Super Street Fighter IV AE/Guile: Difference between revisions

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(→‎Frame Data: sonic boom startup is 10/10/10 but total frames is still 29/31/33)
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| align="center"  |10
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| align="center"  |-
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| align="center"  |Total 29
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| align="center"  |Total 31
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| align="center"  |+8
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| align="center"  |10
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| align="center"  |-
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| align="center"  |Total 33
| align="center"  |Total 34
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| align="center"  |+6
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Revision as of 23:59, 24 July 2013

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: 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...


In a nutshell

Guile, as his name suggests, controls the pace of the battle through tactics and mind games. He is a defensive, space-controlling fighter who is notable for having only two moves, but both of them have a variety of utilities, making for great offensive options. Guile's Sonic Boom is perhaps one of the most potent projectiles in the game. Not only does it cover a wide area that forces the opponent to either jump, focus absorb, or block, but thanks to Guile's exclusive charge timing being shorter than everyone else's, he can both bombard and condition the opponent with them. His Flash Kick is also a reliable anti-air, but if predicted it is very unsafe. Guile's weakness lies in the fact that he only has a total of about 5 moves, leaving him with very little defensive options for when the opponent breaches his safe zone.


Moves

Unique Attacks

Name
Command
Notes
Straight Chop
f + mp
high
Spinning Back Knuckle
f + hp
Knee Bazooka
f or b + lk
Rolling Sobat
f or b + mk
Reverse Spin Kick
(near opponent) f or b + hk
Shades of Glory
d + hp + hk
Target Combo
crouch mk --- f + mp
1st hit: low ; 2nd hit: high

Throws

Name
Command
Notes
Dragon Suplex
f or n + lp + lk
throw
Judo Throw
b + lp + lk
throw
Flying Mare
(in air) any direction except b or db or ub + lp + lk
airthrow
Flying Buster Drop
(in air) b or db or ub + lp + lk
airthrow

Special Moves

Name
Command
Notes
Sonic Boom
b (charge) f + p
ex
Flash Kick
d (charge) u + k
ex armorbreak

Super Combo

Name
Command
Notes
Double Flash
db (charge) df db uf + k

Ultra Combos

Name
Command
Notes
Flash Explosion
db (charge) df db uf + 3k
Sonic Hurricane
b (charge) f b f + 3p


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 - - -
Overhead 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
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+12 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
Somersault 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
Somersault 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
Somersault 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
Somersault 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: