Street Fighter X Tekken/Guile

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Guile

Sfxt guile face.jpg

Ideal Team Position: Point


When you compare him to the extravagance of certain other characters in the game with similar tools, Guile can appear lacking, but he is by no means a write-off character. His zoning ability combined with a plethora of strong anti-airs still make him a defensive force to be reckoned with, and he benefits highly from the boost system thanks to his long-reaching cr.mk allowing him to catch an opponent off-guard during approach and retreat, and both his follow-up heavy standing attacks allow for long confirms into his partner (cr.mk into far s.hk in particular can be spaced out for a difficult-to-punish confirm for several characters). His solo damage is nothing spectacular, but he doesn’t need to deal heavy damage for him to clinch a win for his team. The strength of his normals, combined with a wonderful walk speed in both directions and a CADC- capable fast-recovery projectile with a number of different utilities to allow him to control the pace of the match, make him best used as a point character where he can boost into a high- damage partner to deal the damage he has trouble dealing. Furthermore, he is very effective at closing out matches should the situation call for it, thanks to his excellent zoning ability and excellence at controlling space to a point where he can easily burn the clock out to his benefit.


Strengths Weaknesses

+Fastest recovery fireballs in the game

+Invincible reversal and anti-air

+Possesses multiple anti-airs effective at shutting down airborne opponents at multiple angles, including cr.HP, Air Throws, and Flash Kicks with differing ranges

+Excellent walk speed allows him to approach or retreat to his own pace

+LP Sonic Boom can be CADC’d or held down to zone opponent out, and is slow enough where Guile can walk after it and space the opponent at whatever spot the player prefers.

+b+LK allows him to move forward while still holding a charge for a Sonic Boom, allowing him to ensure that he can hold a charge while still advancing.

-Best anti-air requires down-charge (54f)

-Low solo damage output

-Flash Kick angles can be counter-intuitive to effective anti-airing at close range, as he will fly forwards at angles that may miss the opponent, and the Flash Kick’s hitbox does not reach as high as in other games

-Vulnerable to block pressure

-Difficulty fighting out of life deficits on his own

-Low health total at 900


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
rpdfire
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Straight Chop
F.png + Mp.png
High.png
Hardknockdown.png vs airborne
Spinning Back Knuckle
F.png + Hp.png
Knockdown.png vs airborne
Knee Bazooka
B.png or F.png + Lk.png
Knockdown.png vs airborne
Rolling Sobat
B.png or F.png + Mk.png
knockdown vs airborne
Reverse Spin Kick
(close) B.png or F.png + Hk.png
Knockdown.png vs airborne
Guile High Kick
Df.png + Hk.png
Knockdown.png
Target Combo
D.png + Mk.png ---.png
F.png + Mp.png
Low.png 1st hit
High.png 2nd hit

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
air F.png or N.png + Lp.png + Lk.png
Airthrow.png
Flying Buster Drop
air B.png + Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Flash Kick
D.png (charge) F.png + K.png
Ex.png
knockdown
Sonic Boom
B.png (charge) F.png + P.png
Ex.png Chrg.png
Knockdown.png vs airborne

Super Combo

Name
Command
Notes
Sonic Hurricane
B.png (charge) F.png + 3p.png

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP **LC H 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far MP H 60 5 4 17 0 -4 SM,EX,SA,CA 2 1 1 -
Far HP H 90 5 3 18 +4 -1 - 3 1 1 -
Far LK H 30 5 2 9 +6 +2 - 1 1 1 Rapid fire cancelable into light normal moves
Far MK H 60 8 4 15 +2 -2 - 2 1 1 -
Far HK H 90 13 5 17 +3 -2 - 3 1 1 -
Close LP H 30 4 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Close MP H 60 4 3 16 +2 -2 SM,EX,SA,CA 2 1 1 -
Close HP H 90(60) 6 4 19 +3 -3 SM,EX,SA,CA 3 1 1 Forces standing
Close LK H 30 4 3 7 +7 +3 - 1 1 1 Rapid fire cancelable into light normal moves
Close MK H 60 5 2 21 -2 -6 - 2 1 1 -
Close HK H 90 6 3 23 0 -6 - 3 1 1 Forces standing
Crouch LP H 30 4 2 8 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP H 60 5 5 10 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90(60) 6 4 29 -7 -13 - 3 1 1 Forces standing
Crouch LK **LC L 30 4 2 12 +3 0 - 1 1 1 Rapid fire cancelable into light normal moves
Crouch MK **LC L 60 7 4 18 -1 -5 - 2 1 1 -
Crouch HK L 90,90 6 4(20)4 21 hard knockdown -5 - 3,3 1,1 - -
Jump Up LP M 40 5 2 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 7 4 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 7 3 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 8 6 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 7 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 6 3 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 6 6 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 100 6 5 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 6 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 6 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 6 5 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 100 5 11 47 hard knockdown -36 - - - - Invulnerability frames 1-7, Resembles HK Flash Kick
Dragon Suplex LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Judo Throw b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Flying Mare LP+LK (air) air throw 180 5 2 until ground+4 hard knockdown - - - - - -
Flying Buster Drop b+LP+LK (air) air throw 180 5 2 until ground+4 hard knockdown - - - - - -
Straight Chop f+MP M 50 16 3 16 +4 -2 - 2 1 1 Hard knockdown on airborne opponent, On Hit: +2 on crouching opponent
Spinning Back Knuckle f+HP H 100 9 3 15 +7 +2 - 3 1 1 Knockdown on airborne opponent, Whiffs on crouching opponent
Knee Bazooka b or f+LK H 50 7 4 15 -2 -4 - 1 1 1 Knockdown on airborne opponent
Rolling Sobat b or f+MK H 60 11 4 14 +3 -1 - 2 1 1 Knockdown on airborne opponent, Lower body projectile invulnerability frames 7-8, Lower body invulnerability frames 9-21
Reverse Spin Kick **LC (close) b or f+HK H 90 16 6 13 +7 +2 - 3 1 1 Knockdown on airborne opponent, Throw invulnerability frames 6-29
Guile High Kick df+HK H 80 8 2 16 float +2 - 3 4 0 Whiffs on crouching opponent
Target Combo d+MK > f+MP M 50 16 3 16 +4 -2 - 2 1 1 -
Flash Kick LK (charge 54F) d, u+LK H 120(60) 5 11 43 knockdown -42 - 3 3 0 Invulnerability frames 1-6, Airborne frames
Flash Kick MK (charge 54F) d,u+MK H 120(70) 5 11 45 knockdown -44 - 3 3 0 Invulnerability frames 1-6, Airborne frames
Flash Kick HK (charge 54F) d,u+HK H 120(80) 5 11 47 knockdown -46 - 3 3 0 Invulnerability frames 1-6, Airborne frames
Flash Kick EX (charge 54F) d,u+KK H 90,80 5 11 47 knockdown -44 - 3,4 1,4 0 Invulnerability frames 1-6, Airborne frames
Sonic Boom LP (charge 49F) b,f+LP H 50 10 - 22 +8 +5 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Sonic Boom MP (charge 49F) b,f+MP H 50 10 - 24 +6 +3 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Sonic Boom HP (charge 49F) b,f+HP H 50 10 - 26 +4 +1 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Sonic Boom EX (charge 49F) b,f+PP H 40x2 10 - 28 +10 +7 - 3,3 0,4 0 Chargeable: 51F Super Art, Knockdown on airborne opponent
Sonic Hurricane (charge 49F) b,f+PPP H 120,20x4,120 8 41 34 hard knockdown -29 - 6,6,6,6,6,6 1,1,1,1,1,7 - 89 frames cinematic freeze before attack begins, Invulnerability frames 1-8, Active duration increases if projectile hits enemy projectile
Cross Art **LC qcf+MP+MK H 150+ 9 2(12)2(15)2 35 switch -15 - 3,3,3 0,0,4 - 64 frames cinematic freeze before attack begins, Invulnerability frames 1-9, 1st hit must hit to enter cinematic

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP **LC H 30 4 2 8 +7 +3 - Rapid fire cancelable into light normal moves
Far MP H 42 5 4 22 -5 -9 EX,SA,CA -
Far HP H 63 5 3 29 -7 -12 - -
Far LK H 30 5 2 9 +6 +2 - Rapid fire cancelable into light normal moves
Far MK H 42 8 4 20 -3 -7 - -
Far HK H 63 13 5 26 -6 -11 - -
Close LP H 30 4 2 8 +7 +3 - Rapid fire cancelable into light normal moves
Close MP H 42 4 3 21 -3 -7 EX,SA,CA -
Close HP H 63(42) 6 4 27 -5 -11 EX,SA,CA Forces standing
Close LK H 30 4 3 7 +7 +3 - Rapid fire cancelable into light normal moves
Close MK H 42 5 2 27 -8 -12 - -
Close HK H 63 6 3 35 -12 -18 - Forces standing
Crouch LP H 30 4 2 8 +5 +1 - Rapid fire cancelable into light normal moves
Crouch MP H 42 5 5 19 -3 -7 EX,SA,CA -
Crouch HP H 63(42) 5 4 34 -12 -18 - Forces standing
Crouch LK **LC L 30 4 2 12 +3 0 - Rapid fire cancelable into light normal moves
Crouch MK **LC L 42 7 4 24 -7 -11 - -
Crouch HK L 63,63 6 4(20)4 31 hard knockdown -15 - -

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 {{ F.png + Mp.png }} into {{ D.png + Lk.png }} 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)

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