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Guile General Notes (as of 3/28/2022):

Adjustments (3/28/2022):
- jump is 40f now (more floaty by 2f)
- st. mp has less pushback on block
- cr. mk less pushback on hit
- reverse spin kick (f+hk) more whiff punishable
- d/f+hk, cr. lk xx st. mp xx f+hp, st. mp xx f+hp, cancellable into vt1
booms with hp+hk
- what the fuck is thrust combination? taurus combination? lk xx mk xx
hp+hk?
- sonic break (hp+hk) costs more v-meter for first chucked miniboom
- VT2 lets Guile cancel any kick normal (not command normal) into a flash
kick.
- Sonic Hurricane (CA) -31 on block, 95f on whiff, sucks the opponent in on
final attack
- so less negative, but puts opponent in a good spot to punish.

At a Glance:

- Anti-Airs:
cr. hp
lk flash kick
- Pokes:
st. mk
cr. mk
b+hp
- BnBs:
st. mp, cr. mp xx mp boom
cr. lk, cr. lp xx hk flash kick
- Punishes:
st. hp, cr. mp xx hk flash kick

Character Mechanics:

Fireball Master - Arguably the strongest fireballs in the game,


clocking in at +0 on block point blank (as opposed to being negative in the case of
a lot of other fireball characters)

Simplicity Incarnate - A lot of Guile's depth comes from the use of his v-
triggers and how you play him, for the most part he's got two incredibly good
special moves.

Normals: (Startup/Hit/Block)
st. lp - (4/4/3)
st. mp - (6/6/3) - safe party starter
st. hp - (8/7/-4) - unsafe party starter, reserved for punish combos. forces stand
st. lk - (4/4/2)
st. mk - (7/3/-1)
st. hk - (14/2/-3)

cr. lp - (4/4/1)
cr. mp - (6/3/2)
cr. hp - (9/2/-4) - forces stand. launcher CC.
cr. lk - (4/2/0)
cr. mk - (7/2/-4)
cr. hk - (7/D/-13) - Hits twice. Can't cancel into vt2, can cancel into vt1.

j. lp - (-/-/-)
j. mp - (-/-/-) -
j. hp - (-/-/-)
j. lk - (-/-/-) - crossup
j. mk - (-/-/-)
j. hk - (-/-/-)

Anti-Airs:

cr. hp - Nice vertical hitbox


st. mk - Horizontal hitbox for further out opponents
air throw
lk flashkick
jump back lp - Good against crossups

Command Normals:

f+mp - (21/1/-7) - overhead.


f+hp - (11/4/-1) - spinning backfist, crush counters (spin), whiffs on crouchers
b+hp - (8/2/-1) - straight punch, crush counters (knockdown), CA
cancellable
b+lk/f+lk - (8/-1/-3) - bazooka knee. unsafe unless spaced properly. Can be used
as a spacing tool to allow guile to move while buffering charge.
f+mk/b+mk (12/2/-4) - sobat, disadvantage on block (-4), but moves guile
forward or back during the duration of the move, evades lows.
f+hk - (16/4/-2) - upside-down kick. throw bait button, -2 on block, combos into
cr.lp on hit.
d/f+hk - (11/KD/-3) - launcher kick, whiffs on crouchers, pops opponent into
the air. Reserved for heavy punish combos. A bit too slow to AA imo.

cr.mk xx f+mp - classic target combo string.


cr. lk xx st. mp xx f+hp - results in a knockdown. whiffs on crouchers. Can
cancel into vt1 miniboom with hp+hk to be safe (-1)
st. mp xx f+hp - results in a knockdown. whiffs on crouchers. Can
cancel into vt1 miniboom with hp+hk to be safe (-1)
st. lk xx st. mk - results in a knockdown. can cancel into vs1 for
additional damage on hit. can cancel into vt1 miniboom with hp+hk to be safe (-1)

Specials:

vs1: sonic blade


- drops a projectile in front of guile that, if cancelled immediately into a
sonic boom, converts it into a multi-hitting sonic cross
- often outright wins projectile wars, as vs1 booms have two hits, and vs1 ex
booms have 3 and ridiculous speed.
- can be used to bait jump-ins, it recovers faster than a regular sonic boom,
but has a similar animation.
- unless a setup is used to make it meaty, this is punishable on hit (-5) and
unbelievably punishable on block (-10)
vs2: dive sonic
- a short hop into an air fireball attack
- this lets guile retain a back/down charge while advancing and applying
pressure with an air to ground boom attack
- according to the frame data, it's comboable on hit, but -7 on block
(depending on spacing, I assume)
- whiffing this is unbelievably bad, 54 total frames of recovery.

b+f + p - sonic boom


- light booms travel the slowest, heavy the fastest, EX is incredibly fast
- meterless projectiles are now +0, vs1 upgraded version is +2 (2/21/2021)
- safe ender, applies additional pressure, combos ending in booms can be
followed up with a sweep (+7 on hit!)

d+u + k - flash kick


- guile's "uppercut"
- LK and MK flash kick are anti-airs, HK is projectile invincible and a combo
ender
- EX is your true invincible reversal
- LK/EX are 4f startup, MK is 5f, HK is 6f.
- late impact of flash kick results in less damage.
- EX only improves the damage of flashkick by 20, I'm not thinking this is a
good use of meter unless you're using it as a followup in vt2

b, fbf + p - CA
- lingering CA, does a decent amount of damage
- VT1 buffs the damage by 30, and makes it +5 on block instead of -4

Hitconfirm Combos:

(0 bar)
cr. lk, cr. lp xx hk flash kick (151/293) (crossup
combo)
st. mp, cr. mp xx hk flash kick (218/350)
st. mp, cr. mp xx mp boom, cr. hk (225/335) (corner only)
st. hp, cr. mp xx hk flash kick (214/400) (punish
combo, spacing can result in more damage)
st. hp, cr. hk (161/285) (no charge)

f+hk, cr. lp xx hp flash kick (221/373) (throw tech


bait)

(1 bar)
st. mp, cr. mp xx ex boom, hk flash kick (285/410) (corner only)

(2 bar)

(3 bar)
(any above flash kick combo into CA)

Punish Combos:
(6f)
cr. mp xx hk flash kick (177/280) (medium range,
down charge ready)
(8f)
st. hp, cr. mp xx hk flash kick (214/400) (close)
(crush counter) (numbers represent attacks to an opponent who has performed a
blocked reversal)
cr. hp (cc), d/f hk, hk flash kick (242/440) (close)
f+hp (cc), dash, st. hp, cr. mp xx hk flash kick (274/490) (far)

(neutral jump) (numbers represent attacks to an opponent who has performed a


blocked reversal)
n.j hk, d/f hk, hk flash kick (284/475)

Frame Traps:
cr. lp, st. lk, cr. mp (2f gap, 4f gap)
cr. lp, st. lk, cr. mk (2f gap, spacing trap)
cr. mp, cr. lp, cr. mp (2f gap, 4f gap)
st. lp, st. mp, cr. mk (3f gap, spacing trap)
cr. lk, cr. lp, cr. mp
st. lp, st. mp, b+hp (spacing trap)

Okizeme (KDA versus QR/BR):


- Guile's dash is 18f
fthrow (+2):
bthrow (+14):

d/f+hk (+41/+46):
cr. hk (+3/+8):

lk flash (+24/+29):
mk flash (+24/+29):
hk flash (+24/+29):

ex flash (+25/+30):

ex boom (+45/+50):

CA (+22/+27):
- bounces them full screen

VT1:
- Adds minibooms that can be triggered with hp+hk or p in a chain with a
regular boom
- Makes Guile's CA +5 on block
- Used for combo extensions, mid-screen mixups, and zoning

VT2:
- Easier 2-bar v-trigger that can be cancelled into via sweep
- allows Guile to tack on significant damage using flash kick
- Though the fireballs from the regular flash kicks in vt2 make it harder to
punish, he's still very punishable.
- EX Flash kick becomes a double flash kick that does slightly more damage
- VT2 lets Guile cancel any kick normal (not command normal) into a flash
kick without charge.

- Regular Flash kick can be combo'd into EX Flash Kick in this trigger for
additional damage.

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