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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:
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:
Command Normals:
Specials:
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)
(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)
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)
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.