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Friday
Feb192010

GUILE - SPECIAL MOVES AND ULTRAS - SUPER STREET FIGHTER 4

 SONIC BOOM

CHARGE BACK, FORWARD + PUNCH

Guile's Sonic Boom got a huge upgrade in Super Street Fighter 4.  They reduced the charge time required greatly, which makes this move one of the better projectiles in the game. 

This move's main use is for zoning purposes, as Guile is a zoning character. Mix up the speeds to keep your opponent guessing.  Even if your opponent gets close, the Sonic Boom recovers so fast that it isn't as unsafe as other projectiles in the game. 

The Sonic Boom can also be used as part of combos and as a general pressure tool at close to mid range, due to its fast recovery.

The punch button used determines the speed of the Sonic Boom. The Light Punch version travels the slowest and the Hard Punch the fastest.  The Light Punch Sonic Boom is slow enough that Guile can follow behind it and then attack the opponent while they are trying to block the Sonic Boom. 

The EX version of the Sonic Boom consists of a two-hit projectile.

A Sonic Boom is an excellent option to finish up a block string as the recovery time is quick and it will push the opponent closer to the range you want them.

COMMUNITY VIDEOS:

Sonic Boom Pre-Charging Tutorial by gilleybaba: This is a video made for Street Fighter 4 but still holds true for Super. It is a method to get faster Sonic Booms, and with Guile's Sonic Boom getting even better in Super this method can make him really dangerous in a projectile war.

 

FLASH KICK *ARMOR BREAKING*

CHARGE DOWN, UP + KICK

Guile's Flash Kick is another zoning tool at his disposal. It can be used as a zoning anti-air (controls the space in front and above him), can be used to end combos, and can be used as a punish. 

The strength of the kick button used determines the vertical and horizontal distance of the Flash Kick as well as its damage.  The Light Kick version does the least amount of damage and travels the shortest distance.

The EX Flash Kick hits twice and has more frames of invincibility than the other versions and does more damage and stun.

Take care when using this move, as it takes a long time to recover if you miss or it is blocked and Guile can be punished easily while doing so.

The EX Flash Kick is the best version to use as an anti-air, but if you don't want to use EX meter the Light Kick version is the second best option as it has the most invincibility of the regular versions. The Hard Kick Flash Kick trades easily when used as an anti-air, although that can be useful for setting up a juggle. Its great range make it useful as a punish if your opponent throws out something unsafe. 

 

SUPER - DOUBLE FLASHKICK

CHARGE DOWNBACK, DOWN-FORWARD, DOWNBACK, UP-FORWARD + KICK

Can be canceled from Flash Kick. You can also combo from the Double Flash Kick into the Flash Explosion Ultra 1 for more damage. 

Although Guile's EX moves are useful, there are times when his Super will come in handy to finish off the opponent or to make a comeback.

Like the Flash Kick, this Super's horizontal and vertical distance is determined by the strength of the kick button used. The Light Kick version having the shortest range while the Hard Kick version has the greatest.  The Light Kick or Medium Kick versions are best if this Super is used in a combo.

COMMUNITY VIDEOS:

SF4 Guile FADC (dash) into Super/Ultra Tutorial by SonicFlash122: This is a video that shows you how to do exactly as the title says, with a few practical applications for doing it. This tutorial was created for SF4 but is applicable to Super.

 

ULTRA 1 - FLASH EXPLOSION

CHARGE DOWNBACK, DOWNFORWARD, DOWNBACK, UP-FORWARD + THREE KICKS

The Flash Explosion is one of the more difficult Ultras to combo into, but it can be done.  You can combo after a Level 3 Focus Attack or you can combo from his Super.

This Ultra can also be used as a punish or as an anti-air. Using it as an anti-air requires careful timing, however, so practice this if you want to use this Ultra reliably in that capacity. 

If you miss or your opponent blocks this Ultra you are left wide open to counter-attack, so be careful in its use.

COMMUNITY VIDEOS:

FADC Dash into Ultra Tutorial: See above in the entry for Guile's Super for a tutorial video that also applies to this Ultra.

 

ULTRA 2 - SONIC HURRICANE

CHARGE BACK, FORWARD, BACK, FORWARD + THEE PUNCHES

Guile's Sonic Hurricane Ultra is a major addition to his game, allowing him to punish opponents who throw out projectiles or unsafe moves from short to medium range. It is relatively safe when blocked.  You can also combo into it from a Flash Kick by doing the Flash Kick input with Up-Back (instead of just Up) then FADC forward into Ultra.  It can also be used as an anti-air, juggling for full hits if timed correctly. Its slow start-up make it easy to dodge if you just throw it out carelessly, however, so know when to use it to maximize its potential.

COMMUNITY VIDEOS

Flash Kick FADC to Sonic Hurricane Tutorial by SonicFlash122: This tutorial shows you how to so exactly what it says, to FADC from Flash Kick to Sonic Hurricane. The tutorial gives great explanations, shows you the inputs needed while actually doing them on a joystick, and even breaks it down into phases to help ease learning how to do it.

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    GUILE - SPECIAL MOVES AND ULTRAS - SUPER STREET FIGHTER 4 - GUILE - SUPER STREET FIGHTER 4 MOVES COMBOS - FIGHTING GAME NEWS STRATEGY & MEDIA

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