Street Fighter IV/Guile

From Shoryuken Wiki!
Jump to: navigation, search

Introduction

Guie is one of the most difficult characters to bring to full potential in SFIV and requires a high level of dedication to learn. The bulk of his game involves careful use of normals and judicious use of specials.

Move Analysis

Normal Moves

The following is a list of Guile's more interesting normals:

Middle Punch

Although this move has some range problems, it does have some interesting uses.

Standing: Close Range

Somewhat surprisingly, s.mp at close range is Guile's longer ranged "hook punch". Hits crouching and can be combo'd from lp (standing or crouching), but care must be taken to ensure that it will actually connect as it will change to his upper-cut (see below) if Guile isn't close enough - it is safer to use c.mp in combos.

Standing: Far Range

This move yields a small upper-cut which moves Guile forward a small distance - this can be used to kara, but is not as useful as other kara normals in the game. The upper-cut is useful as anti-air, but really only works consistently against Rufus. It can kara into:

  • throw
  • flash kick
  • focus attack

Be aware that (as mentioned above) this move has less range than his close mp.

Crouching

A useful normal after a s.lp or c.lp or as a pressure tool. Its number of active frames (5) makes it useful as a meaty option or when used to cover retaliation normals. It has good horizontal range and should be used to cancel into sb or fk whenever appropriate. Guile's standard punish is c.mp > fk.

Jumping

Whether jumping forward, backward, or neutral, this move provides excellent horizontal coverage. Against Dictator, jumping-forward mp has very good priority. When used with neutral jump, this move is very useful for stopping jump-ins.


Heavy Punch

Definitely Guile's most useful normal move. Both close and far range hp moves can combo into themselves on counter-hit and in some edge cases.

Standing: Close Range

Guile's traditional upper-cut which hits crouching and can be cancelled into all specials, super, or FA. This move should be standard fare in combos (follow with sb or fk) for the advanced player and it has a surprising vertical range if used as anti-air.

Standing: Far Range

A straight punch which hits crouching, does solid damage, and has great block and hit stun. It can be cancelled into super or FA. Good range and high priority make this a stock go-to for pressure. It is not possible to use this move too often.

Crouching

A good amount of Guile's anti-air can be had from c.hp due to great priority and vertical range. When combined with Guile's other anti-air normals, it can be very difficult for any character to reliably jump-in on Guile. It is not, however, god-like and any Guile apprentice must learn his other anti-air tools in order to effectively handle jump-ins or air-to-air tussles.

Jumping: Neutral

A great air move useful both on the way up or on the way down. Use on the way up as anti-air and on the way down for a high-pressure normal with strange priority. Very useful against Zangief on wake-up or when being "bull-dogged".

Jumping: Forward/Backward

Excellent priority as air-to-air when used early.


Heavy Kick

A versatile move with some niche applications.

Standing: Close Range

Guile's most damaging normal and hits crouching - a fantastic tool for a single-move punish option. More importantly though is that this is one of Guile's best anti-air moves for any time when Guile's opponent is directly above him (as with Honda's Sumo Smash) or for close jump-ins.

Standing: Far Range

This is Guile's hop-kick and is best used for horizontal pressure; can be used while holding charge (back) and hits crouching.

Crouching

Possibly the most dangerous (for Guile) normal in Guile's arsenal - should be used very sparingly and with much caution. Not recommended for beginners.

Normal Throws

Dragon Suplex

  • (Close to opponent)Forward or Neutral + LP+LK

Judo Throw

  • (Close to opponent)Back + LP+LK

Flying Mare

  • (In Air, Close to opponent)Forward or Neutral + LP+LK

Flying Buster Drop

  • (In Air, Close to opponent)Back + LP+LK

Command Normals

Straight Chop

  • Forward + Medium Punch
    • Overhead

Spinning Back Knuckle

  • Forward + Heavy Punch

Knee Bazooka

  • Forward or Back + Light Kick

Rolling Sobat

  • Forward or Back + Medium Kick

Reverse Spin Kick

  • (Close to opponent)Forward or Back + Heavy Kick

Guile High Kick

  • Down-Forward + Heavy Kick

Focus / Saving Attack

Special Moves

Sonic Boom

  • Charge Back, Forward + Punch
    • EX Version available

Flash Kick

  • Charge Down, Up + Kick
    • EX Version available. Has Armor Break properties.

Super Move

Double Flash

  • Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick

Ultra Move

Flash Explosion

  • Charge Down-Back, Down-Forward, Down-Back, Up-Forward + All three Kicks

The Basics

Combos

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 20 50 3 2 7 11 +2 +5 10 13 20 HL O O O -
Close MP 60 100 4 3 14 20 -3 0 13 16 40 HL X O O -
Close HP 120[70] 200[150] 5 4 15 23 -1 +4 17 22 60 HL X O O Forces stand
Close LK 30 50 3 3 8 13 0 +3 10 13 20 HL O X X -
Close MK 60 100 5 2 16 22 -4 -1 13 16 40 HL X X X -
Close HK 130 200 6 3 18 26 -3 +1 17 21 60 HL X X X -
Far LP 30 50 4 2 7 12 +2 +5 10 13 20 HL O O O -
Far MP 80 100 5 4 14 22 -4 -1 13 16 40 HL X O O -
Far HP 120 200 5 3 14 21 +1 +5 17 21 60 HL X X O -
Far LK 40 50 5 2 9 14 0 +3 10 13 20 HL O X X -
Far MK 70 100 7 4 12 22 -2 +1 13 16 40 HL X X X -
Far HK 110 200 13 5 14 31 -1 +3 17 21 60 HL X X X -
crouch LP 30 50 4 2 8 13 +1 +4 10 13 20 HL O O O -
crouch MP 70 100 4 5 10 18 -1 +2 13 16 40 HL X O O -
crouch HP 100[70] 200[150] 5 4 23 31 -9 -4 17 22 60 HL X X X Forces stand
crouch LK 30 50 4 2 9 14 0 +3 10 13 20 L O X X Low attack
crouch MK 70 100 7 4 14 24 -4 -1 13 16 40 L X X X Low attack
crouch HK 110*140 200 6 4(20)4 17 50 -3 D 17 - 60 L X X O Low attack, 1st hit cancellable, cannot fast recover
Jump up LP 50 50 5 2 - - - - 8 13 20 H - - - -
Jump up MP 80 100 7 4 - - - - 11 16 40 H - - - -
Jump up HP 100 200 7 3 - - - - 15 20 60 H - - - -
Jump up LK 40 50 7 6 - - - - 8 11 20 H - - - -
Jump up MK 80 100 7 6 - - - - 11 15 40 H - - - -
Jump up HK 100 200 6 3 - - - - 15 18 60 H - - - -
Jump forward LP 50 50 6 6 - - - - 8 11 20 H - - - -
Jump forward MP 80 100 5 5 - - - - 11 15 40 H - - - -
Jump forward HP 100 200 5 5 - - - - 15 18 60 H - - - -
Jump forward LK 30 50 5 5 - - - - 8 11 20 H - - - -
Jump forward MK 60 100 5 6 - - - - 11 15 40 H - - - -
Jump forward HK 100 200 6 5 - - - - 15 18 60 H - - - -
Overhead f+MP 80 100 15 3 14 31 -3 0 13 16 40 H X X X Mid attack
f+HP 120 200 8 3 15 25 0 +4 17 21 60 HL X X X -
B or F+LK 50 50 7 4 18 28 -11 -6 10 15 20 HL X X X 8-16f foot invincible
B or F+MK 60 100 11 4 14 28 -4 -1 13 16 40 HL X X X 8-19f lower body invincible
B or F+HK(close) 120 200 16 6 12 33 0 +4 17 21 60 HL X X X 7-29f lower body invincible
DF+HK 110 200 11 2 17 29 -1 D 17 - 60 HL X X X -
Target Combo 1 80 100 15 3 - -3 0 40 H X X X Mid atack
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 HL - - - -
Focus Attack LVL 2 80 150 18+12 2 35 65 -15 D 21 - 40 HL - - - -
Focus Attack LVL 3 140 200 65 2 35 101 D D - - 60 - - - - -
Forward Throw 120 100 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9, recovers 19 frames before opponent
Back Throw 120 80 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9, recovers 67 frames before opponent
F+LP+LK (air) 150 150 3 2 - - - D - - 40 1.25 Throw range 1.25
B+LP+LK (air) 150 150 3 2 - - - D - - 40 1.25 Throw range 1.25, recovers 71 frames before opponent
Sonic Boom LP 50 50 9 - 29 29 +6 +10 18 22 20/20 HL X X O charge 55f
Sonic Boom MP 50 50 9 - 31 31 +4 +8 18 22 20/20 HL X X O charge 55f
Sonic Boom HP 50 50 9 - 33 33 +2 +6 18 22 20/20 HL X X O charge 55f
Sonic Boom EX 50*50 50*50 11 - 39 39 +1 +4 13 16 0/0 HL X X O Pursuit property, charge 55f
Somersault LK 130[70) 200[100] 4 11 20+23 57 -33 D 20 - 30/40 HL X X O 1~3f invincible, 4~14f cannot be thrown, (translate), Armor break, charge 55f
Somersault MK 140[70] 200[100] 4 11 22+23 59 -35 D 20 - 30/40 HL X X O 1~3f invincible, 4~14f cannot be thrown, (translate), Armor break, charge 55f
Somersault HK 160[70] 200[100] 4 11 24+23 61 -37 D 20 - 30/40 HL X X O 1~3f invincible, 4~14f cannot be thrown, (translate), Armor break, charge 55f
Somersault EX 100*80 150*100 4 2*9 24+23 61 -35 D 20 - 0/0 HL X X O 1~5f invincible, 6~14f cannot be thrown, (translate), Armor break, Pursuit property, charge 55f
Super Combo LK 95*40*40*60*30*80 0 1+2 1*5*2(9)1*8*2 20+23 73 -24 D 20 - 0/0 HL X X X 1~8f invincible, 13~21f cannot be thrown, Pursuit property, charge 55f
Super Combo MK 95*40*40*60*30*80 0 1+3 1*5*1(14)1*8*2 22+23 80 -26 D 20 - 0/0 HL X X X 1~9f invincible, 18~26f cannot be thrown, Pursuit property, charge 55f
Super Combo HK 95*40*40*60*30*80 0 1+5 1*5*1(19)1*8*2 24+23 89 -28 D 20 - 0/0 HL X X X 1~11f invincible, 25~33f cannot be thrown, Pursuit property, charge 55f
Ultra Combo 90*45x7*98 0 1+6 1*3*1(30)1*1*1*2*1 31+66 144 -77 D 20 - 0/0 HL X X X 1~10f invincible, Pursuit property, charge 55f
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.