Difference between revisions of "Super Street Fighter IV AE/Guile"

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(Undo revision 51824 by Vulcan422 (Talk) This is the changes in a nutshell, not his playstyle in a nutshell.)
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{{SSFIVMoveListRow | Sonic Hurricane | b (charge) f b f + 3p |  }}
 
{{SSFIVMoveListRow | Sonic Hurricane | b (charge) f b f + 3p |  }}
 
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== 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.
  
  

Revision as of 02:20, 16 December 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Guile

SSFIV-Guile Face.jpg

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

There are many different defensive styles in the game and, unlike many other styles which require defensive reactions and reading your opponent as well as possible, Guile's defensive stance is a much more controlled defense than anyone else thanks to the Sonic Boom. By utilizing this tool, Guile controls the pace of matches very easily, forcing opponents to react to him and countering appropriately. However, Guile's offensive options are on the weak side, so be sure to keep control of the match at all times by maintaining the life lead.


Moves

Unique Attacks

Name
Command
Notes
Straight Chop
F.png + Mp.png
High.png
Spinning Back Knuckle
F.png + Hp.png
Knee Bazooka
F.png or B.png + Lk.png
Rolling Sobat
F.png or B.png + Mk.png
Reverse Spin Kick
(near opponent) F.png or B.png + Hk.png
Shades of Glory
D.png + Hp.png + Hk.png
Target Combo
crouch Mk.png ---.png F.png + Mp.png
1st hit: Low.png ; 2nd hit: High.png

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
(in air) any direction except B.png or Db.png or Ub.png + Lp.png + Lk.png
Airthrow.png
Flying Buster Drop
(in air) B.png or Db.png or Ub.png + Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Sonic Boom
B.png (charge) F.png + P.png
Ex.png
Flash Kick
D.png (charge) U.png + K.png
Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Double Flash
Db.png (charge) Df.png Db.png U.png + K.png

Ultra Combos

Name
Command
Notes
Flash Explosion
Db.png (charge) Df.png Db.png Df.png + 3k.png
Sonic Hurricane
B.png (charge) F.png B.png F.png + 3p.png


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 Jab.gif HL 20 50 20 ch/sp/su 3 2 7 +2 +5
Close Strong.gif HL 60 100 40 sp/su 4 3 14 -3 0
Close Fierce.gif HL 120[70] 200[150] 60 sp/su 5 4 15 -1 +4
Close Short.gif HL 30 50 20 ch 3 3 8 0 +3
Close Forward.gif HL 60 100 40 - 5 2 16 -4 -1
Close Roundhouse.gif HL 130 200 60 - 6 3 18 -3 +1
Far Jab.gif HL 30 50 20 ch/sp/su 4 2 7 +2 +5
Far Strong.gif HL 80 100 40 sp/su 5 4 14 -4 -1
Far Fierce.gif HL 100 200 60 su 5 3 14 +1 +5
Far Short.gif HL 40 50 20 ch 5 2 9 0 +3
Far Forward.gif HL 70 100 40 - 7 4 12 -2 +1
Far Roundhouse.gif HL 110 200 60 - 13 5 14 -1 +3
crouch Jab.gif HL 30 50 20 ch/sp/su 4 2 8 +1 +4
crouch Strong.gif HL 70 100 40 sp/su 4 5 10 -1 +2
crouch Fierce.gif HL 100[70] 200[150] 60 - 5 4 23 -9 -4
crouch Short.gif L 30 50 20 ch 4 2 9 0 +3
crouch Forward.gif L 70 100 40 - 7 4 14 -4 -1
crouch Roundhouse.gif L 100*110 100*100 60 su 6 4(20)4 17 -3 -
Jump up Jab.gif H 50 50 20 - 5 2 - - -
Jump up Strong.gif H 80 100 40 - 7 4 - - -
Jump up Fierce.gif H 100 200 60 - 7 3 - - -
Jump up Short.gif H 40 50 20 - 7 6 - - -
Jump up Forward.gif H 80 100 40 - 7 6 - - -
Jump up Roundhouse.gif H 100 200 60 - 6 3 - - -
Jump forward Jab.gif H 50 50 20 - 6 6 - - -
Jump forward Strong.gif H 80 100 40 - 5 5 - - -
Jump forward Fierce.gif H 100 200 60 - 5 5 - - -
Jump forward Short.gif H 30 50 20 - 5 5 - - -
Jump forward Forward.gif H 60 100 40 - 5 6 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 5 - - -
Overhead Right.gif+Strong.gif H 80 100 40 - 15 3 14 -3 0
Right.gif+Fierce.gif HL 90 200 60 - 8 3 15 0 +4
Left.gif or Right.gif+Short.gif HL 50 50 20 - 7 4 15 -8 -3
Left.gif or Right.gif+Forward.gif HL 60 100 40 - 11 4 14 -4 -1
Left.gif or Right.gif+Roundhouse.gif(close) HL 100 200 60 - 16 6 12 0 +4
Downright.gif+Roundhouse.gif HL 110 200 60 - 11 2 17 -1 -
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 - -
Back throw 0.90 120 80 40 - 3 2 20 - -
Right.gif+Jab.gif+Short.gif (air) 1.07 150 150 40 - 4 2 - - -
Left.gif+Jab.gif+Short.gif (air) 1.07 150 150 40 - 4 2 - - -
Sonic Boom Jab.gif HL 50 50 10/20 su 9 - 29 +4 +10
Sonic Boom Strong.gif HL 50 50 10/20 su 9 - 31 +2 +8
Sonic Boom Fierce.gif HL 50 50 10/20 su 9 - 33 +0 +6
Sonic Boom EX HL 50*50 50*50 -250/0 su 11 - 39 +1 +4
Somersault Short.gif HL 100[80] 200[100] 30/40 su 4 11 20+23 -33 -
Somersault Forward.gif HL 120[80] 200[100] 30/40 su 4 11 22+23 -35 -
Somersault Roundhouse.gif HL 130[80] 200[100] 30/40 su 4 11 24+23 -37 -
Somersault EX HL 100*80 150*100 -250/0 su 4 2*9 24+23 -35 -
Super Combo Short.gif HL 80*40x4*120 0 -1000/0 - 1+2 1*5*2(9)1*8*2 20+23 -24 -
Super Combo Forward.gif HL 80*40x4*120 0 -1000/0 - 1+3 1*5*1(14)1*8*2 22+23 -26 -
Super Combo Roundhouse.gif HL 80*40x4*120 0 -1000/0 - 1+5 1*5*1(19)1*8*2 24+23 -28 -
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 -
Ultra Combo 2 HL 150*15x4*90 0 0/0 - 0+10 43 13 -5 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: