Guile Moveset and Attributes

I’ve got nothing concrete yet - been throwing it out at strange times to see what I get get out of it. It just feels like it’s got something tricky beneath its miniscule range and ridiculous angle. Using it on op wake-up is interesting (as a replacement for hp or mk).

It doesn’t have the hit-stun for combos, but its angle means you hit the ground so soon after it connects that you’re pretty safe (I wouldn’t use it against the taller characters though). It’s not at all like j.lk where Guile is able to have a ciggie and a coffee before he hits the ground.

What I’m finding in general with ultra-low block-stun moves is that it fucks up timing for some things. People expect to be able to buffer into massive block-stun times or use the blue spark as a trigger.

Is there anyone who’s effectively utilized bazooka knee to go under a jump in for a throw attempt?

I like to use this against blanka a lot during his jumping cross-up fever. Is any jump in attack thats missed an automatic free opportunity for a throw or can they tech this?

I’m pretty sure they can tech it. And I’m also sure that the knee has massive recovery to the point where they can bother to attack you coming down. Dash under is a much better option. The knee wasn’t effective in any SF games in avoiding crossups and SFIV is no exception.

Gilley, you play on PC now O_o… mind if i get your GFWL tag so i can play you and learn a few things? hahaha

BTW, i’ve been working on a little something myself…

Really not the cleanest but its what i’ve been writing down ever since i started playing ahhaha.

Light Punch (Far) - Jab
Light Punch (Close) - Elbow
Light Punch (Crouch) - Jab
-LP links to MP both standing and crouch, 1 frame.
Light Punch (Nuetral Jump) - Elbow
-Quirky punch, has the same range and a close LP but you cant see it. very very fast. Useless as antiair though.
Light Punch (Jump-In) - Jab
-Stuffs alot of Air attacks when jumping in, particularly the ones that are slightly below you.
-Both Light punch versions do more damage then j.LK, unfortunately these cant be used to cross up.
3x light punch can be linked in a combo, excluding air hit.

Medium Punch (Far) - Uppercut
-while moving backwards, can be used as an Anti-Air option like cr.HP does more damage as well.
Medium Punch (Close) - Hook
Medium Punch (Crouch) - Straight
-Reverse Kick links into cr.MP, 1 frame.
Medium Punch (Nuetral Jump) - Backfist
-Nice range, stuffs a good many jump-ins, faster then HP, use accordingly
Medium Punch (Jump-In) - Straight
-Stuff ALOT of jump-ins in its own right, has good range on top of that. anything in front or above Guile is fair game.

Heavy Punch (Far) - Straight

  • longer range then MK (Far), At maxrange is safe on hit/block from Normal SRK.
    Heavy Punch (Close) - Uppercut
    -HP (Close) can be used for Anti-Air, but timing is critical as opposed to cr.HP
    -Safe on hit/block from LP SRK reversal.
    Heavy Punch (Crouch) - Uppercut
    -cr.HP is the multi-purpose Anti-Air for Guile, what trades with FK usually wont trade with cr.HP
    **Heavy Punch (Nuetral Jump) **- Backfist
    -spinning backfist almost as fast as LP version, but has more range and damage. and active frames are tiny.
    Heavy Punch (Jump-in) - Knifehand Chop
    -Hits in front and directly below Guile, especially crouching opponents since j.HK, j.MK, j.MP will not hit directly below, only j.LP , j. LK and j.HP can. do the math.

Light Kick (Far) - Leg Check
-Although it hits low it still counts as being a standing attack, so it can be blocked high.
Light Kick (Close) - Knee Strike
-combo use, can hold back charge after executing or bazooka knee…
Light Kick (Crouch) - Low Roundhouse
Light Kick (Nuetral Jump) - Punt
-Useless kick.
Light Kick (Jump-In) - Knee Strike
-Guiles ONLY crossup move, does weak damage is fast, and can hit opponents directly below you.
3x light kick can be linked in a combo excluding air hit.

Medium Kick (Far) - Sidekick

  • can hit crouched but not as effective as HK(Far), faster though.
    Medium Kick (Close) - High Roundhouse
  • MK (Close) will sometimes miss crouched opponents depending on range. This kick is great for Anti-Air in certain situational angles, such as a jump-in from afar.
    Medium Kick (Crouch) - low Leg Check
    -Use cr.MK instead of cr.HK for normal hits, good poke and can link to f.MP Overhead.
    Medium Kick (Nuetral Jump) - Spinkick
    -Nice long ranges anti air, a bit slower then its MP counter part. Hits lower like the LP.
    Medium Kick (Jump-In) - Sidekick
    -Definitely one of the better jump-in attacks Guile has, nice range and hits low. still have problems hitting directly below an opponent but has no problems hitting crouched. use if you absolutely need to connect a hit and avoid anti-air at the same time.

Heavy Kick (Far) - Step-in Side Kick

  • Step Kick, long range, can hit crouched if not blocking. At max range is safe on hit/block from all SRK, good poke for crouching or standing opponent.
    Heavy Kick (Close) - High Spinkick
  • Limited Anti-Air use, can hit opponents directly above Guile depending on attack, HIGH risk for 163 damage reward on counterhit. best to not use it unless you accidentally presed the wrong button.
    Heavy Kick (Crouch) - Double Sweep
    -cr.HK hits 2 times, the second kick is vulnerable to counters. You can FADC after first kick, but it must be a hit or blocked.
    Heavy Kick (Neutral Jump) - Sidekick
    -Good long ranged Antiair, has a bit of a start up and is straight like the MP, good risk for more damage compared to j.MP though. not as many uses as j.MP, j.HK can be used to punish deep jump-ins.
    Heavy Kick (Jump-In) - Sidekick
    -good damage and range, problems with hitting opponents directly below you or crouched, other then that this is reccomended jump-In attack when your on the offensive.

might seem like a bunch of crap at first but its all study material for myself after i play.

i was wondering what the frame work for an fadc lp sonic boom was? (back and forward)

i think a regular one takes like 37frames from start to finish.

Guile

Focus Attack
21 frame startup
2 frame active
35 recovery

Foward Dash 19 Frames
Back Dash 26 Frames

Sonic Boom LP
9 frame startup
29 frame recovery
+6 frames on Block
+10 frames Hit
18 frames block stun
20 frames hit stun
55 frames charge

Ultra is 7 frame start up, on top of dash…
Clock is ticking!
Buffer 55f for sonic boom/Ultra…
MP+MK 21 frame start up
BACKDASH! 26frames.
SONIC BOOM? 9 Frames.
you might make it.

Im finally starting to be able to pull off FADC foward Ultra, its tough lol, im also trying to fo backdash ultra, but theres so much delay hahah

I thought of a “once in a blue moon” tactic that may be decent on anyone without a shoryu or jesus kick, but I need a little info first. Are the total frames from start to finish a regular throw generic throughout the cast? If so, or if not, what’s the average amount of frames that it takes for a character to whiff a throw from start to finish? I got this idea from a combo posted by oscillator in another thread.

J.hk > c.lp > c.lp > c.lk > b.lk (knee) > …

Now, bazooka knee sucks to hit people with. The thing puts you at -6 on hit for gods’ sake. However, further research shows that with 4 active frames, if you hit with the knee at max distance you should be at -2 on hit. I figured this may be usefull as a simple bait for something like.

c.lp > c.lp > c.lk > knee > backdash (op whiffs throw) > clean s.hp hit.

However, using the theory that your op always has perfect execution, you would have to hit that knee perfectly not to get thrown. Something like a shoryu will tag you in your backdash as well. I will reiterate though that I would like to know the total frames it takes to recover from a whiffed throw because I’m curious if you would be able to hit that s.hp cleanly afterwards. Even if not, you still have the option to f.mp overhead in that range, or (heh) forward dash/whiff bazooka knee into throw. All theoretical, but if someone could get that info, it would be awesome. I can’t seem to find it on eventhubs.

I am not really knowledgeable about frame rates. So hitting with a knee at max distance has low recovery time than up close? I have sort of noticed this when i have hit the opponent with knee at max distance i was able to throw them with less delay.

yeah you can utilize this as a tick throw from max distance if they are slow on reaction

http://shoryuken.com/wiki/index.php/Street_Fighter_IV

Just use the SRK wiki for all your frame data questions. I think it’s more accurate. I should know cause I’m the one who created all the charts. I double checked/triple checked all my numbers with the japanese strategy guides. The only thing it doesn’t have is the translations in the notes sections.

Everyone’s throw has 20 frames of recovery when they wiff.

I personally never use b+short for anything except to get closer. It’s hitbox has been nerfed pretty bad from previous versions. I don’t even consider it an attack, it’s more of a slow dash that lets you maintain your charge. I really wish capcom would just make the bazooka knee b+3k. That would allow guile to use his awesome neutral s.short while holding back charging for a SB. Neutral s.short has the most range out of all “light” attacks and has a good hitbox.

Eew, ok, so that’s not reliable at all with guile’s 26 frame backdash. I might still try this out when I get back to fresh competition though. Tip of knee hit > backdash > f.mp/b.mk/c.mk still has some mixup potential.

Seems like an occasionally useful gimmick. Sure you don’t have to tag an extra c.lp on there to get optimal distance depending how deep you hit the j.hk?

VERY occaisional. I think many people are still getting lucky due to inexperience on the opponent’s side of things. Personnaly I try to not rely on gimmicky things on less-than-stellar players because i feel that it undoes my genuine practice on above average players to some extent. In Japan, any random guy off the street will punish you hard for connecting with a knee.

I think I see more use in whiffing it in front of their face leading into a throw or a c.lk > c.lp > c.mp xx flashkick combo. I never use it beyond zoning personally, but I would like to try a setup like that. Especially against someone without a solid reversal like sim. Once you get in with a j.hk doing c.lp x 3 > knee (whiff) > c.lk >… xx flashkick would be effective against a guy like sim or claw.

adding onto the Dash Cancel Ultra, and probably Dash Ultra by itself.

:db: (CHARGE) FADC :r::r: :db: :ub::3k:

I was able to pull off some nice dash-ins that can apply to basic gameplay, too bad my execution is less then stellar haha, but yeah for those who didnt know.

DC Ultra absorb Akuma’s Air Fireball and castch him as he lands
LP and MP versios are th eeasiest to catch since he is most likely throwing them very close to you. HP version is too far after absorbing, possibly just normal dash ultra.
EX version as long as you only get hit by the closest fireball you can go through with it, its fun ^_^.

On Abel, i did it out of panick since i had a FA with back charge on hand cause i thought he was going to just jump-in,

dashed right under crackshoot kick and ultra invicibility frames kicked in right as the foot went through my head.

On Ryu, i was fishing for this but FADC through his fierce Shoryuken made Dash Ultra autotarget after i went under him, very nice hearing people yelling BS over the mic lol.

Works with backdash Ultra as well but i cant do that consistently for th elife of me yet.

Setting up dash grabs and then baited a grab tech, dash ultra Sagat :slight_smile:
To bad his tiger shots are so fast that you get hit out of dash after FA ing the first so that was pointless. His TU also 3 hits breaks fa dash and can tag backdash strangely, i mustve been too close. and Tiger Knee is just armorbreaking madness.

Still fun to dash under a whiffed Fierce TU (blocked fierce puts you at too many -frame disadvantage to dash ultra apparently.) and attempt a dash ultra, i just love Guiles autotarget.

dashing into goukens charged hadou is suicide.

Backdash ultra is great bait on Zangeif SPD, but Lariat stuffs ultra/super on start up from this angle

Dash Ultra as Zangief is moving in with Lariat hits clean, as long as your ultra input makes you crouch down before his fist hits you.

Dash ultra under zangiefs Splash is just uber :slight_smile: HARD.

Dash Ultra under Fei Longs Chicken Wing Kick, his startup is long enough if he did a Fierce Kick CWK.

and as previous posts have stated, i’ve been having alot of funn trying the Backdash Ultra/Super on wake up, standing just within Guiles FA range, most jump or try SRK reversal if they are th eright character, the backdash right before they get up makes them wiff, too bad i cant get the backdash ultra allthe time, that would be nice.

Other then that, im still working on it and seeing what other applications its got besides the one shown in the vids section

Guile’s j.hk crosses up if opp is in the corner. Haven’t had any success out of the corner though…

yeah thats why i didnt include it in, because ive never done it. the info there was pretty much for me to read up on when i needed a refresher, and hasnt been updated with forum info as far as i know. All first hand experience =O

j.hk ends in a cross up but it still counts as hitting forward instead of behind, unlike j.lk. So its only half a crossup. Not like the j.lk is much of a crossup. Been getting SRK’ed on it for a couple of days in G2.

You just need to time it better. If you’re getting hit with a turned around SRK, then you’re crossing up too early. If you’re getting hit with the SRK on the side that you jumped from, you crossed up too late.

Once you get consistent, you’ll be able to cross up and the back of your OP’s head when they reversal SRK. Say you’re crossing up from left to right. The trick is to be on the left side when the OP is getting up and starting the SRK, but cross up on the right side right during the SRK.

cross up

Not sure if anyone already posted this but here it goes:

Yesterday I was in training mode with guile against balrog and I practicing combos starting with j.mk and in the corner by accident I happened to connect a cross up.

Can someone else verify this? (Guile’s j.mk crossing up Balrog in the corner).

Didn’t have time to test it out on any other players but i think this is useful in the corner as well as the j.hk.

I already know someone posted up that j.hk crosses up in the corner.

So what’s the deal with b.lk?

If you input c.lk (or s.lp/c.lp) b.lk when next to an op, you get the standing knee (combo).
A little further away and you get the neutral low-kick (combo).
Any further away, you get the bazooka (which, incidentally, can combo after 2 x c.lk).
If you try more than one c.lk (or lp as above) you get the bazooka knee.

The only things that can link after either the standing knee or the low-kick are s.lp, c.lp, or c.lk.

Obviously, if you don’t hold back, you can link and use the knee and low-kick as you see fit, but what’s with the target-combo-ish behavior above?

The only thing I can come up with is that from right next to op, c.lk b.lk “looks” “kinda” like bazooka knee, but you’re not punishable as it’s 0f on block and you’re just out of throw range. Did the designers think people would react to such a subtle bait, or am I looking too hard?