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Street Fighter X Tekken/Guile
From SuperCombo Wiki
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Guile
Ideal Team Position: TBW
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
Name
Command
Notes
Standing Light Punch



Standing Medium Punch


Standing Hard Punch

Standing Light Kick

Standing Medium Kick

Standing Hard Kick

Close Light Punch
(near opponent) 


rpdfire
Close Medium Punch
(near opponent) 


Close Hard Punch
(near opponent) 


Close Light Kick
(near opponent) 

Close Medium Kick
(near opponent) 

Close Hard Kick
(near opponent) 

Crouching Light Punch




Crouching Medium Punch



Crouching Hard Punch


Crouching Light Kick





Crouching Medium Kick



Crouching Hard Kick




Neutral Jump Light Punch



Neutral Jump Medium Punch



Neutral Jump Hard Punch



Neutral Jump Light Kick



Neutral Jump Medium Kick



Neutral Jump Hard Kick



Angled Jump Light Punch




Angled Jump Medium Punch




Angled Jump Hard Punch




Angled Jump Light Kick




crossup
Angled Jump Medium Kick




crossup
Angled Jump Hard Kick




Unique Attacks
Name
Command
Notes
Straight Chop




Spinning Back Knuckle



Knee Bazooka




Rolling Sobat



knockdown vs airborne
Reverse Spin Kick
(close)
or
+ 




Guile High Kick



Target Combo







Throws
Name
Command
Notes
Dragon Suplex





Judo Throw




Flying Mare
air
or
+
+ 





Flying Buster Drop
air
+
+ 




Special Moves
Name
Command
Notes
Flash Kick




knockdown
Sonic Boom






Super Combo
Name
Command
Notes
Sonic Hurricane



Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
If you played Guile in SF4 series, you should feel right at home. All of his SF4 links and combos are intact, including a new new toys, such as linking {{ +
}} into {{
+
}} for a boost chain, or even boost chains into ex Sonic Booms for long and damaging, but meter intensive, combos.
Advanced Strategy
N/A
Combos
Bread and Butter Combos
- cr.LK, cr.LP, cr.MP xx [d],u+HK (192)
- cr.MP, cr.MP xx [d],u+HK (215)
- cl.b.HK, cl.MP xx [b],f+LP, cr.MK ~ st.HK ~ HP+HK (295+)
- cl.b.HK, df+HK, [d],u+K (266)
- cl.LP, st.LP, st.LP, cr.HK (147)
- df+HK, cr.MP, cr.MP, cr.MP xx [d],u+K (302, corner)
- cl.b.HK, cr.MP, cr.MP xx [b],f+LP, cr.MK ~ st.HK ~ HP+HK (321+, corner)
Meter Combos
- cr.MP, cr.MP xx [d],u+KK (256, 1 bar)
- cl.b.HK, cl.MP xx [b],f+PP, cr.MK ~ st.HK ~ HP+HK (319+, 1 bar)
- cl.b.HK, cr.MP, cr.MP xx [b],f+PPP (423, 2 bar)
- cl.b.HK, cl.MP xx [b],f+LP, st.MP ~ st.HP xx [b],f+PP, cr.MK ~ st.HK ~ HP+HK (372+, 1 bar, corner)
Anti-Air / Air-to-Air Combos
- CH st.MP, cr.HK (165)
- [d],u+HK (Trade Hits), f+MK, cr.HK (212)
- CH j.HP, f+MK, cr.MP, [d],u+HK (317)
- [b],f+P, cr.HK (140)
Juggle Combos
- f.MK, cr.MP, cr.MP xx [d],u+K
- cr.MP, cr.MP, cl.HP xx [d],u+K (corner)