GUILE - NORMAL MOVES - SUPER STREET FIGHTER 4
JAB (LIGHT) PUNCH
Standing Light Punch: Can be linked into standing hard punch for a damaging combo with no charge.
STRONG (MEDIUM) PUNCH
Crouching Medium Punch: Can be linked from crouching light punch and is Guile's go to normal to cancel into either sonic boom, for damage or to push a blocking opponent out of poke range, or flash kick if hit confirmed for good damage.
FIERCE (HARD) PUNCH
Standing Heavy Punch: Can make for a far anti air to stuff jump ins that fall short or to poke opponents walking in on you while maintaining your charge.
Close Heavy Punch: Can be canceled into sonic boom easily for a good combo after a jump in and also with more practice can be used to cancel into flash kick for a hard hitting combo.
SHORT (LIGHT) KICK
Standing Light Kick: A quick attack that pokes farther than crouching light kick or crouching/standing light punch and can be used after a succession of light attacks to give a little more damage or push back a blocking foe a bit farther.
Diagonal Jump Light Kick: Guile's cross up attack which is best to hit late with as to make following up with attacks easier. If it hits too high the opponent will have time to counter or block any follow up attacks.
FORWARD (MEDIUM) KICK
Standing Medium Kick: Can be used as an anti air in a few situations. One of his more effective anti airs against Gen's low jump arc.
Crouching Medium Kick: A well functioning poke for guile which can be canceled into his forward medium punch over head which will whiff if you are spaced too far.
Diagonal Jump Medium Kick: A very effective jump in that may catch opponents off guard with its range for a nice little chunk of damage.
ROUNDHOUSE (HARD) KICK
Standing Heavy Kick: A kick that starts with a hop forward which makes it effective for fending off advancing foes while maintaining charge
Crouching Heavy Kick: Unlike most sweeps this attack consists of two kicks, either of which will knock down the opponent. Unwitting opponents may block the first only to be swept by the second, others how ever may punish you between sweeps. This attack is to be used with much caution as it can be punished very hard. It can be made safe on the first sweep by focus dash canceling back, or forward if you wish to take a more offensive approach.
COMMAND NORMALS
FLYING MARE (AIR THROW)
LP + LK IN AIR
FLYING BUSTER DROP (AIR THROW)
BACK + LP + LK IN AIR
STRAIGHT CHOP (OVERHEAD)
TOWARDS + MP
An over head strike that can be linked from crouching medium kick trick low block happy opponents
TOWARDS + HP
A deceptively far reaching poke that does good damage and can combo from a close range sonic boom to damage.
REVERSE SPIN KICK
(NEAR OPPONENT) FORWARD or BACK + HK
Will avoid some low pokes and whiff against crouching opponents, can be the start up to some damaging combos.
HIGH KICK
DOWN-TOWARDS + HP
Knocks down on hit and whiffs against crouching foes.
KNEE BAZOOKA
TOWARDS OR BACK + LK
A quick poke that is a good way to advance forward while maintaining a charge to keep pressure on.
ROLLING SOBAT
TOWARDS OR BACK + MK
A good way to retreat back while keeping long jump ins at bay and even avoiding low pokes and some attacks and punishing them at the right range such as Zangief's green hand.
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