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Super Street Fighter IV AE/Guile
Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison, 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 is a defensive, space-controlling fighter who excels at slowing down the pace of the battle and forcing his opponents to take risks in their approach. He is notable for having only two special moves, but both of which have excellent utility. Guile's Sonic Boom is one of the most potent projectiles in the game; its quick recovery keeps him safe and presents both anti-airing and offensive opportunities. His core game plan revolves around forcing a reaction from his opponent to the Sonic Boom, and then punishing it. His Flash Kick can be used as an anti-air and as an effective tool for punishes, but it is very unsafe when done randomly. Combined with his strong arsenal of normals, it can be a challenge to wade through Guile’s defensive wall. However, if his safe zone is breached and he is knocked down, Guile is vulnerable to cross-up attacks and follow-up pressure.
Players to Watch
- Blue emblem
AE ver. 2012 Changes
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for heavy version.
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.
Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.
- 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.