Super Street Fighter IV AE/Guile

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Moves

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 LP HL 20 50 20 ch/sp/su 3 2 7 +2 +5
Close MP HL 60 100 40 sp/su 4 3 14 -3 0
Close HP HL 120[70] 200[150] 60 sp/su 5 4 15 -1 +4
Close LK HL 30 50 20 ch 3 3 8 0 +3
Close MK HL 60 100 40 - 5 2 16 -4 -1
Close HK HL 130 200 60 - 6 3 18 -3 +1
Far LP HL 30 50 20 ch/sp/su 4 2 7 +2 +5
Far MP HL 80 100 40 sp/su 5 4 14 -4 -1
Far HP HL 100 200 60 su 5 3 14 +1 +5
Far LK HL 40 50 20 ch 5 2 9 0 +3
Far MK HL 70 100 40 - 7 4 12 -2 +1
Far HK HL 110 200 60 - 13 5 14 -1 +3
crouch LP HL 30 50 20 ch/sp/su 4 2 8 +1 +4
crouch MP HL 70 100 40 sp/su 4 5 10 -1 +2
crouch HP HL 100[70] 200[150] 60 - 5 4 23 -9 -4
crouch LK L 30 50 20 ch 4 2 9 0 +3
crouch MK L 70 100 40 - 7 4 14 -4 -1
crouch HK L 100*110 100*100 60 su 6 4(20)4 17 -3 -
Jump up LP H 50 50 20 - 5 2 - - -
Jump up MP H 80 100 40 - 7 4 - - -
Jump up HP H 100 200 60 - 7 3 - - -
Jump up LK H 40 50 20 - 7 6 - - -
Jump up MK H 80 100 40 - 7 6 - - -
Jump up HK H 100 200 60 - 6 3 - - -
Jump forward LP H 50 50 20 - 6 6 - - -
Jump forward MP H 80 100 40 - 5 5 - - -
Jump forward HP H 100 200 60 - 5 5 - - -
Jump forward LK H 30 50 20 - 5 5 - - -
Jump forward MK H 60 100 40 - 5 6 - - -
Jump forward HK H 100 200 60 - 6 5 - - -
Overhead F+MP H 80 100 40 - 15 3 14 -3 0
F+HP HL 90 200 60 - 8 3 15 0 +4
B or F+LK HL 50 50 20 - 7 4 15 -8 -3
B or F+MK HL 60 100 40 - 11 4 14 -4 -1
B or F+HK(close) HL 100 200 60 - 16 6 12 0 +4
DF+HK HL 110 200 60 - 11 2 17 -1 -
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 - -
Back throw 0.90 120 80 40 - 3 2 20 - -
F+LP+LK (air) 1.07 150 150 40 - 4 2 - - -
B+LP+LK (air) 1.07 150 150 40 - 4 2 - - -
Sonic Boom LP HL 50 50 10/20 su 9 - 29 +4 +10
Sonic Boom MP HL 50 50 10/20 su 9 - 31 +2 +8
Sonic Boom HP HL 50 50 10/20 su 9 - 33 +0 +6
Sonic Boom EX HL 50*50 50*50 -250/0 su 11 - 39 +1 +4
Somersault LK HL 100[80] 200[100] 30/40 su 4 11 20+23 -33 -
Somersault MK HL 120[80] 200[100] 30/40 su 4 11 22+23 -35 -
Somersault HK HL 130[80] 200[100] 30/40 su 4 11 24+23 -37 -
Somersault EX HL 100*80 150*100 -250/0 su 4 2*9 24+23 -35 -
Super Combo LK HL 80*40x4*120 0 -1000/0 - 1+2 1*5*2(9)1*8*2 20+23 -24 -
Super Combo MK HL 80*40x4*120 0 -1000/0 - 1+3 1*5*1(14)1*8*2 22+23 -26 -
Super Combo HK HL 80*40x4*120 0 -1000/0 - 1+5 1*5*1(19)1*8*2 24+23 -28 -
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 -
Ultra Combo 2 HL 150*15x4*90 0 0/0 - 0+10 43 13 -5 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: