if it hits or is blocked. Many characters struggle to do anything about this button at all. While it is an overhead, the startup is reactable enough that it isn't much better than your others, though the raw strength it has in every other category makes it still worth considering here too.

Leg Cannon

Leg Cannon
6LK
"Come on, rookie!"
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 Mid N/A X X X Crumple ~

A traveling knee strike that crumples on hit. Has too much recovery to get grounded followups, so ensure you just combo straight to 6HK if this lands. Can be used to reset pressure if spaced well, but generally loses out on all fronts to 6HP.

Hop Kick

Damage Guard Cancel Startup Active Recovery On Hit On Block
80 Mid SP, SU X X X KD -3

A hopping kick, done either with forward or backwards movement depending on which direction you hold. Great to safely disengage, and can be used as a low crush, since only Guile's head is vulnerable during startup.

Upside Down Kick

Upside Down Kick
6HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 Overhead SP, SU X X X +5 -1
  • Wallbounces on air hit
  • Can be chained into and out of 3HK indefinitely

Guile flips upside down and kicks while floating. Another great all-around normal. Hits overhead with more range than 6MP and similar startup, and is airborne to avoid lows and crush throws. Great to poke with as well because of the amazing hitbox, and can be used at the end of long chains to safely add some damage. 6MP still has uses as 6HK is -1 on block instead of 0, and doesnt vacuum, leading it to end your turn generally if blocked. Key combo piece as well due to the wallbounce it gives in juggles, allowing consistent airthrow enders or Flash Kick loops afterwards.

Upward Kick

Upward Kick
3HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
85 Mid SP/SU X X X KD -3
  • Whiffs all crouchers
  • Can be chained into and out of 6HK indefinitely

A fast kick aimed above Guile's head. Has nice disjoint at Guile's foot, which gives it strong usage as a far anti-air, though this is not the main purpose of the normal. Instead, this acts as Guile's primary launcher, leading to his highest damage both midscreen and in the corner. As it whiffs all crouchers by design, you'll want to combo into it after using one of Guile's many force stand normals, most commonly 2HP.

Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

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Koryu Edition
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Guile
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Fei Long
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Adon
Rose
Yang
Hugo

Guile is a video game character from the Street Fighter series, first appearing in Street Fighter II. He is a major in the United States Air Force whose goal is to destroy the criminal organization Shadaloo, while at the same time investigating the whereabouts of his best friend Charlie Nash.

streetfighter wiki Guile