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Guile
Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison: M. Bison was the one 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, as his name suggests, controls the pace of the battle through tactics and mind games. He is a defensive, space-controlling fighter who is notable for having only two moves, but both of them have a variety of utilities, making for great offensive options. Guile's Sonic Boom is perhaps one of the most potent projectiles in the game. Not only does it cover a wide area that forces the opponent to either jump, focus absorb, or block, but thanks to Guile's exclusive charge timing being shorter than everyone else's, he can both bombard and condition the opponent with them. His Flash Kick is also a reliable anti-air, but if predicted it is very unsafe. Guile's weakness lies in the fact that he only has a total of about 5 moves, leaving him with very little defensive options for when the opponent breaches his safe zone.
Moves
Unique Attacks
Straight Chop

+
Spinning Back Knuckle

+
Target Combo
1st hit:

; 2nd hit:
Throws
Flying Mare
(in air) any direction except

or

or

+

+
Special Moves
Super Combo
Ultra Combos
AE ver. 2012 Changes
Sonic Boom
Abolished counter-hit hurtbox in place from projectile discharge to end of move for all versions. Hurtbox now exists until point of discharge.
Flash Kick
Changed deep hit damage from 100 to 110 for light, 120 to 130 for medium, and 130 to 140 for heavy version.
Flying Mare
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.
Sonic Hurricane
Changed damage distribution to 90 + 30 * 4 + 90 and increased damage potential of follow-up. No change to overall damage.
AE Changes
- 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.
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
| HL
| 20
| 50
| 20
| ch/sp/su
| 3
| 2
| 7
| +2
| +5
|
|
|
Close
| HL
| 60
| 100
| 40
| sp/su
| 4
| 3
| 14
| -3
| 0
|
|
|
Close
| HL
| 120[70]
| 200[150]
| 60
| sp/su[-]
| 5
| 4
| 15
| -1
| +4
| Forces stand, [] refers to active frames 3~4
|
|
Close
| HL
| 30
| 50
| 20
| ch
| 3
| 3
| 8
| 0
| +3
|
|
|
Close
| HL
| 60
| 100
| 40
| -
| 5
| 2
| 16
| -4
| -1
|
|
|
Close
| HL
| 130
| 200
| 60
| -
| 6
| 3
| 18
| -3
| +1
|
|
|
Far
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 2
| 7
| +2
| +5
|
|
|
Far
| HL
| 80
| 100
| 40
| sp/su
| 5
| 4
| 14
| -4
| -1
|
|
|
Far
| HL
| 100
| 200
| 60
| su
| 5
| 3
| 14
| +1
| +5
|
|
|
Far
| HL
| 40
| 50
| 20
| ch
| 5
| 2
| 9
| 0
| +3
|
|
|
Far
| HL
| 70
| 100
| 40
| -
| 7
| 4
| 12
| -2
| +1
|
|
|
Far
| HL
| 110
| 200
| 60
| -
| 13
| 5
| 14
| -1
| +3
|
|
|
crouch
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 2
| 8
| +1
| +4
|
|
|
crouch
| HL
| 70
| 100
| 40
| sp/su
| 4
| 5
| 10
| -1
| +2
|
|
|
crouch
| HL
| 100[70]
| 200[150]
| 60
| -
| 5
| 4
| 23
| -9
| -4
| Forces stand, [] refers to active frames 3~4
|
|
crouch
| L
| 30
| 50
| 20
| ch
| 4
| 2
| 9
| 0
| +3
|
|
|
crouch
| L
| 70
| 100
| 40
| -
| 7
| 4
| 14
| -4
| -1
|
|
|
crouch
| L
| 100*110
| 100*100
| 60
| su*-
| 6
| 4(20)4
| 17
| -3
| -
| Hard knockdown
|
|
Jump up
| H
| 50
| 50
| 20
| -
| 5
| 2
| -
| -
| -
|
|
|
Jump up
| H
| 80
| 100
| 40
| -
| 7
| 4
| -
| -
| -
|
|
|
Jump up
| H
| 100
| 200
| 60
| -
| 7
| 3
| -
| -
| -
|
|
|
Jump up
| H
| 40
| 50
| 20
| -
| 7
| 6
| -
| -
| -
|
|
|
Jump up
| H
| 80
| 100
| 40
| -
| 7
| 6
| -
| -
| -
|
|
|
Jump up
| H
| 100
| 200
| 60
| -
| 6
| 3
| -
| -
| -
|
|
|
Jump forward
| H
| 50
| 50
| 20
| -
| 6
| 6
| -
| -
| -
|
|
|
Jump forward
| H
| 80
| 100
| 40
| -
| 5
| 5
| -
| -
| -
|
|
|
Jump forward
| H
| 100
| 200
| 60
| -
| 5
| 5
| -
| -
| -
|
|
|
Jump forward
| H
| 30
| 50
| 20
| -
| 5
| 5
| -
| -
| -
|
|
|
Jump forward
| H
| 60
| 100
| 40
| -
| 5
| 6
| -
| -
| -
|
|
|
Jump forward
| H
| 100
| 200
| 60
| -
| 6
| 5
| -
| -
| -
|
|
|
Overhead +
| H
| 80
| 100
| 40
| -
| 15
| 3
| 14
| -3
| 0
|
|
|
+
| HL
| 100
| 200
| 60
| -
| 8
| 3
| 15
| 0
| +4
| Cannot hit crouching opponents
|
|
or +
| HL
| 50
| 50
| 20
| -
| 7
| 4
| 15
| -8
| -3
| 8~16f feet strike and projectile invincible
|
|
or +
| HL
| 60
| 100
| 40
| -
| 11
| 4
| 14
| -4
| -1
| 6~20f lower body strike and projectile invincible, Can move forward until 6f, can move backwards until 4f
|
|
or + (close)
| HL
| 100
| 200
| 60
| -
| 16
| 6
| 12
| 0
| +5
| 1~29f lower body strike and projectile invincible, 6~28f unthrowable
|
|
+
| HL
| 110
| 200
| 60
| -
| 11
| 2
| 17
| -1
| -
| Floats opponent
|
|
| 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
| -
| -
| Hard knockdown
|
|
| Back throw
| 0.90
| 120
| 80
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
|
|
+ + (air)
| 1.07
| 150
| 150
| 40
| -
| 3
| 2
| -
| -
| -
| Hard knockdown
|
|
+ + (air)
| 1.07
| 150
| 150
| 40
| -
| 3
| 2
| -
| -
| -
| Hard knockdown
|
|
Sonic Boom
| HL
| 50
| 50
| 10/20
| su
| 9
| -
| Total 29
| +4
| +10
| 12f cancellable, charge 50f
|
|
Sonic Boom
| HL
| 50
| 50
| 10/20
| su
| 9
| -
| Total 31
| +2
| +8
| 12f cancellable, charge 50f
|
|
Sonic Boom
| HL
| 50
| 50
| 10/20
| su
| 9
| -
| Total 33
| +0
| +6
| 12f cancellable, charge 50f
|
|
Sonic Boom
| HL
| 50*50
| 50*50
| -250/0
| su
| 11
| -
| Total 39
| +1
| +4
| Pursuit property, 14f cancellable, charge 50f
|
|
Somersault
| HL
| 110[80]
| 200[100]
| 30/40
| su[-]
| 4
| 11
| 20+23
| -33
| -
| 1~5f Invincible, 6~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 4~11, charge 55f
|
|
Somersault
| HL
| 130[80]
| 200[100]
| 30/40
| su[-]
| 4
| 11
| 22+23
| -35
| -
| 1~3f Invincible, 4~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 3~11, charge 55f
|
|
Somersault
| HL
| 140[80]
| 200[100]
| 30/40
| su[-]
| 4
| 11
| 24+23
| -37
| -
| 1~3f Invincible, 4~14f unthrowable, 6f~ airborne, armor break, [] refers to active frames 3~11, charge 55f
|
|
Somersault
| HL
| 100*80
| 150*100
| -250/0
| su*-
| 4
| 2*9
| 24+23
| -35
| -
| 1~5f Invincible, 6~14f unthrowable, 6f~ airborne, armor break, 2nd hit pursuit property, charge 55f
|
|
Super Combo
| HL
| 80*40x4*120
| 0
| -1000/0
| -
| 1+2
| 1*5*2(9)1*8*2
| 20+23
| -24
| -
| 1~7f Invincible, 13~21f unthrowable, 3~12f and 22f~ airborne, pursuit property, charge 55f
|
|
Super Combo
| HL
| 80*40x4*120
| 0
| -1000/0
| -
| 1+3
| 1*5*1(14)1*8*2
| 22+23
| -26
| -
| 1~8f Invincible, 18~26f unthrowable, 4~17f and 27f~ airborne, pursuit property, charge 55f
|
|
Super Combo
| HL
| 80*40x4*120
| 0
| -1000/0
| -
| 1+5
| 1*5*1(19)1*8*2
| 24+23
| -28
| -
| 1~10f Invincible, 25~33f unthrowable, 6~24f and 34f~ airborne, pursuit property, charge 55f
|
|
| 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
| -
| 1~10f Invincible, 5~30f and 42f~ airborne, Untechable limited juggle knockdown, pursuit property, 8th hit goes into animation, charge 55f
|
|
| Ultra Combo 2
| HL
| 90*30x4*90
| 0
| 0/0
| -
| 0+10
| 43
| 13
| -5
| -
| 1~8f Invincible, Untechable limited juggle knockdown, pursuit property, charge 55f
|
|
|
| Block
|
|
| Super Meter
|
|
|
|
| Frames
|
|
|
| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|
Notes: