sf4-guile

 

Character Information

Guile is a character with a really good defensive play style. Even though he only has 2 Special Moves, he has some useful normals to make up for it. Guile has no long range special cancel-able normal and has problems making come backs since he has unreliable Ultra combos.

Character Stats

Stamina 1000

Stun 900

 

 Notable Normals

 

Standing Attacks

  • Hard Punch

Good to use if opponent is too close. 5 Frame start up, +1 on block, and +5 on hit.

  • Knee Bazooka, Back or Forward + Light Kick

Great for moving forward and keeping charge or can be used to tick throw opponent.

  • Back or Forward + Medium Kick

Great for moving back and keeping charge and beats out some attacks.

  • Back or Forward + Close Standing Hard Kick

Good for beating out low attacks, throws, and can combo after on hit. 0 on block and +5 on hit.

Crouching Attacks

  • Crouching Light Punch

Good to push opponents off you or for hit confirming combos or throw after the opponent blocks or it hits them. 4 Frame start up, +1 on block,  +4 on hit, and 30 damage.

  • Crouching Medium Punch

Main go to normal to cancel into Sonic Boom or Flash Kick but has less range than crouching light punch. 4 Frame start up, -1 on block,  +2 on hit, and 70 damage.

  • Crouching Light Kick

Fastest low that can be linked into crouching light punch or crouching light kick. 4 frame start up, 0 on block, and +3 on hit.

  • Crouching Medium Kick

Good counter poking tool to stop opponents crouching attacks or you can use it to keep them out. 7 Frame start up, -4 on block, and -1 on hit.

  • Crouching Hard Kick

Fast start up but if the first hit doesn’t hit, it is punishable before the 2nd kick hits.6 Frame start up.

 

 Jumping Attacks

  • Jumping Forward/Back Hard Punch
  • Jumping Forward/Back Hard Kick

Both do 100 damage and 200 stun.

 

Special Normals

  • Forward + Medium Punch

Overhead. 15 Frame start up, -3 on block, and 0 on hit.

  • Forward + Hard Punch

Far reaching poke that hits opponents if they walk forward too much but they can duck it so don’t over use it. 8 Frame start up, 0 on block, and +4 on hit.

  • Down Forward Hard Kick

Good for combos and can be used as a decent anti air but it will miss crouching opponents.

 

Target Combo

  • Down Medium Kick, Forward + Medium Punch

Decent target combo that hits low first then overhead.

 

Anti Airs

 

  • Crouching Hard Punch

Main anti air that beats a lot of jump ins. 5 frame start up and 100 damage.

  • Light Flash Kick or Ex Flash Kick

Good for some invincibility and damage. 4 Frame start up, 80 damage for Light Flash Kick, and 180 for Ex.

  • Down Forward + Hard Kick, Forward + Hard Punch

Slow start up and should only be used if you know the opponent jumps too much after hit can follow up with Forward Hard Punch. 11 Frame start up. 238 damage.

  • Air Throw

Air Throw has good range and does 150 damage.

  • Light or Medium Double Flash

The Light version has a 3 frame start up, and Medium version has a 4 frame start up. Sometimes the Light version doesn’t hit fully so Medium version is recommended.

  • Ultra 1

Great anti air if you have ultra and know they are going to jump. 7 Frame start up.

 

 Special Moves

Sonic Boom

  • Hold Back for 2 secs, Forward + any Punch

Light version of Sonic Boom recovers really fast and can used to make opponents want to jump in or have to slowly work there way in on the ground. Ex Sonic Boom is good in projectile wars and if you know the opponent will try to focus through your projectile.

Flash Kick

  • Hold Down for 2 secs, Up + any Kick

Light Flash Kick has the most invincibility making it better for anti air. Hard Flash Kick is used for combos. Ex Flash Kick has the Light Flash Kicks invincibility and more damage making good for anti air and combos.

Super Move

  •  Double Flash, Hold Down Back, Down Forward, Down Back, Up Forward + any Kick

Light Double Flash has a 3 frame start up making it great for anti airing but has the shortest range. Medium Double Flash could be used as a anti air with decent range but has 4 frame start up.

 

Ultras

  • Ultra 1, Flash Explosion, Hold Down Back, Down Forward, Down Back, Up Forward + all three kicks

Good for punishing moves over 7 frames and can be used as an anti air. 7 Frame start up.

  • Ultra 2, Sonic Hurricane, Hold Back, Forward, Back, Forward +  all three punches

Good to use in projectile battles and combo into. 10 Frame start up.

 

Basic Combos

All these work with most jump ins such as Jumping Hard Kick or Hard Punch

  • Crouching Medium Punch cancel into Sonic Boom

Safe combo if they block

Hit Confirm Combos

These combos are best used from a really close distance to the opponent and will give you time to see if your hit connects to do the appropriate special move.

  • Crouching Light Punch or Light Kick, Crouching Light Punch, Standing Light Punch, Standing Heavy Punch. Works only on standing opponents.
  • Crouching Light Kick or Light Punch,Crouching Light Punch, Crouching Medium Punch cancel into Sonic Boom or Flash Kick
  • Crouching Light Punch or Light Kick, Crouching Light Punch cancel into Flash Kick or Sonic Boom into Double Flash
  • Down Forward Hard Kick, Flash Kick or Ex Flash Kick
  • Crouching Medium Punch cancel into Light Sonic Boom, Forward Hard Punch

Punish Combos

These will be your high damage hard hitting punishment combos. You want to use these when the opponent makes a mistake that is big enough for the particular punish.

    -3 Frames or more

  • Light Double Flash
  • Standing Light Punch, Standing Hard Punch

Depending on the range is what you should use.

   -4 Frames or More

  • Flash Kick or Ex Flash Kick
  • Medium Double Flash
  • Crounching Light Punch or Crouching Medium Punch cancel into Sonic Boom or Flash Kick

    -7 Frames or more

  • Ultra 1

     -11 Frames or more

  • Down Forward + Hard Kick, Flash Kick or Ex Flash Kick
  • Ultra 2

Combos Into Ultra

These will  be combos you want to use when you need to land Ultra. Usually if you are behind on life you will need to land Ultra when possible to gain the lead. Also anytime when presented that you can land Ultra in a under half health situation is always good. The input for Flash Kick to FADC Forward Sonic Hurricane is Down Back, Up Back + Kick, Charge Focus Attack a little bit then dash Forward, Back, Forward+ all three punches. If they fall before your Sonic Hurricane comes out then you are charging Focus Attack too long and if you dash behind them then too early.

  • Flash Kick FADC Forward Sonic Hurricane
  • Charged Focus Attack to ultra

 

 Strategy

 

How to beat Guile

 

Matchups

 

Resoucres