Street Fighter: The Movie/Guile

From Mizuumi Wiki
Jump to navigation Jump to search
SFTM-Guile-Portrait.png

Introduction

Playstyle

Guile is a solid upper-mid-tier character and will give most players a hard time if played well defensively. He has arguably the best super moves in the game and one of the best interrupts with Flash Kick. His Flash Kick is a great pressure tool and does solid damage. With the addition of new moves such as Split Punch and Lunge Kicks, this makes for Guile’s most diverse moveset in a Street Fighter game. Guile excels at pelting the opponents with repeated Sonic Booms and Flash Kicks, leaving them wondering how to open him up. However, his large amount of stagger frames leaves him vulnerable to extended combos and infinites. Getting cornered is a death sentence for players without a cool head.

Play Guile if:

  • You generally like staying on the ground
  • You like to harass players with constant Flash Kicks and Sonic Booms
  • You want one of the best interrupt moves in the game with Flash Kick
  • You enjoy a low-risk zoning style
  • You like JCVD

Do not play Guile if:

  • You don’t want to be charging all the time
  • You want high risk, high reward
  • You can’t handle having a ton of stagger frames—Guile has the second-longest stagger animation at 39 frames, with only Zangief having more with 42 frames.
  • You prefer Steven Seagal

Normals

Standing

s.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -
s.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -
s.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -
s.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -
s.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -
s.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -

Crouching

cr.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low 1 - - - - - - -

Used to extend juggle combos.

cr.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -
cr.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid 1 - - - - - - -
cr.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low 1 - - - - - - -

Good footsies tool, can combo into itself up to three times depending on opponent.

cr.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low 1 - - - - - - -
cr.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low 1 - - - - - - -

Hits low twice but does not combo—second hit is minus on block. If the second hit lands, it can lead to juggle combo. This is your go to when opponent is stunned, but it must be properly spaced.
cr.HK goes under projectiles except if they’re aimed low (vs. Ryu, Ken).

Air

j.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High 1 - - - - - - -
j.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High 1 - - - - - - -
j.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High 1 - - - - - - -
j.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High 1 - - - - - - -
j.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High 1 - - - - - - -

Decent air-to-air. Can be followed up on an airborne opponent with j.LP and/or j.LK to combo for around ~18 hits depending on the character.

j.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High 1 - - - - - - -

Better air-to-air compared to j.MK. Utilized better in matchups against characters with air projectiles.

Command Normals

Sobat
b/f+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Stagger

Moves Guile backward or forward depending on direction.
Can play keep away while using Sonic Booms.
Avoids Honda’s stomp with proper timing.
Can be used in the corner against opponents with high amount of stagger frames for an infinite.

Universal Mechanics

Throws

Judo Throw
Close
b/f+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
15 - - - - - - - - Escapable, Counterable
Dragon Suplex
Close
b/f+HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
13 - - - - - - - - Escapable, Counterable

Preferred over Judo Throw for its higher speed.

Flying Mare
Close in air
MP/HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

Leaves opponent close to Guile. Cannot perform OTG throw afterwards.

Throw Counters

Throw Counter/Reversal
u+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
13 - - - - - - - - -

This input and data are for Guile's opponent after he lands a throw. See Throws for more information.

Slammaster
d+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
13 - - - - - - - - -

This input and data are for Guile's opponent after he reverses a countered throw. See Throws for more information.

Interrupts

Flash Kick
During blockstun, standing or crouching
u+LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

Can be performed while standing or crouching. Knocks the opponent back very far and allows Guile to resume his zoning game plan. One of the best interrupt moves for this reason. Can follow up with another Flash Kick if Down input was charged, or an air normal immediately afterwards.

High Kick
During blockstun, standing
f+HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

Can only be done while standing. Is a bit slower than Flash Kick interrupt, thus can be beat by well timed normals. Use when anticipating moves with longer recovery (i.e. Balrog's Dash Upper). Can combo crouching normals into Flash Kick afterwards.

Regeneration

Regeneration
Hold LK+HK, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

Recovers 17 health over 34 frames. See Regeneration for more information.

Danger Move

Explosive Sonic Boom
10 health or less
[b]f, b, f+P
Detonate: QCBx2
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Stagger

Explodes in a large area upon landing or early detonation input. Does more damage than standard Sonic Booms, but is not very useful due to the input.

Special Moves

Sonic Boom
[b]f+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Does the same damage on every punch strength, though speed differs slightly depending on strength used. Can be done almost immediately after projectile disappears due to charge partitioning.

Flash Kick
[d]u+K
Version Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
LK - Mid - - - - - - - -

Decent anti air, however it is not invincible. Can be done repeatedly for offensive pressure and okay meter gain. Punishable at point blank range.

Version Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
MK - Mid - - - - - - - Projectile Invincible

Does more damage than LK version. Preferable in early juggles for this reason.

Version Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
HK - Mid - - - - - - - Projectile Invincible

Does same damage as MK version, but goes higher. Might be more useful in Vega matchup, but is iffy.

Handcuffs
Hold LP, [b]f, b, f, release LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Blockable and duckable; not very useful in most situations. Can be comboed into itself against certain characters (Vega). Super situational but can be used to get a timeout win.
The special stun state caused by handcuffs will cause the opponent to retain any state (i.e. projectile invincibility) they were in.

Two-Fisted Punch
Hold MP, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

As seen on Kickboxer. Decent damage if done up close, good if you need a quick move to do while opponent’s stunned.

Split Punch
Hold HP, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

As seen in Bloodsport. Bounces the opponent upward if it connects, leading to juggle combos. Good anti air against opponents jumping in.
Split Punch > Flash Kick > Split Punch > Flash Kick, etc. can be done on certain opponents, but has extremely difficult timing.

Lunge Kicks
Hold MK, release, HK HK HK...
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Can be done indefinitely by pressing HK after each kick. Good anti-air at certain angles and can be comboed into itself multiple times. Decent meter gain against opponents with no projectiles. Can be canceled into Flash Kick.

Kick Combo
Close
LK, MK MK MK...
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Super Moves

Triple Flash Kick
[db]df, db, u+K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Projectile Invincible

Guile does three Flash Kicks in rapid succession. Fantastic anti-air and if done while opponent is airborne, can be comboed further into c.LP > Flash Kick.

G. Arts
[b]f, b, f+K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Projectile Invincible

If any of the initial lunge kicks hit the opponent, Guile continues with further kicks.
Some characters are able to block during the string and interrupt the super.
Guile can sometimes c.LP > Flash Kick on certain opponents to extend the combo. If done in the corner against certain characters, Guile can do Split Punch to extend the combo.

Combos

Matchups

Akuma

  • Guile doesn’t really have an answer for air fireballs outside of MK flash kick, although that will trade
  • Might be able to avoid super into teleport shenanigans with blue super
  • Akuma’s recovery on fireballs gives Guile the opportunity to do G. Arts

Balrog (Boxer)

  • Flash Kick interrupt beats Balrog’s Headbutts
  • Crouching HK low profiles Dash Straight
  • Guile can punish Crazy Buffalo with Handcuffs
  • Avoid meeting Balrog in the air due to his insane juggle potential

Bison (Dictator)

  • G. Arts goes through Electric Arc
  • Psycho Crusher can be punished with crouching jab if spaced so that Bison ends up very close to or behind Guile
  • Flash Kick interrupt useful against Scissor Kicks
  • Split Punch trades with Head Press

Blade

  • Similar to the Akuma matchup, MK flash kick will trade with air knives
  • G. Arts does not fully combo on Blade, best to use Triple Somersault Kick while Blade is airborne
  • Very risky to meet him in the air if he’s not doing air knives as he can combo you to the end of the screen

Cammy

  • G. Arts goes through Choke Whip
  • Cross Scissor Pressure can be Countered

Chun Li

  • Her crouching HK is very effective, Guile doesn’t really have a normal that can contest it
  • As always, look for an opening after fireballs to do G. Arts

Honda

  • Perhaps Guile’s weakest matchup. Honda’s butt slam has invincibility and priority. Combine that with his stomp and Guile has a really hard time.
  • Flash Kick to punish butt slams and try to stay in the air to avoid stomps.
  • Flash Kick point blank can be punished with crouching jab into hands.
  • Can punish Honda’s blue super in the corner with crouching jab into flash kick
  • Honda’s High Super Hyakkan Otoshi can be punished with Triple Somersault Kick if Honda lands close to you

Ken

  • G. Arts very effective against Ken’s fireballs
  • Guile can surprise Ken with G. Arts right after his knee bash grab

Ryu

  • Guile can be infinite’d in the corner with Ryu’s kara red fireballs
  • Against Ryu’s red fireballs, it’s best to build meter with Sonic Booms and block until you get super. Get in close enough and let G. Arts rip to punish fireball attempts
  • Best to use crouching HK midrange to avoid his fireballs since at long range, Ryu can lower his fireballs to your position

Sagat

  • G. Arts goes through Sagat’s fireballs and Evil Eye
  • Against Sagat’s jumping HK, best to block and use Flash Kick interrupt to keep him away

Sawada

  • Like the Balrog matchup, it is a bad idea to try to go air to air with Sawada since one well placed Dropkick can lead to a near TOD
  • Flash Kick interrupt works very well on Sawada’s attempts to go on the offensive

Vega (Claw)

  • Surprisingly, Guile cannot punish Flying Barcelona Attack with Flash Kick as you will lose to it about 80% of the time
  • Triple Somersault Kick will beat it however
  • Flash Kick interrupt is best against this move

Zangief

  • Zangief’s normals are extremely good and beat most of Guile’s normals, best to attempt to zone him out
  • Sobat in corner is an easy infinite
  • Can throw escape Zangief’s command grabs outside of supers

Sources


General
HUD
Characters
Akuma
Arkane
Balrog (Boxer)
Bison (Dictator)
Blade
Cammy
Chun Li
F7
Guile
Honda
Ken
Khyber
Ryu
Sagat
Sawada
Vega (Claw)
Zangief