Super Street Fighter IV AE/Guile: Difference between revisions

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{{SSFIVAEHeader}}
{{SSFIVAEHeader}}
{{SSFIVCharacterHeader|Guile|Guile|
{{SSFIVCharacterHeader|Guile|Guile|
Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison: M. Bison was the one who murdered Guile's comrade and best friend Charlie Nash.  Carrying Charlie's dog tags as a constant reminder of his fallen friend, Guile's only goal is to take down Shadaloo and everything associated with it.  And though it appeared Shadaloo's reign was ended when Bison was defeated by Ryu, Guile and Chun-Li have uncovered ties to Shadaloo within the organization known as S.I.N., where it appears Bison is attempting to make one more comeback to finish his goals of world domination.  But not if Guile has anything to do about that...
Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison, who murdered Guile's comrade and best friend Charlie Nash.  Carrying Charlie's dog tags as a constant reminder of his fallen friend, Guile's only goal is to take down Shadaloo and everything associated with it.  And though it appeared Shadaloo's reign was ended when Bison was defeated by Ryu, Guile and Chun-Li have uncovered ties to Shadaloo within the organization known as S.I.N., where it appears Bison is attempting to make one more comeback to finish his goals of world domination.  But not if Guile has anything to do about that...
|
|
There are many different defensive styles in the game and, unlike many other styles which require defensive reactions and reading your opponent as well as possible, Guile's defensive stance is a much more controlled defense than anyone else thanks to the Sonic Boom.  By utilizing this tool, Guile controls the pace of matches very easily, forcing opponents to react to him and countering appropriately.  However, Guile's offensive options are on the weak side, so be sure to keep control of the match at all times by maintaining the life lead.}}
Guile is a defensive, space-controlling fighter who excels at slowing down the pace of the battle and forcing his opponents to take risks in their approach.  He is notable for having only two special moves, but both of which have excellent utility.  Guile's Sonic Boom is one of the most potent projectiles in the game; its quick recovery keeps him safe and presents both anti-airing and offensive opportunities.  His core game plan revolves around forcing a reaction from his opponent to the Sonic Boom, and then punishing itHis Flash Kick can be used as an anti-air and as an effective tool for punishes, but it is very unsafe when done randomly.  Combined with his strong arsenal of normals, it can be a challenge to wade through Guile’s defensive wall.  However, if his safe zone is breached and he is knocked down, Guile is vulnerable to cross-up attacks and follow-up pressure.}}


=== Players to Watch ===
* Dieminion
* NuckleDu
* Blue emblem


== Moves ==
== Moves ==
Line 11: Line 16:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Straight Chop | f + mp | high }}
{{SSFIVMoveListRow | Straight Chop | {{f}} + {{mp}} | {{high}} }}
{{SSFIVMoveListRow | Spinning Back Knuckle | f + hp |  }}
{{SSFIVMoveListRow | Spinning Back Knuckle | {{f}} + {{hp}} |  }}
{{SSFIVMoveListRow | Knee Bazooka | f or b + lk |  }}
{{SSFIVMoveListRow | Knee Bazooka | {{f}} or {{b}} + {{lk}} |  }}
{{SSFIVMoveListRow | Rolling Sobat | f or b + mk |  }}
{{SSFIVMoveListRow | Rolling Sobat | {{f}} or {{b}} + {{mk}} |  }}
{{SSFIVMoveListRow | Reverse Spin Kick | (near opponent) f or b + hk |  }}
{{SSFIVMoveListRow | Reverse Spin Kick | (near opponent) {{f}} or {{b}} + {{hk}} |  }}
{{SSFIVMoveListRow | Shades of Glory | d + hp + hk |  }}
{{SSFIVMoveListRow | Guile High Kick | {{df}} + {{hk}} |  }}
{{SSFIVMoveListRow | Target Combo | crouch mk --- f + mp | 1st hit: low ; 2nd hit: high }}
{{SSFIVMoveListRow | Shades of Glory | {{d}} + {{hp}} + {{hk}} |  }}
{{SSFIVMoveListRow | Target Combo | {{d}} + {{mk}} {{---}} {{f}} + {{mp}} | 1st hit {{low}} ; 2nd hit {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 23: Line 29:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Dragon Suplex | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Dragon Suplex | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Judo Throw | b + lp + lk | throw }}
{{SSFIVMoveListRow | Judo Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Flying Mare | (in air) any direction except b or db or ub + lp + lk | airthrow }}
{{SSFIVMoveListRow | Flying Mare | (in air) any direction except {{b}} or {{db}} or {{ub}} + {{lp}} + {{lk}} | {{airthrow}} }}
{{SSFIVMoveListRow | Flying Buster Drop | (in air) b or db or ub + lp + lk | airthrow }}
{{SSFIVMoveListRow | Flying Buster Drop | (in air) {{b}} or {{db}} or {{ub}} + {{lp}} + {{lk}} | {{airthrow}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 32: Line 38:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Sonic Boom | b (charge) f + p | ex }}
{{SSFIVMoveListRow | Sonic Boom | {{b}} (charge) {{f}} + {{p}} | {{ex}} }}
{{SSFIVMoveListRow | Flash Kick | d (charge) u + k | ex armorbreak }}
{{SSFIVMoveListRow | Flash Kick | {{d}} (charge) {{u}} + {{k}} | {{ex}} {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Double Flash | db (charge) df db u + k |  }}
{{SSFIVMoveListRow | Double Flash | {{db}} (charge) {{df}} {{db}} {{uf}} + {{k}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Flash Explosion | db (charge) df db df + 3k |  }}
{{SSFIVMoveListRow | Flash Explosion | {{db}} (charge) {{df}} {{db}} {{uf}} + {{3k}} |  }}
{{SSFIVMoveListRow | Sonic Hurricane | b (charge) f b f + 3p |  }}
{{SSFIVMoveListRow | Sonic Hurricane | {{b}} (charge) {{f}} {{b}} {{f}} + {{3p}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}
== AE ver. 2012 Changes ==
''Sonic Boom''
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
''Flash Kick''
Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for heavy version.
''Flying Mare''
Changed startup from 4F to 3F.
''Flying Buster Drop''
Changed startup from 4F to 3F.
''Spinning Back Knuckle''
Changed damage from 90 to 100.
''Reverse Spin Kick''
Made throw-invincible from 6th frame after start until landing.
Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
''Sonic Hurricane''
Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.




Line 53: Line 97:


* Spinning Back Knuckle's (F + Hard Punch) damage reduced.
* Spinning Back Knuckle's (F + Hard Punch) damage reduced.
* Sonic Boom's meter gain at startup is halved, and we adjusted his meter gaining rate through the match.
* Sonic Boom's meter gain at startup is halved, and adjusted his meter gaining rate through the match.
* Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.
* Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.
* Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.
* Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.




==The Basics==  
==The Basics==


==Combos==
==Combos==
Line 129: Line 173:
| align="center"  |200[150]
| align="center"  |200[150]
| align="center"  |60
| align="center"  |60
| align="center"  |sp/su
| align="center"  |sp/su[-]
| align="center"  |5
| align="center"  |5
| align="center"  |4
| align="center"  |4
Line 135: Line 179:
| align="center"  |-1
| align="center"  |-1
| align="center"  |+4
| align="center"  |+4
| align="center"  |
| align="center"  |Forces stand, [] refers to active frames 3~4
|  |
|  |
|-
|-
Line 264: Line 308:
|  |
|  |
|-
|-
|  |crouch [[File:Jab.gif]]
|  |Crouch [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |30
| align="center"  |30
Line 278: Line 322:
|  |
|  |
|-
|-
|  |crouch [[File:Strong.gif]]
|  |Crouch [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |70
| align="center"  |70
Line 292: Line 336:
|  |
|  |
|-
|-
|  |crouch [[File:Fierce.gif]]
|  |Crouch [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |100[70]
| align="center"  |100[70]
Line 303: Line 347:
| align="center"  |-9
| align="center"  |-9
| align="center"  |-4
| align="center"  |-4
| align="center"  |
| align="center"  |Forces stand, [] refers to active frames 3~4
|  |
|  |
|-
|-
|  |crouch [[File:Short.gif]]
|  |Crouch [[File:Short.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |30
| align="center"  |30
Line 320: Line 364:
|  |
|  |
|-
|-
|  |crouch [[File:Forward.gif]]
|  |Crouch [[File:Forward.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |70
| align="center"  |70
Line 334: Line 378:
|  |
|  |
|-
|-
|  |crouch [[File:Roundhouse.gif]]
|  |Crouch [[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |100*110
| align="center"  |100*110
| align="center"  |100*100
| align="center"  |100*100
| align="center"  |60
| align="center"  |60
| align="center"  |su
| align="center"  |su*-
| align="center"  |6
| align="center"  |6
| align="center"  |4(20)4
| align="center"  |4(20)4
Line 345: Line 389:
| align="center"  |-3
| align="center"  |-3
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
|  |Jump up [[File:Jab.gif]]
|  |Jump Up [[File:Jab.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 362: Line 406:
|  |
|  |
|-
|-
|  |Jump up [[File:Strong.gif]]
|  |Jump Up [[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 376: Line 420:
|  |
|  |
|-
|-
|  |Jump up [[File:Fierce.gif]]
|  |Jump Up [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 390: Line 434:
|  |
|  |
|-
|-
|  |Jump up [[File:Short.gif]]
|  |Jump Up [[File:Short.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |40
| align="center"  |40
Line 404: Line 448:
|  |
|  |
|-
|-
|  |Jump up [[File:Forward.gif]]
|  |Jump Up [[File:Forward.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 418: Line 462:
|  |
|  |
|-
|-
|  |Jump up [[File:Roundhouse.gif]]
|  |Jump Up [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 432: Line 476:
|  |
|  |
|-
|-
|  |Jump forward [[File:Jab.gif]]
|  |Jump Forward [[File:Jab.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 446: Line 490:
|  |
|  |
|-
|-
|  |Jump forward [[File:Strong.gif]]
|  |Jump Forward [[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 460: Line 504:
|  |
|  |
|-
|-
|  |Jump forward [[File:Fierce.gif]]
|  |Jump Forward [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 474: Line 518:
|  |
|  |
|-
|-
|  |Jump forward [[File:Short.gif]]
|  |Jump Forward [[File:Short.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |30
| align="center"  |30
Line 488: Line 532:
|  |
|  |
|-
|-
|  |Jump forward [[File:Forward.gif]]
|  |Jump Forward [[File:Forward.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |60
| align="center"  |60
Line 502: Line 546:
|  |
|  |
|-
|-
|  |Jump forward [[File:Roundhouse.gif]]
|  |Jump Forward [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 516: Line 560:
|  |
|  |
|-
|-
|  |Overhead [[File:Right.gif]]+[[File:Strong.gif]]
|  |[[File:Right.gif]]+[[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 532: Line 576:
|  |[[File:Right.gif]]+[[File:Fierce.gif]]
|  |[[File:Right.gif]]+[[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |90
| align="center"  |100
| align="center"  |200
| align="center"  |200
| align="center"  |60
| align="center"  |60
Line 541: Line 585:
| align="center"  |0
| align="center"  |0
| align="center"  |+4
| align="center"  |+4
| align="center"  |
| align="center"  |Cannot hit crouching opponents
|  |
|  |
|-
|-
Line 555: Line 599:
| align="center"  |-8
| align="center"  |-8
| align="center"  |-3
| align="center"  |-3
| align="center"  |
| align="center"  |8~16f feet strike and projectile invincible
|  |
|  |
|-
|-
Line 569: Line 613:
| align="center"  |-4
| align="center"  |-4
| align="center"  |-1
| align="center"  |-1
| align="center"  |
| align="center"  |6~20f lower body strike and projectile invincible, Can move forward until 6f, can move backwards until 4f
|  |
|  |
|-
|-
|  |[[File:Left.gif]] or [[File:Right.gif]]+[[File:Roundhouse.gif]](close)
|  |[[File:Left.gif]] or [[File:Right.gif]]+[[File:Roundhouse.gif]] (close)
| align="center"  |HL
| align="center"  |HL
| align="center"  |100
| align="center"  |100
Line 582: Line 626:
| align="center"  |12
| align="center"  |12
| align="center"  |0
| align="center"  |0
| align="center"  |+4
| align="center"  |+5
| align="center"  |
| align="center"  |1~29f lower body strike and projectile invincible, 6~28f unthrowable
|  |
|  |
|-
|-
Line 596: Line 640:
| align="center"  |17
| align="center"  |17
| align="center"  |-1
| align="center"  |-1
| align="center"  |-
| align="center"  |Floats opponent
|  |
|-
|  |Shades [[File:Down.gif]]+[[File:Fierce.gif]]+[[File:Roundhouse.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |0
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 50
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |
Line 606: Line 664:
| align="center"  |20
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |21
| align="center"  |10+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
Line 614: Line 672:
|  |
|  |
|-
|-
|  |Focus attack LVL 2
|  |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |80
| align="center"  |80
Line 620: Line 678:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |17+12
| align="center"  |18+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
Line 628: Line 686:
|  |
|  |
|-
|-
|  |Focus attack LVL 3
|  |Focus Attack LVL 3
| align="center"  |-
| align="center"  |-
| align="center"  |140
| align="center"  |140
Line 653: Line 711:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
|  |Back throw
|  |Back Throw
| align="center"  |0.90
| align="center"  |0.90
| align="center"  |120
| align="center"  |120
Line 667: Line 725:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 676: Line 734:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |4
| align="center"  |3
| align="center"  |2
| align="center"  |2
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 690: Line 748:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |4
| align="center"  |3
| align="center"  |2
| align="center"  |2
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 704: Line 762:
| align="center"  |10/20
| align="center"  |10/20
| align="center"  |su
| align="center"  |su
| align="center"  |9
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |29
| align="center"  |Total 30
| align="center"  |+4
| align="center"  |+4
| align="center"  |+10
| align="center"  |+10
| align="center"  |
| align="center"  |12f cancellable, charge 50f
|  |
|  |
|-
|-
Line 718: Line 776:
| align="center"  |10/20
| align="center"  |10/20
| align="center"  |su
| align="center"  |su
| align="center"  |9
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |31
| align="center"  |Total 32
| align="center"  |+2
| align="center"  |+2
| align="center"  |+8
| align="center"  |+8
| align="center"  |
| align="center"  |12f cancellable, charge 50f
|  |
|  |
|-
|-
Line 732: Line 790:
| align="center"  |10/20
| align="center"  |10/20
| align="center"  |su
| align="center"  |su
| align="center"  |9
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |33
| align="center"  |Total 34
| align="center"  |+0
| align="center"  |0
| align="center"  |+6
| align="center"  |+6
| align="center"  |
| align="center"  |12f cancellable, charge 50f
|  |
|  |
|-
|-
|  |Sonic Boom EX
|  |Sonic Boom [[File:EX.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |50*50
| align="center"  |50*50
Line 748: Line 806:
| align="center"  |11
| align="center"  |11
| align="center"  |-
| align="center"  |-
| align="center"  |39
| align="center"  |Total 39
| align="center"  |+1
| align="center"  |+1
| align="center"  |+4
| align="center"  |+4
| align="center"  |
| align="center"  |Pursuit property, 14f cancellable, charge 50f
|  |
|  |
|-
|-
|  |Somersault [[File:Short.gif]]
|  |Flash Kick [[File:Short.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |100[80]
| align="center"  |110[80]
| align="center"  |200[100]
| align="center"  |200[100]
| align="center"  |30/40
| align="center"  |30/40
| align="center"  |su
| align="center"  |su[-]
| align="center"  |4
| align="center"  |4
| align="center"  |11
| align="center"  |11
Line 765: Line 823:
| align="center"  |-33
| align="center"  |-33
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~5f Invincible, 6~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 4~11, charge 55f
|  |
|  |
|-
|-
|  |Somersault [[File:Forward.gif]]
|  |Flash Kick [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |120[80]
| align="center"  |130[80]
| align="center"  |200[100]
| align="center"  |200[100]
| align="center"  |30/40
| align="center"  |30/40
| align="center"  |su
| align="center"  |su[-]
| align="center"  |4
| align="center"  |4
| align="center"  |11
| align="center"  |11
Line 779: Line 837:
| align="center"  |-35
| align="center"  |-35
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~3f Invincible, 4~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 3~11, charge 55f
|  |
|  |
|-
|-
|  |Somersault [[File:Roundhouse.gif]]
|  |Flash Kick [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |130[80]
| align="center"  |140[80]
| align="center"  |200[100]
| align="center"  |200[100]
| align="center"  |30/40
| align="center"  |30/40
| align="center"  |su
| align="center"  |su[-]
| align="center"  |4
| align="center"  |4
| align="center"  |11
| align="center"  |11
Line 793: Line 851:
| align="center"  |-37
| align="center"  |-37
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~3f Invincible, 4~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 3~11, charge 55f
|  |
|  |
|-
|-
|  |Somersault EX
|  |Flash Kick [[File:EX.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |100*80
| align="center"  |100*80
| align="center"  |150*100
| align="center"  |150*100
| align="center"  |-250/0
| align="center"  |-250/0
| align="center"  |su
| align="center"  |su*-
| align="center"  |4
| align="center"  |4
| align="center"  |2*9
| align="center"  |2*9
Line 807: Line 865:
| align="center"  |-35
| align="center"  |-35
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~5f Invincible, 6~14f unthrowable, 6f~ airborne, armor break, 2nd hit pursuit property, charge 55f
|  |
|  |
|-
|-
Line 821: Line 879:
| align="center"  |-24
| align="center"  |-24
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~7f Invincible, 13~21f unthrowable, 3~12f and 22f~ airborne, pursuit property, charge 55f
|  |
|  |
|-
|-
Line 835: Line 893:
| align="center"  |-26
| align="center"  |-26
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~8f Invincible, 18~26f unthrowable, 4~17f and 27f~ airborne, pursuit property, charge 55f
|  |
|  |
|-
|-
Line 849: Line 907:
| align="center"  |-28
| align="center"  |-28
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f Invincible, 25~33f unthrowable, 6~24f and 34f~ airborne, pursuit property, charge 55f
|  |
|  |
|-
|-
Line 863: Line 921:
| align="center"  |-77
| align="center"  |-77
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f Invincible, 5~30f and 42f~ airborne, Untechable limited juggle knockdown, pursuit property, 8th hit goes into animation, charge 55f
|  |
|  |
|-
|-
|  |Ultra Combo 2
|  |Ultra Combo 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |150*15x4*90
| align="center"  |90*30x4*90
| align="center"  |0
| align="center"  |0
| align="center"  |0/0
| align="center"  |0/0
Line 877: Line 935:
| align="center"  |-5
| align="center"  |-5
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~8f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
|  |
|  |
|-  
|-  
Line 908: Line 966:
|}
|}


=====Notes:=====
=====Notes=====
 
[[Category:Super Street Fighter IV AE]]

Latest revision as of 02:24, 9 December 2020

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Guile

SSFIV-Guile Face.jpg

Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison, who murdered Guile's comrade and best friend Charlie Nash. Carrying Charlie's dog tags as a constant reminder of his fallen friend, Guile's only goal is to take down Shadaloo and everything associated with it. And though it appeared Shadaloo's reign was ended when Bison was defeated by Ryu, Guile and Chun-Li have uncovered ties to Shadaloo within the organization known as S.I.N., where it appears Bison is attempting to make one more comeback to finish his goals of world domination. But not if Guile has anything to do about that...


In a nutshell

Guile is a defensive, space-controlling fighter who excels at slowing down the pace of the battle and forcing his opponents to take risks in their approach. He is notable for having only two special moves, but both of which have excellent utility. Guile's Sonic Boom is one of the most potent projectiles in the game; its quick recovery keeps him safe and presents both anti-airing and offensive opportunities. His core game plan revolves around forcing a reaction from his opponent to the Sonic Boom, and then punishing it. His Flash Kick can be used as an anti-air and as an effective tool for punishes, but it is very unsafe when done randomly. Combined with his strong arsenal of normals, it can be a challenge to wade through Guile’s defensive wall. However, if his safe zone is breached and he is knocked down, Guile is vulnerable to cross-up attacks and follow-up pressure.

Players to Watch

  • Dieminion
  • NuckleDu
  • Blue emblem

Moves

Unique Attacks

Name
Command
Notes
Straight Chop
F.png + Mp.png
High.png
Spinning Back Knuckle
F.png + Hp.png
Knee Bazooka
F.png or B.png + Lk.png
Rolling Sobat
F.png or B.png + Mk.png
Reverse Spin Kick
(near opponent) F.png or B.png + Hk.png
Guile High Kick
Df.png + Hk.png
Shades of Glory
D.png + Hp.png + Hk.png
Target Combo
D.png + Mk.png ---.png F.png + Mp.png
1st hit Low.png ; 2nd hit High.png

Throws

Name
Command
Notes
Dragon Suplex
F.png or N.png + Lp.png + Lk.png
Throw.png
Judo Throw
B.png + Lp.png + Lk.png
Throw.png
Flying Mare
(in air) any direction except B.png or Db.png or Ub.png + Lp.png + Lk.png
Airthrow.png
Flying Buster Drop
(in air) B.png or Db.png or Ub.png + Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Sonic Boom
B.png (charge) F.png + P.png
Ex.png
Flash Kick
D.png (charge) U.png + K.png
Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Double Flash
Db.png (charge) Df.png Db.png Uf.png + K.png

Ultra Combos

Name
Command
Notes
Flash Explosion
Db.png (charge) Df.png Db.png Uf.png + 3k.png
Sonic Hurricane
B.png (charge) F.png B.png F.png + 3p.png


AE ver. 2012 Changes

Sonic Boom

Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.


Flash Kick

Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for heavy version.


Flying Mare

Changed startup from 4F to 3F.


Flying Buster Drop

Changed startup from 4F to 3F.


Spinning Back Knuckle

Changed damage from 90 to 100.


Reverse Spin Kick

Made throw-invincible from 6th frame after start until landing. Increased hit stun by 1F, giving the attacker a possible +5F advantage on a hit.


Sonic Hurricane

Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.


AE Changes

  • Deleted hittable box for his Reverse Spin Kick (F or B + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.
  • Spinning Back Knuckle's (F + Hard Punch) damage reduced.
  • Sonic Boom's meter gain at startup is halved, and adjusted his meter gaining rate through the match.
  • Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.
  • Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.


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 Jab.gif HL 20 50 20 ch/sp/su 3 2 7 +2 +5
Close Strong.gif HL 60 100 40 sp/su 4 3 14 -3 0
Close Fierce.gif HL 120[70] 200[150] 60 sp/su[-] 5 4 15 -1 +4 Forces stand, [] refers to active frames 3~4
Close Short.gif HL 30 50 20 ch 3 3 8 0 +3
Close Forward.gif HL 60 100 40 - 5 2 16 -4 -1
Close Roundhouse.gif HL 130 200 60 - 6 3 18 -3 +1
Far Jab.gif HL 30 50 20 ch/sp/su 4 2 7 +2 +5
Far Strong.gif HL 80 100 40 sp/su 5 4 14 -4 -1
Far Fierce.gif HL 100 200 60 su 5 3 14 +1 +5
Far Short.gif HL 40 50 20 ch 5 2 9 0 +3
Far Forward.gif HL 70 100 40 - 7 4 12 -2 +1
Far Roundhouse.gif HL 110 200 60 - 13 5 14 -1 +3
Crouch Jab.gif HL 30 50 20 ch/sp/su 4 2 8 +1 +4
Crouch Strong.gif HL 70 100 40 sp/su 4 5 10 -1 +2
Crouch Fierce.gif HL 100[70] 200[150] 60 - 5 4 23 -9 -4 Forces stand, [] refers to active frames 3~4
Crouch Short.gif L 30 50 20 ch 4 2 9 0 +3
Crouch Forward.gif L 70 100 40 - 7 4 14 -4 -1
Crouch Roundhouse.gif L 100*110 100*100 60 su*- 6 4(20)4 17 -3 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 5 2 - - -
Jump Up Strong.gif H 80 100 40 - 7 4 - - -
Jump Up Fierce.gif H 100 200 60 - 7 3 - - -
Jump Up Short.gif H 40 50 20 - 7 6 - - -
Jump Up Forward.gif H 80 100 40 - 7 6 - - -
Jump Up Roundhouse.gif H 100 200 60 - 6 3 - - -
Jump Forward Jab.gif H 50 50 20 - 6 6 - - -
Jump Forward Strong.gif H 80 100 40 - 5 5 - - -
Jump Forward Fierce.gif H 100 200 60 - 5 5 - - -
Jump Forward Short.gif H 30 50 20 - 5 5 - - -
Jump Forward Forward.gif H 60 100 40 - 5 6 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 6 5 - - -
Right.gif+Strong.gif H 80 100 40 - 15 3 14 -3 0
Right.gif+Fierce.gif HL 100 200 60 - 8 3 15 0 +4 Cannot hit crouching opponents
Left.gif or Right.gif+Short.gif HL 50 50 20 - 7 4 15 -8 -3 8~16f feet strike and projectile invincible
Left.gif or Right.gif+Forward.gif HL 60 100 40 - 11 4 14 -4 -1 6~20f lower body strike and projectile invincible, Can move forward until 6f, can move backwards until 4f
Left.gif or Right.gif+Roundhouse.gif (close) HL 100 200 60 - 16 6 12 0 +5 1~29f lower body strike and projectile invincible, 6~28f unthrowable
Downright.gif+Roundhouse.gif HL 110 200 60 - 11 2 17 -1 - Floats opponent
Shades Down.gif+Fierce.gif+Roundhouse.gif - - - 0 - - - Total 50 - -
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.90 120 100 40 - 3 2 20 - - Hard knockdown
Back Throw 0.90 120 80 40 - 3 2 20 - - Hard knockdown
Right.gif+Jab.gif+Short.gif (air) 1.07 150 150 40 - 3 2 - - - Hard knockdown
Left.gif+Jab.gif+Short.gif (air) 1.07 150 150 40 - 3 2 - - - Hard knockdown
Sonic Boom Jab.gif HL 50 50 10/20 su 10 - Total 30 +4 +10 12f cancellable, charge 50f
Sonic Boom Strong.gif HL 50 50 10/20 su 10 - Total 32 +2 +8 12f cancellable, charge 50f
Sonic Boom Fierce.gif HL 50 50 10/20 su 10 - Total 34 0 +6 12f cancellable, charge 50f
Sonic Boom EX.gif HL 50*50 50*50 -250/0 su 11 - Total 39 +1 +4 Pursuit property, 14f cancellable, charge 50f
Flash Kick Short.gif HL 110[80] 200[100] 30/40 su[-] 4 11 20+23 -33 - 1~5f Invincible, 6~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 4~11, charge 55f
Flash Kick Forward.gif HL 130[80] 200[100] 30/40 su[-] 4 11 22+23 -35 - 1~3f Invincible, 4~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 3~11, charge 55f
Flash Kick Roundhouse.gif HL 140[80] 200[100] 30/40 su[-] 4 11 24+23 -37 - 1~3f Invincible, 4~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 3~11, charge 55f
Flash Kick EX.gif HL 100*80 150*100 -250/0 su*- 4 2*9 24+23 -35 - 1~5f Invincible, 6~14f unthrowable, 6f~ airborne, armor break, 2nd hit pursuit property, charge 55f
Super Combo Short.gif HL 80*40x4*120 0 -1000/0 - 1+2 1*5*2(9)1*8*2 20+23 -24 - 1~7f Invincible, 13~21f unthrowable, 3~12f and 22f~ airborne, pursuit property, charge 55f
Super Combo Forward.gif HL 80*40x4*120 0 -1000/0 - 1+3 1*5*1(14)1*8*2 22+23 -26 - 1~8f Invincible, 18~26f unthrowable, 4~17f and 27f~ airborne, pursuit property, charge 55f
Super Combo Roundhouse.gif HL 80*40x4*120 0 -1000/0 - 1+5 1*5*1(19)1*8*2 24+23 -28 - 1~10f Invincible, 25~33f unthrowable, 6~24f and 34f~ airborne, pursuit property, charge 55f
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 - 1~10f Invincible, 5~30f and 42f~ airborne, Untechable limited juggle knockdown, pursuit property, 8th hit goes into animation, charge 55f
Ultra Combo 2 HL 90*30x4*90 0 0/0 - 0+10 43 13 -5 - 1~8f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes