Street Fighter IV/Guile: Difference between revisions

From SuperCombo Wiki
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| align="center" | HL
| align="center" | HL
| align="center" | SpS[-]
| align="center" | SpS[-]
| align="center" | -
| align="center" | Forces stand on hit
|-
|-
| align="center" | close LK
| align="center" | close LK
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| align="center" | HL
| align="center" | HL
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | Forces stand on hit
|-
|-
| align="center" | crouch LK
| align="center" | crouch LK
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| align="center" | L
| align="center" | L
| align="center" | C
| align="center" | C
| align="center" | -
| align="center" | Low attack
|-
|-
| align="center" | crouch MK
| align="center" | crouch MK
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| align="center" | L
| align="center" | L
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | Low attack
|-
|-
| align="center" | crouch HK
| align="center" | crouch HK
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| align="center" | L
| align="center" | L
| align="center" | S*-
| align="center" | S*-
| align="center" | -
| align="center" | Low attack/1st hit cancellabe/cannot fast recover
|-
|-
| align="center" | jump up LP
| align="center" | jump up LP
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| align="center" | H
| align="center" | H
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | Mid attack
|-
|-
| align="center" | F+HP
| align="center" | F+HP
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| align="center" | 0.9
| align="center" | 0.9
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | Throw range 0.9
|-
|-
| align="center" | B+LP+LK
| align="center" | B+LP+LK
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| align="center" | 0.9
| align="center" | 0.9
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | Throw range 0.9
|-
|-
| align="center" | F+LP+LK (air)
| align="center" | F+LP+LK (air)
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| align="center" | 1.25
| align="center" | 1.25
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | Throw range 1.25
|-
|-
| align="center" | B+LP+LK (air)
| align="center" | B+LP+LK (air)
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| align="center" | 1.25
| align="center" | 1.25
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | Throw range 1.25
|-
|-
| align="center" | sonic boom LP
| align="center" | sonic boom LP
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| align="center" | HL
| align="center" | HL
| align="center" | S
| align="center" | S
| align="center" | -
| align="center" | pursuit property
|-
|-
| align="center" | somersault LK
| align="center" | somersault LK
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| align="center" | HL
| align="center" | HL
| align="center" | S[-]
| align="center" | S[-]
| align="center" | -
| align="center" | frame 1~3 invincible/frame 4~14 cannot be thrown/translate?/armor break
|-
|-
| align="center" | somersault MK
| align="center" | somersault MK
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| align="center" | HL
| align="center" | HL
| align="center" | S[-]
| align="center" | S[-]
| align="center" | -
| align="center" | frame 1~3 invincible/frame 4~14 cannot be thrown/armor break
|-
|-
| align="center" | somersault HK
| align="center" | somersault HK
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| align="center" | HL
| align="center" | HL
| align="center" | S[-]
| align="center" | S[-]
| align="center" | -
| align="center" | frame 1~3 invincible/frame 4~14 cannot be thrown/armor break
|-
|-
| align="center" | somersault EX
| align="center" | somersault EX
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| align="center" | HL
| align="center" | HL
| align="center" | S*-
| align="center" | S*-
| align="center" | -
| align="center" | frame 1~5 invincible/frame 6~14 cannot be thrown/translate?/pursuit property/armor break
|-
|-
| align="center" | Super Combo LK
| align="center" | Super Combo LK
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| align="center" | HL
| align="center" | HL
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | frame 1~8 invincible/frame 13~21 cannot be thrown/pursuit property
|-
|-
| align="center" | Super Combo MK
| align="center" | Super Combo MK
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| align="center" | HL
| align="center" | HL
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | frame 1~9 invincible/frame 18~26 cannot be thrown/pursuit property
|-
|-
| align="center" | Super Combo HK
| align="center" | Super Combo HK
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| align="center" | HL
| align="center" | HL
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | frame 1~11 invincible/frame 25~33 cannot be thrown/pursuit property
|-
|-
| align="center" | Ultra Combo
| align="center" | Ultra Combo
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| align="center" | HL
| align="center" | HL
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | frame 1~10 invincible/pursuit property
|-
|-
! align="center" | move Name
! align="center" | move Name

Revision as of 04:11, 2 April 2009

Introduction

Move Analysis

Normal Moves

Normal Throws

Dragon Suplex

  • (Close to opponent)Forward or Neutral + LP+LK

Judo Throw

  • (Close to opponent)Back + LP+LK

Flying Mare

  • (In Air, Close to opponent)Forward or Neutral + LP+LK

Flying Buster Drop

  • (In Air, Close to opponent)Back + LP+LK

Command Normals

Straight Chop

  • Forward + Medium Punch
    • Overhead

Spinning Back Knuckle

  • Forward + Heavy Punch

Knee Bazooka

  • Forward or Back + Light Kick

Rolling Sobat

  • Forward or Back + Medium Kick

Reverse Spin Kick

  • (Close to opponent)Forward or Back + Heavy Kick

Guile High Kick

  • Down-Forward + Heavy Kick

Focus / Saving Attack

Special Moves

Sonic Boom

  • Charge Back, Forward + Punch
    • EX Version available

Flash Kick

  • Charge Down, Up + Kick
    • EX Version available. Has Armor Break properties.

Super Move

Double Flash

  • Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick

Ultra Move

Flash Explosion

  • Charge Down-Back, Down-Forward, Down-Back, Up-Forward + All three Kicks

The Basics

Combos

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 3 2 7 +2 +5 10 13 20 50 20 HL CSpS -
close MP 4 3 14 -3 0 13 16 60 100 40 HL SpS -
close HP 5 4 15 -1 +4 17 22 120[70] 200[150] 60 HL SpS[-] Forces stand on hit
close LK 3 3 8 0 +3 10 13 30 50 20 HL C -
close MK 5 2 16 -4 -1 13 16 60 100 40 HL - -
close HK 6 3 18 -3 +1 17 21 130 200 60 HL - -
far LP 4 2 7 +2 +5 10 13 30 50 20 HL CSpS -
far MP 5 4 14 -4 -1 13 16 80 100 40 HL SpS -
far HP 5 3 14 +1 +5 17 21 120 200 60 HL S -
far LK 5 2 9 0 +3 10 13 40 50 20 HL C -
far MK 7 4 12 -2 +1 13 16 70 100 40 HL - -
far HK 13 5 14 -1 +3 17 21 110 200 60 HL - -
crouch LP 4 2 8 +1 +4 10 13 30 50 20 HL CSpS -
crouch MP 4 5 10 -1 +2 13 16 70 100 40 HL SpS -
crouch HP 5 4 23 -9 -4 17 22 100[70] 200[150] 60 HL - Forces stand on hit
crouch LK 4 2 9 0 +3 10 13 30 50 20 L C Low attack
crouch MK 7 4 14 -4 -1 13 16 70 100 40 L - Low attack
crouch HK 6 4(20)4 17 -3 - 17 - 110*140 200 60 L S*- Low attack/1st hit cancellabe/cannot fast recover
jump up LP 5 2 - - - 10 13 50 50 20 H - -
jump up MP 7 4 - - - 13 16 80 100 40 H - -
jump up HP 7 3 - - - 17 20 100 200 60 H - -
jump up LK 7 6 - - - 8 11 40 50 20 H - -
jump up MK 7 6 - - - 11 15 80 100 40 H - -
jump up HK 6 3 - - - 15 18 100 200 60 H - -
jump forward LP 6 6 - - - 8 11 50 50 20 H - -
jump forward MP 5 5 - - - 11 15 80 100 40 H - -
jump forward HP 5 5 - - - 15 18 100 200 60 H - -
jump forward LK 5 5 - - - 8 11 30 50 20 H - -
jump forward MK 5 6 - - - 11 15 60 100 40 H - -
jump forward HK 6 5 - - - 15 18 100 200 60 H - -
F+MP 15 3 14 -3 0 13 16 80 100 40 H - Mid attack
F+HP 8 3 15 0 +4 17 21 120 200 60 HL - -
B or F+LK 7 4 18 -11 -6 10 15 50 50 20 HL - -
B or F+MK 11 4 14 -4 -1 13 16 60 100 40 HL - -
F+HK (close) 16 6 12 0 +4 17 21 120 200 60 HL - -
DF+HK 11 2 17 -1 - 17 - 110 200 60 HL - -
lvl1 FA 21 2 35 -21 -21 15 15 60 100 20 HL - -
lvl2 FA 17+12 2 35 -15 - 21 - 80 150 40 HL - -
lvl3 FA 65 2 35 - - - - 140 200 60 - - -
F+LP+LK 3 2 20 - - - - 120 100 40 0.9 - Throw range 0.9
B+LP+LK 3 2 20 - - - - 120 80 40 0.9 - Throw range 0.9
F+LP+LK (air) 3 2 - - - - - 150 150 40 1.25 - Throw range 1.25
B+LP+LK (air) 3 2 - - - - - 150 150 40 1.25 - Throw range 1.25
sonic boom LP 9 - 29 +6 +10 18 22 50 50 20/20 HL S -
sonic boom MP 9 - 31 +4 +8 18 22 50 50 20/20 HL S -
sonic boom HP 9 - 33 +2 +6 18 22 50 50 20/20 HL S -
sonic boom EX 11 - 39 +1 +4 13 16 50*50 50*50 0/0 HL S pursuit property
somersault LK 4 11 20+23 -33 - 20 - 130[70] 200[100] 30/40 HL S[-] frame 1~3 invincible/frame 4~14 cannot be thrown/translate?/armor break
somersault MK 4 11 22+23 -35 - 20 - 140[70] 200[100] 30/40 HL S[-] frame 1~3 invincible/frame 4~14 cannot be thrown/armor break
somersault HK 4 11 24+23 -37 - 20 - 160[70] 200[100] 30/40 HL S[-] frame 1~3 invincible/frame 4~14 cannot be thrown/armor break
somersault EX 4 2*9 24+23 -35 - 20 - 100*80 150*100 0/0 HL S*- frame 1~5 invincible/frame 6~14 cannot be thrown/translate?/pursuit property/armor break
Super Combo LK 1+2 1*5*2(9)1*8*2 20+23 -24 - 20 - 95*40*40*60*30*80 0 0/0 HL - frame 1~8 invincible/frame 13~21 cannot be thrown/pursuit property
Super Combo MK 1+3 1*5*1(14)1*8*2 22+23 -26 - 20 - 95*40*40*60*30*80 0 0/0 HL - frame 1~9 invincible/frame 18~26 cannot be thrown/pursuit property
Super Combo HK 1+5 1*5*1(19)1*8*2 24+23 -28 - 20 - 95*40*40*60*30*80 0 0/0 HL - frame 1~11 invincible/frame 25~33 cannot be thrown/pursuit property
Ultra Combo 1+6 1*3*1(30)1*1*1*2*1 31+66 -77 - 20 - 60*30x7*65 0 0/0 HL - frame 1~10 invincible/pursuit property
move Name startup active recovery frame adv.blk frame adv.hit frames of blockstun frames of hitstun damage stun super meter gain block cancel ability comments
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth