SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4
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Super Street Fighter IV Guile Character Guide
Written By: magikbus45
[email protected]
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SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4
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Table of Contents
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1: Intro
1.1: Why Guile is worthwhile...
1.2: Controls and Notation
2: The Moveset
2.1: Normal Moves
2.2: Unique Moves
2.3: Special Moves
2.4: Super Move/Ultra Moves
3: Gameplay
3.1: Basic Combos
3.2: Advanced Combos
3.3: Dash to Ultra
3.4: Play Styles
4: Match-Ups
4.1: Abel
4.2: Adon
4.3: Akuma
4.4: Balrog
4.5: Blanka
4.6: C. Viper
4.7: Cammy
4.8: Chun Li
4.9: Cody
4.10: Dan
4.11: Dhalsim
4.12: Deejay
4.13: Dudley
4.14: E. Honda
4.15: El Fuerte
4.16: Fei Long
4.17: Gen
4.18: Gouken
4.19: Guile
4.20: Guy
4.21: Hakan
4.22: Ibuki
4.23: Juri
4.24: Ken
4.25: M. Bison
4.26: Makoto
4.27: Rose
4.28: Rufus
4.29: Ryu
4.30: Sagat
4.31: Sakura
4.32: Seth
4.33: T. Hawk
4.34: Vega
4.35: Zangief
5: Unlockables/DLC
5.1: Titles
5.2: Clothing and Colors
5.3: Personal Actions
5.4: Win Quotes
6: Shoutouts and Legal Stuffs
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Guide Info:
Version 1.0: Basic guide. Most of everything that I know will be included
with the original version. If there are any other versions, it will be to
correct spelling and grammatical errors or add combos.
Version 1.1: (Pre-release) Edited for easier viewing in text programs built
for Iphone and Android based phones.
Version 1.2: (Pre-release) Final edit before release. Included Win Quotes
and corrected final spacing errors.
Version 1.3: Corrected info on fighting other characters. Edited damage on
moves.
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1: Intro
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Hi. This is my first FAQ that I have ever created, so bear with me on this
one. Welcome to my guide that will teach you how to use Guile efficiently and
effectively. It is my goal to be very in depth with him and I will continue
to update this guide as often as I can and when I see it fitting into my work
schedule. This guide will cover from basic strategies to high-level strategy
that will help you to become a better player instilling confidence and a bit
of swagger into your play style. Character by character fighting is included
in the final chapter of this guide. Furthermore, if you have anything that
you feel that I missed in this, you can either send me a message in the
message board here on GFAQS or via email ([email protected]). I hope
you enjoy this, as it was a painstaking adventure into the world of Guile.
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1.1: Why Guile is worthwhile...
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Guile is a brick wall. He is without a doubt, one of the better zoners
in Super Street Fighter IV. Quick charging Sonic Booms, multiple anti-air
attacks, air superiority, and ground control. Once you learn the details of
Guile, he can be a hard character to defeat. He is also relatively easy to
learn as he only has 2 special moves (well, 3 if you count the air grab,
depends on person). The proof in the pudding with him though is the amount
of effort and time you'll spend trying to learn how to put his links together.
Once you master comboing with him, life becomes a whole lot more simple when
fighting other characters.
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1.2: Controls and Notation
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LP: Light Punch
LK: Light Kick
MP: Medium Punch
MK: Medium Kick
HP: Heavy Punch
HK: Heavy Kick
PPP: All three punch buttons
KKK: All three kick buttons
b: Back on directional
f: Forward on directional
u: Up on directional
d: Down on directional
uf: Up+Forward on directional
ub: Up+Back on directional
df: Down+Forward on directional
db: Down+Back on directional
s.X: Standing attack
j.X: Jumping attack
cr.X: Crouching attack
cl.X: close attack
That's about all the notation that you'll need to learn Guile. Other
characters will have different input commands. There are many of them in the
SF world, but I will not be covering those in any way in this guide.
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2: The Moveset
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2.1: Normal Moves
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Normal moves can change depending on range, crouching, or jumping.
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Far standing Normals:
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s.lp: Quick jab is thrown by Guile. Fast and linkable. Does 30 DMG
s.lk: Fast kick that hits approximately at knee level on an opponent. s.lp is
the preferred attack here. Does 40 DMG.
s.mp: Guile tosses what looks like an uppercut. Hits at a close range only.
Does 80 DMG.
s.mk: Guile turns and thrusts a kick high. Does moderate damage, and can be
used as an anti-air attack with proper spacing. Does 70 DMG.
s.hp: Guile throws a straight right punch. Does decent damage and is good as a
combo ender. Can be used as an anti-air with proper spacing. Does 100 DMG.
s.hk: Guile kicks straight out which does decent damage. Distance is
surprising and can catch an opponent napping. Does 110 DMG.
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Close Standing Normals:
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cl.lp: Guile does a short fast elbow. Fast and linkable. Does 20 DMG.
cl.lk: Does a quick knee. Does 30 DMG
cl.mp: Looks like a hook thrown in boxing to the body. Does 60 DMG
cl.mk: Kick to upper body. Does 60 DMG.
cl.hp: Does a harder upper cut. Does 120 DMG
cl.hk: A kick to the high upper body/head area. Does 130 DMG.
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Crouching Normals
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cr.lp: Does a short jab. Is linkable and starts many combos. Does 30 DMG.
cr.lk: Does quick low kick. Is linkable. Does 30 DMG.
cr.mp: Does straight right hand while crouching. Is linkable into a few
combos. Does 70 DMG.
cr.mk: Harder kick. Has some decent reach. Comboable. Does 70 DMG.
cr.hp: Goes into a standing uppercut. Is a VERY effective anti-air attack.
Does 100 DMG.
cr.hk: Sweep move. Does a double sweep which can get you into trouble. You can
EX Focus Cancel after first sweep. Knockdown on hit. Does 100 DMG.
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Jumping Neutral Normals
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j.lp: Jumping and sticks his elbow straight out. Does 50 DMG.
j.lk: Does a kind of higher kick. Can be used as a quick anti air against some
moves. Does 40 DMG.
j.mp: Does an outward chop. Does 80 DMG.
j.mk: Kicks in a downward motion. Does 80 DMG.
j.hp: Is a spinning chop. Does 100 DMG.
j.hk: Kicks straight out. Is Guile's best neutral jump move. Does 100 DMG.
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Jumping Directional Normals
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j.lp: Extends a punch downward. Can be comboed. Does 50 DMG.
j.lk: Does a knee. Is Guile's ONLY cross-up attack. Can be comboed after.
Does 30 DMG.
j.mp: Does a straight right hand in mid air. Decent anti-air attack. Does 80
DMG.
j.mk: Extends his leg at a decent distance. Is an okay anti-air attack. Does
60 DMG.
j.hp: Does a downward chop. Is also comboable. Does 100 DMG.
j.hk: Kicks at a downward angle. Is Guile's best air to ground attack. Does
100 DMG.
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2.2: Unique Moves
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Characters have specific moves that only they can do. We'll list Guile's here.
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Knee Bazooka: Forward or Back + LK. Guile moves forward with a knee. Is an
effective way to move forward while charging up a Sonic Boom. Does 50 DMG.
Rolling Sobat: Forward or Back + MK. Guile goes in the direction that you are
pressing. Guile goes slightly airborne on this one and moves quickly in the
direction while kicking. Is a great move to use in place of a backwards dash.
Does 60 DMG.
Straight Chop: Forward + MP. Is a great overhead attack that you can use to
punish people who are crouching, or are turtles. Is ending of target combo.
Does 80 DMG.
Spinning Back Knuckle: Forward + HP. Guile pivots on his front foot and hits
someone with the back of his fist. Has decent range and executes quickly.
Does 120 DMG. Is a great second hit to a close Sonic Boom attack as it will
combo.
Reverse Spin Kick: F or B +HK at close range. Guile turns upside down to do
this move. Avoids sweeps and the like. Does 120 DMG. Is linkable as well.
Guile High Kick: DF+HK. Guile does a heavy duty roundhouse kick. Knockdown
move. Can be comboed into Flash Kick. Does 110 DMG.
Shades of Glory: Down + HP and HK Guile puts on his sunglasses. Does no
damage, but you look good. Can be used to buffer charge of SB, FK, Super, or
Ultra moves.
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2.3: Special Moves
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Sonic Boom: Charge B, F+ P. Throws a projectile across screen. Speed depends
on which punch button you press with LP being the slowest. All standard
punches do 50 DMG. EX Sonic Boom does 100 DMG and hits twice.
Flash Kick: Charge D, U+ K. Does a somersault kick that is a decent anti-air.
LK does 130, MK does 140, HK does 160, and EX does 180 DMG. EX Flash kick
also has more invincibility frames at startup and hits twice. All are great
against expected projectiles up close.
Flying Mare: (Air Throw) In air, LK+LP. Guile jumps up and throws his
opponent to the ground. Does 150 DMG.
Flying Buster Drop: (Air Throw) In air, Away + LK and LP. Guile jumps up and
drops them on his shoulder. Does 150 DMG.
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*Note* One of the best ways to utilize access to both of Guile's specials is
to hold DB that way you're charging both for the SB and FK.
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2.4: Super Move/Ultra Moves
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Super Move:
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Double Flash: Charge DB, DF, DB, UF +K. Guile executes two flash kicks total
of six hits when fully connected. Can be combined into either ultra. Works as
an effective anti=air. Does 360 DMG.
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Ultra Moves:
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Ultra 1: Flash Explosion
Charge DB, DF, DB, UF +KKK. Guile executes three flash kicks that do nine
total hits in damage. Works as an effective anti-air. Does 510 DMG at full
charge.
Ultra 2: Sonic Hurricane
Charge B, F, B, F, +PPP. Guile fires off a large sonic boom that covers
approximately half the screen. Is useful against characters with a projectile.
Does six total hits when hit fully. Has decent chip damage. Does 420 DMG at
full charge.
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*Note* there is another way to perform Guile's Super and Ultra 1 moves.
Please look at the numpad on your keyboard and follow.
Charge 1, 3, 2, 1, 4, 7+KKK. I find this way easier personally.
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3. Gameplay
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3.1: Basic Combos
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Guile is a very combo heavy character to be effective. If you want to learn
how to play him at a high level, get used to the combos below. I'll presume
you've read above and know the moves by name.
1. C.LP, C.MP
2. CR.LP, CR.MP
3. Reverse spin kick, CR.MP
4. CR.MP, flash kick
5. CR.MP, double flash
6. CR.MK, F+MP
7. J.HK, S.HP, sonic boom
8. J.HP, CR.MK, F+MP
9. J.HP, Guile high kick, EX flash kick
10. J.HK, S.MP, EX sonic boom, EX focus attack
11. (Anti-air) LK flash kick, Flash explosion
12. CR.LP, sonic boom
13. CR.MP, sonic boom
14. J.HP, S.LP, S.LP, S.LP, S.HP
15. J.HK, S.LP, S.LP, S.LP, S.LK
16. J.HP, S.LP, S.LP, S.LP, CR.LK
17. J.HP, S.HP
18. Sonic boom, spinning back knuckle
19. focus attack, flash explosion
20. double flash, flash explosion
21. double flash, sonic hurricane
22. FK FADC Shades
23. (While opponent is dizzy) Shades to FK, or shades to dbl flash, or shades
to either Ultra. Just adds a touch of style to stunning and probably killing
them on the next move.
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3.2: Advanced Combos
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1. J.HP, S.LP, S.LP, S.LP, EX sonic boom
2. CR.LP, CR.LP, S.LP, S.HP
3. CR.LK, CR.LP, CR. MP, HP sonic boom
4. LP. sonic boom, J.HK, S.HP, LP sonic boom, spinning back knuckle
5. focus attack, CR.LP, CR.MP, sonic boom, double flash, sonic hurricane
6. focus attack, CR.LP, CR.MP, sonic boom, double flash, flash explosion
7. J.HP, CR.LP, CR.MP, flash kick, double flash, sonic hurricane
8. J.HP, CR.LP, CR.MP, flash kick, double flash, flash explosion
9. J.HP, CR.LP, CR.MP, EX sonic boom, EX focus attack, flash explosion
10. J.HK, CR.LP, CR.MP, LP sonic boom, CR.LP, CR.MP, LK flash kick
11. CR.LK, CR.LK, CR.LP, MK double flash, flash explosion
12. CR.LK, CR.LK, CR.LP, MK double flash, sonic hurricane
13. J.HK, CR.LP, CR.MP, LP sonic boom, CR.LP, CR.MP, LK flash kick, LK double
flash, flash explosion
14. J.HK, CR.LP, CR.MP, LP sonic boom, CR.LP, CR.MP, LK flash kick, LK double
flash, sonic boom
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3.3: Dash to Ultra
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There are unique ways to get Guile's ultra to fire off effectively while
closing the gap. Use FA while charging DB to absorb a single hit projectile
and give shotos a nasty surprise at about half-screen. The second half of the
moveset must be completed while dash animation is active.
Forward Dash:
Ultra1: Charge DB, Dash forward, Circle along bottom until UB+KKK.
Ultra2: Charge DB, Dash forward, Back, Forward, PPP.
Back Dash:
Ultra1: Charge DB, B, DF, DB, UF+KKK.
Ultra2: Charge DB, F, Dash Back, F+PPP.
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3.4: Play Styles
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Turtle:
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A Guile who loves to hold DB and fire sonic booms at a distance. They are very
block heavy, and only attack when it's safe. They will bore most opponents to
sleep, or cause them frustration after a while. Do not consider this a cheap
tactic, as it is probably his most effective way to win against multiple
characters.
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Rushdown:
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An offensive Guile. These are rare to come across, and they catch many
opponents off guard. They are very attack oriented, and string combos to get
their wins.
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4. Match-Ups
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This is a general overview of how to play against the other characters in SSF4.
Of course, every character is a different animal in different players' hands.
I have tried to find some of the harder players at their respective characters
so I can be as thorough as possible. Use these as a basis, and add things that
you need to as the fight progresses.
The difficulty system I'm using is figuring that the opponent that you're
facing is of equal skill or more skill than you currently. The ratings are
from Easy-Hard and are just my opinion. You may feel differently.
Note: These characters are given their U.S. name. In this format, Vega=Claw,
M. Bison=Dictator, and Balrog=Boxer.
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4.1: Abel
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Difficulty: Medium Hard
Strategy: This varies depending upon which type of player you fight. If you're
fighting an aggressive Abel play kind of in a counter attack mind set making
sure that you grab all of his rolls. His wheel kick makes it very hard to go
over him, and is a decent hitting attack. Watch out for tornado throw as it
does a heavy amount of damage if it connects. His new ultra II can be delayed,
acts as a grab, has armor, and hits very, very hard. His Ultra I can be
comboed into by CR.HP so be sure which ultra the Abel player is using before
engaging them in the fight. Patience and hit and run are best tactics here.
Don't want to get caught dropping a link here.
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4.2: Adon
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Difficulty: Medium
Strategy: Adon is an extremely fast character that can hit you from multiple
angles and is really a useful character for catching you off guard. His Jaguar
Kick is an overhead attack. His rising Jaguar is an anti-air. His Jaguar
tooth can combo into the rising Jaguar or Ultra II. Ways to defeat Adon
include reaction flash kick of Jaguar tooth and keep him at bay with sonic
booms. Use your normals and keep stringing your combos together and you should
get out of this fight with relatively few problems.
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4.3: Akuma
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Difficulty: Hard
Strategy: This varies depending upon the Akuma style that you play. If he's a
run away, fireball spamming Akuma your best bet is to use sonic booms to build
up an EX sonic boom, and move in and attack when available. Most Akumas that
play like this will run away whenever you inflict some damage up close.
The other type of Akuma is an aggressive attacking style Akuma. The way to
beat this type of Akuma is to bait punishment attacks and counter as necessary.
Most Akuma's will not stay up to doing this due to his low health and will
usually revert to the runaway Akuma tactic.
About his ultras, jump and punish ultra 1, and you can duck under ultra 2.
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4.4: Balrog
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Difficulty: Hard
Strategy: Balrog is an annoying character to fight since he does hold charge
and has the fastest jab in the game. Most of Balrog's strategies revolve
around his B&B combos. Often times you will have to bait a Balrog to attack
you to attack him successfully. Ways to beat Balrog include zoning using Sonic
boom and your Ant-airs as necessary to keep him away from you. Balrog has
multiple ways to dodge projectiles and don't go airborne too much or you'll eat
a head butt into an ultra 1.
His Ultra II is virtually not used so it's of no real threat. A sweet combo of
Balrog's that I've found that's a nasty loop is cr lp, cr lp, cr lk, headbutt,
angled j.hp for a reset. It's an annoying loop to get out of once in, so be
very cautious should you get into this one. Easiest way that I know of how to
get out is to FA and dash should you get caught in it. Only way I've figured
it out.
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4.5: Blanka
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Difficulty: Medium Hard
Strategy: Blanka is a gimmick character. Once you figure out his gimmicks you
can shut him down pretty easily. Most Blanka's will try ball spam and slide
spam so know your spacing when shooting Sonic Booms. Blanka's EX horizontal
ball can go through projectiles so block and punish accordingly. Learn the
distances of your attacks for when he does electricity spam. At large
distances, CR.HK will do the job, but close may require CR.LP. Try to never
cross him up, or you'll probably eat electricity spam.
Blankas Ultra I may seem difficult to do anything about as it does heavy chip
damage, but there are ways that you can beat it cleanly. At the top of his
vertical jump of Ultra I you can air throw him, or on his way down you can
connect with an EX flash kick, flash explosion or Sonic Hurricane. His Ultra
II you'll just have to learn to read whether he's going ground or air.
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4.6: C. Viper
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Difficulty: Medium Hard
Strategy: Realistically it depends on the C. Viper player. Easiest way to
figure out which way to block C. Vipers burn kick is to line up the center of
her crotch if it is in front of your shoulders hold backwards if it past your
shoulders hold forward. This is the only way I know how to detect and block
her burn kick. She will use EX Seismo to attempt to punish your Sonic Booms
keep moving and dash to avoid auto lock of EX Seismo. Stay out of the sky as
much as possible to avoid HP Thunder knuckle. Her burn kick, HP thunder
knuckle, and Seismo Hammer have the ability to combo to ultra 1. Her Ultra 2
does sweet damage, and is a punishment tool from the sky. Viper can do a nasty
amount of damage with combos. Just be patient and you should win.
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4.7: Cammy
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Difficulty: Easy
Strategy: The easiest way to do this is to turtle, or you can bait and punish.
Most Cammy's will use cannon spike on wake up just block and punish
accordingly. Zone her with Sonic Boom and use CR.HP to stop jump ins and EX
Hooligan. After a blocked Spiral Arrow, you can throw her or start off a
combo by going low. Do not use sonic boom at close range when Cammy has Ultra
I available. Her Ultra II is a counter attack ultra, so watch being extremely
aggressive on her wakeup.
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4.8: Chun Li
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Difficulty: Hard
Strategy: She has a lot of tools and very great control of frames. Keep your
distance and fire Sonic Booms to control the spacing. If she gets close make
sure that you complete combos, preferably combos that end with a knock down.
On her wake up watch for EX Spinning Bird Kick. Her Ultra I can go through
projectiles at full screen and connect. Her ultra II can be comboed into from
EX Legs or Tenshyokyaku. Her Hazanshu counts as an overhead so you must block
this high. She has sweet combos that can lead into huge damage. Just play
patiently to beat her.
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4.9: Cody
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Difficulty: Medium Hard
Strategy: Cody being new to the cast is kind of difficult to judge now. His
special moves are some of the safest moves in the game. He has many combos,
and most are safe block strings that end on a safe special attack. His
criminal Upper is a decently damaging move that has to be the safest move in
the game. His Roughian Kick can be an annoying attack, since depending upon
which button he kicks can be an anti-air or anti-ground attack. His Ultra II
has one of the longest reaches of any in the game and is deceptively easy to
land. Just be cautious and keep your spacing and you should be able to beat
him. EX FK when you sense roughian kick or criminal upper. It'll trade with
the criminal upper, but will beat a roughian kick clean. He will chuck rocks
atyou, and if he grabs a kinfe, he will throw that in its stead. When he has
the knife, he hits harder. You can knock the knife away any time by hitting
him, or when he dashes it'll auto drop.
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4.10: Dan
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Difficulty: Easy
Strategy: Don't sleep on Dan as he can be very dangerous when used properly.
Dan is kind of a pseudo-shoto with a fireball weaker than Ryu/Ken/Akuma/Sagat,
etc. The distances that these fireballs travel is a joke with the LP Gadoken
traveling maybe an extra arm's length from Dan. His LK Dankukyaku is armor
breaking, and executes quickly as well as in the air. Dan's Koryuken is a very
good anti-air, and the EX has insane priority. His Ultra 1 is a very good
close range ultra, however most things can stop it, including a FA. His Ultra
2 can be comboed into relatively easily, and throws him to the other side of
the screen when he uses it. Also, his air taunt and crouching taunt will
deflect standard attacks not in active frames. Good fun.
Most likely though, if you're playing a Dan, that player's not being serious.
Expect lots of taunting, and don't be afraid to taunt back. That's what
playing Dan is all about.
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4.11: Dhalsim
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Difficulty: Hard
Strategy: The clock is your buddy here. Expect to fight from most of the
screen away. Block his stretchy arms and counter his Yoga Fire with a LP sonic
boom. Sometimes mix in the EX sonic boom to keep him guessing and get an
occasional hit in. The thing that will catch a Sim off guard here is how
quickly that you recover from a LP boom in case he decides to teleport. Watch
for him to slide under some of your booms. Block and tech the throw that will
be incoming afterwards. If he's close enough, punish accordingly and do so in
a hurry. If you're close to him when he does his Ultra 1 throw him. The fire
ball will completely miss you and you'll throw him. His Ultra 2 is deceptive
and does decent damage. Be cautious as most will do this after teleport or
sporadically while in air. If you can get close, you can win this fight.
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4.12: DeeJay
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Difficulty: Medium Hard
Strategy: DeeJay is virtually another Guile by design. The only things that he
has are a decent crossup attack, and a good projectile. His projectiles vary
in speed similar to Guiles, and he is a bit faster. His EX rush kick can go
through your sonic booms at the right distance and punish. His slide will go
under your booms, and is a knockdown. His ultras are punishment based, so
don't put yourself in a situation where this can happen. Control field with
LP sonic boom, anti-air with CR.HP, and toss him around when he tries to play
up close.
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4.13: Dudley
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Difficulty: Easy
Strategy: Basically the way to beat Dudley is to control the field with LP
Sonic Booms and zone. He may attempt to dash under these and you'll punish on
reaction. Basically just stay out of the sky and you should be doing fine. He
can combo into his Ultra II from many moves.
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4.14: E. Honda
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Difficulty: Medium Hard
Strategy: Honda hits like a speeding car (pun intended). All of his attacks
have devastating amounts of damage and although he doesn't move quickly, Sumo
Smash and Headbutts have fast speeds, and can cover the ground to close on you
in a hurry. His Oicho Throw is a heavy hitting close range grab that's worth
staying out of reach. His trademark Hundred Hand Slap can affect you mainly
in corners or if you decide to just spam an attack. Ways to beat him just mean
keep your distance, hit hard if you go in close, and get out. Dash out from
under his Sumo Smash and you get a free sweep, combo, or throw. Also when he
does a HK sumo smash, you can CR.HP it as well. Many great Hondas will jump
overa sonic boom and use neutral jump HP for a sweet reaching, high priority
attack should you decide to counter with a jumping HK. His U1 is a steroid
enhanced Headbutt, and his U2 is a heavy-duty Oicho Throw. Also, none of his
headbutts can pass thru a sonic boom.
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4.15: El Fuerte
_________________
Difficulty: Medium
Strategy: An annoying fight. He will most likely try to knock you down, and
make you guess what he's going to do when you wake up. Dash under Tostada
Press, jump when you think it'll be the grab, and crouch block to stop the
slide. It's a guessing game if he gets you here. To win, control the field
with Sonic Booms, and anti-air him if he hops off the walls. His Ultra 1 has
weird properties to how it connects with a landing opponent, and can be
directed to catch a player on the ground. Does heavy damage. His ultra 2 is
fast, goes low, and is a grab which makes it untechable. Does heavy damage as
well.
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4.16: Fei Long
________________
Difficulty: Medium
Strategy: First off, do NOT get caught in his Tenshin. Punishment will always
ensue. You can break apart his rekka with ST.HP, or CR.MP when it begins, and
an EX FK will get you out during the 2nd and 3rd hits of block. Watch out for
his chicken wing to go flying over your booms at you. His Flame kick will be
used like most shotos use SRK on wakeup so pay attention for it. Bait and
punish these accordingly. His Ultra 1 is hard for him to combo into, and
you'll probably only eat it as punishment. His Ultra 2 is a counterattack
that inflicts heavy damage.
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4.17: Gen
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Difficulty: Medium Hard
Strategy: He's just tricky, but once you learn Gen he becomes easier to beat.
Don't FK or CR.HP as anti-air, use ST.MK or ST.HP more. I don't know why, but
those seem to trade less here. Just watch for his walldives and punish
accordingly. Never FA these. EVER. He has 4 ultras that are style variant.
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4.18: Gouken
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Difficulty: Medium
Strategy: This can be a weird fight. If you jump, empty jump. No one likes
eating his auto-parry move and being sent across the screen. Jump his LP
hadoken. Fire a SB at his EX hadoken so long as it's not charged in order to
keep walking forward. Stay out of the air as much as possible due to his
multi-level hadoken. Tech EVERY time they throw when Ultra 1 meter is
achieved. Back throw to Ultra will be in your future otherwise. His Ultra 2
is a hard charging hadoken that when fully charged is unblockable. Just
pressure him and win this fight.
_____________
4.19: Guile
_____________
Difficulty: Medium Hard
Strategy: Depends on who you fight really. Play a balanced style. You should
know your own weaknesses and strengths. Violate their weaknesses.
___________
4.20: Guy
___________
Difficulty: Easy
Strategy: Guy is a character that is hurt by any character that can hold DB
for an entire fight. Essentially, just keep a slight distance, control field
with Sonic Boom, and you should be okay. Anti-air him when the opportunity
presents itself. Really not much else to say on this one. Put on your shades
at some point.
_____________
4.21: Hakan
_____________
Difficulty: Medium
Strategy: Really, Hakan is a joke. A gimmicky character whose best moves are
only worthwhile when he's oiled up. His slide attack will go under your sonic
booms. His lunging grab is difficult to figure out its range on occasion, and
his standing grab has decent range and throws you to other side of screen.
His super can be held making it hard to figure out how to dodge. If he has
his Ultra 2, DO NOT JUMP AT HIM. You will eat the ultra 2 on reaction and
well, nothing you can do about it while in air. Way to win, intelligently
control field with SB, block slide, throw him, repeat.
_____________
4.22: Ibuki
_____________
Difficulty: Medium Hard
Strategy: You will basically be trying to fight this fight from about three
quarter screen. The best way to beat Ibuki is to turtle and control field with
LP Sonic Boom. Crouch block her neck breaker. she is a combo heavy character
so if you make one mistake expect to lose a lot of life. Her Ultras are both
punishment Ultras so watch over attacking on her wake up. You can punch her
dagger out of the sky. Zone and patience is how you win this fight.
____________
4.23: Juri
____________
Difficulty: Hard
Strategy: By far the most annoying character in Super Street Fighter IV. She
will use her dive kick to punish any projectile so keep firing LP Sonic Booms
as you can recover fast enough to block. Punish dive kicks on reaction. Be
careful in her wake up as you will most likely eat a pinwheel. Beware as she
can store fireballs and her fireballs do go at different angles. Her super is
easy for her to combo into. Her Ultra I makes comboing with her is easier.
Her Ultra II can be comboed into from EX dive kicks. Play very patiently and
knock her out of the sky. The closer you can get to her in this fight the
better chance you have of winning.
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4.24: Ken
___________
Difficulty: Medium
Strategy: The crossup and combo king. Most if not all roads can end in
shoryuken. Stay out of the sky, shoot down his hadoken with sonic booms, and
cr.hp to punish his Hurricane Kick. Really all there is to this fight. Crouch
under his Ultra 2 for NO DAMAGE. His Ultra 1 is an anti-air, so be cautious if
he has meter.
________________
4.25: M. Bison
________________
Difficulty: Medium Hard
Strategy: M. Bison hits hard, has deceptive range, and combos into many of his
specials. His Scissor kick is deceptively fast, and combos after cr. lk.
Psycho crusher is better than it was in SF4, but it's still of minimal threat,
and minimal usage. The head press is one of Bison's better attacks, but can be
telegraphed. Dodge it and punish at will. You can also jump away +HK to stuff
it while it's inbound. His Slide is a knockdown, is an obvious move, and is
easily punishable with SB, FK, st.HP at correct distance, and of course the
super/ultras. His new ultra Psycho Punisher does a healthy amount of damage,
is fast, and kinda unpredictable. His U1 is still a threat since you can combo
into it from the Hell Attack. Bait and punish Bison, this is the way to win
against him.
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4.26: Makoto
______________
Difficulty: Easy
Strategy: Makoto is really a weak character so far in SSF4. She really lacks
the ability to control the field, so sonic boom all day. I really don't see
much of a strategic threat from her in any way. Her ultra 1 can be comboed
into from her grab that she does. Her ultra 2 is a punishment ultra that even
if blocked has rapid followup and no recovery. She does have the overhead
karate chop move to punish you if you're crouching alot. Other than that, she's
cake.
____________
4.27: Rose
____________
Difficulty: Medium
Strategy: Expect to have sonic booms reflected back at you. Shoot down her
Soul Sparks with Sonic Booms. Her slide will go under your booms and you'll
most likely be punished for throwing it. Stay out of the sky as soul throw
can and will toss you out of the sky. Her Ultras are what make her dangerous
though. Ultra 1 does massive damage and unless they're blocking or just jumped
it will connect. Ultra 2 sends orbs around her acting as a pseudo-shield.
They hit decently hard, and is the most annoying ultra in the game IMO.
_____________
4.28: Rufus
_____________
Difficulty: Hard
Strategy: This will be a very difficult fight as large men are not supposed to
move this fast. Most Rufus's will abuse Falcon Kick as that is the leading
edge for most combos Rufus can do. It executes quickly and can be used as a
cross up. His Galactic Tornado has armor properties and will hit five times.
The EX Galactic Tornado sucks in opponents at a distance and does more damage.
His Messiah kick can be turned into one of three after hits and you will run
into players that can use EX Messiah Kick psychically. His snake strike acts
as an anti-air and does a healthy amount of damage. Rufus combos like a hero
so expect large chunks of damage should one hit make contact. His Ultra I is
one of the most easily comboed moves in the entire game. He can enter into it
via St.LK>St.HK, J.HK, Galactic Tornado, EX Messiah Kick. His Ultra II acts
like a pseudo anti-air. Both Ultras do massive damage. The way to beat Rufus
control the field with Sonic Boom, Cr.HP his air attacks, and block like crazy.
___________
4.29: Ryu
___________
Difficulty: Hard
Strategy: Ryu's will control the field with multiple Hadoken. They expect you
to jump to where you will eat a SRK. They will Hurricane Kick over your Sonic
Booms to reach your point, or attempt to cross you up for heavy damage. His
Ultra I is easily comboed into via LP.SRK, SRK, FADC, Ultra. His Ultra II acts
like an anti-air similar to Ken's Shinryuken and does a healthy amount of
damage. In this match you are realistically out classed. You have to beat Ryu
using nothing but your mind in attempt to get them off of their game. Counter
attack Hadoken with Sonic Booms and CR.HP him out of the sky if he jumps at
you. Duck under his Hurricane Kick and hit him with Cr.HP or flash kick if you
have charge. Just play very patiently and don't rush in too much cause Ryu can
deal out a heavy amount of damage in a very little time.
_____________
4.30: Sagat
_____________
Difficulty: Hard
Strategy: Sagat has by and far the easiest time against Guile. You will eat a
constant barrage of High and Low Tiger Shots, kara Tiger Knees, and kara Tiger
Uppercut. Sagat has many options to use against you as an anti-air including
Tiger Uppercut, High Tiger Shot, ST.HK, F+HK, Tiger Knee, and his Ultras.
Sagat will most likely zone you to the point of boredom, and there isn't much
you can do except work in slowly to begin inflicting damage. Both of his
ultras can be juggled into from many attacks, and his Ultra 2 can catch you on
the juggle of EX Tiger Shot at full screen. Ways to beat Sagat are to be
patient getting close, then executing combos to inflict damage. This will be a
rinse and repeat cycle, so expect it to take awhile. Punish if he whiffs an
attack or gets blocked. That's realistically the only way to beat Sagat
efficiently.
______________
4.31: Sakura
______________
Difficulty: Medium
Strategy: She will try to just outrun you really. Once Sakura is in, expect to
be hit with large combos to compensate for her weak damage output. She links
insanely well, has sweet resets, and will dizzy you much faster than she will
finish you. The best way to beat Sakura is to virtually turtle and counter
attack. She doesn't have the tools to beat Guile with ease unless she gets
her rushdown in full effect. Her Ultras don't inflict massive damage, but can
easily be comboed into. Really, the way to beat her is to just not let her
run loops on you all day.
____________
4.32: Seth
____________
Difficulty: Hard
Strategy: Seth has the lowest health in the game. Only thing I'll say
positive. His stretching limbs, COMMAND sonic boom attack, shoryuken, spinning
pile driver, hyakuretsukyaku (machine gun kick), teleport, and tanden engine
(draw in move) make Seth one of the best possible characters in the game
moveset-wise. The only way I've found to beat him is to attack his arms as they
stretch, and be very patient. His super can be led into from SB and will do
full dmg. His U1 has been nerfed since SF4, and his U2 is just unimpressive.
If you're in the air near Seth you should be worried about eating U2. Other
than that, don't stress on his ultras.
_______________
4.33: T. Hawk
_______________
Difficulty: Medium
Strategy: Basically, the answer to this is to just stay away. Punish Condor
Dive and keep out of his reaching range. His Mexican Typhoon hits insanely
hard and you'll learn after 1 or 2 times. His Tomahawk is an angled upward
rising attack that's a very sad anti-air. Condor spire can get him to you very
quickly so just be on the watch for him rushing right at you. His Ultras are
just enhanced Mexican Typhoon and an enhanced Tomahawk. He's big and slow,
just be a bit faster, control the ground with LP Sonic boom, and love your
dash. If he gets ahold of you, much of your health will disappear. That is
the only reason I rated him medium.
____________
4.34: Vega
____________
Difficulty: Medium Hard
Strategy: This is a pesky fight as he will most likely just do shenanigans the
entire fight. He is much faster than Guile and his pokes are faster, so you
need to just control the main field. Easiest way I've found to beat them is
control the ground with LP SB, as you recover from it fastest, and dash under
him if he keeps doing wall dives. Also on wall dives, there is a strict window
where CR.HP will connect cleanly. Hit him with combos where available, and
watch his low health fall quickly. Vega has that backflip to dodge many
things, so keep your attacks slow and deliberate when he does this to make sure
it hits. Get most Vegas in a corner and they usually fall apart. His Ultra 2
is a scary move as it's an anti-air, a slide, and has insanely deceptive range.
Box him in and you should win this fight.
_______________
4.35: Zangief
_______________
Difficulty: Medium
Strategy: Hit and run. That's the answer. Zone him with Sonic booms, and if
you get too close, try to get out of there as soon as possible. Sweep his
lariat. CR.HP when he hops. Gief does heavy damage to those who stray too close
to him. His grabs are some of the best in the game, and take huge chunks off
of your life bar. Keep him at bay, and you have a chance. His Ultra 2 will rip
you out of the sky, so be cautious jumping at him while it's active. Only
reason I give him medium is that if he gets ahold of you it becomes a much
harder fight.
_____________________________________________________________________________
5. Unlockables/DLC
_____________________________________________________________________________
______________
5.1: Titles:
______________
--------------
Silver Titles:
--------------
1. Air Slicer
2. Out for Revenge
3. Gotta Love the Hair
4. Looking for Charlie
5. Decisions Decisions
------------
Gold Titles:
------------
1. Righteous Avenger
2. Hard Boiled
3. Sonic Flash
4. You Lose, You Leave
5. Family Man
Defeat Game Title (Blue):
1. Hairspray User
Defeat Game on Hardest (Red):
1. Legendary Flash
___________________________
5.2: Clothing and Colors:
___________________________
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Standard : Guile wears tank top and camo pants
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1. Green shirt, green pants, yellow hair
2. Purple shirt, purple camo, yellow hair
3. Olive shirt, olive camo, yellow hair
4. Blue shirt, blue camo, yellow hair
5. Red shirt, red camo, yellow hair
6. Teal shirt, teal camo, yellow hair
7. Mustard shirt, mustard camo, yellow hair
8. Light purple shirt, light purple camo, yellow hair
9. Dark Blue shirt, Dark blue camo, yellow hair
10. Black shirt, black and silver camo, white hair
11. Similar to number one only cell shaded.
12. Similar to number one only pencil drawn.
-------------------------------------------
Alternate One: Guile wears a vest and pants
-------------------------------------------
1. Yellow vest, green pants, yellow hair
2. Red vest, black pants, yellow hair
3. Green vest, blue pants, yellow hair
4. Orange vest, dark blue pants, orange hair
5. White vest, dark blue pants, yellow hair
6. Green vest, green pants, yellow hair
7. Purple vest, blue pants, copper hair
8. Dark blue vest, brown pants, yellow hair
9. Dark green vest, black pants, copper hair
10. Black Vest, Black pants, white hair
11. Similar to number one only cell shaded.
12. Similar to number one only pencil drawn.
--------------------------------------------------------
Alternate Two: Guile Wears a Flak Jacket and Field Pants
--------------------------------------------------------
1. Black Flak Jacket, blue pants, yellow hair.
2. Black Flak Jacket, green pants, yellow hair.
3. Black Flak Jacket, purple pants, yellow hair.
4. Dark Gray Flak Jacket, brown pants, yellow hair.
5. Gray Flak Jacket, red pants, yellow hair.
6. Gray Flak Jacket, black pants, yellow hair.
7. Green Flak Jacket, brown pants, yellow hair.
8. Blue Flak Jacket, black pants, yellow hair.
9. Gray Flak Jacket, black pants, yellow hair.
10. Blue Flak Jacket, blue camo pants, white hair.
________________________
5.3: Personal Actions:
________________________
1. Come on!
2. Come on rookie!
3. Bring it!
4. Too easy!
5. Nods head and says "Humph"
6. Show me what you've got!
7. You ok there?
8. You're all talk!
9. Take it easy!
10. Easier than R & R!
__________________
5.4: Win Quotes:
__________________
1. The only way to win is to keep a cool head and stay focused.
2. My arms and legs cut like blades! You can't compare!
3. If you can't dodge, just take your licks and throw the fight. No use
trying.
4. I don't enjoy fighting. If the other guy starts it though, I'll do what it
takes.
5. I could really go for a cup of coffee right about now...
6. Fighting you has brought out my true strength.
7. Your moves are well executed and strong. You have a bright future ahead of
you.
8. In war, the loser doesn't get a second chance. You're lucky this isn't war.
9. Knowing when to give up is nothing to be ashamed of.
10. That was too easy!
11. What an easy mission!
_____________________________________________________________________________
6. Shoutouts and Legal Stuffs
_____________________________________________________________________________
Shoutouts to:
Capcom, for making Street Fighter and all its iterations.
GameFAQS for allowing me to become part of a community that has changed
my skill level permanently.
My wife for typing some of this while I was testing things on the console.
My son for SRK'ing the cat off the back of my chair. Was major lolz.
My friends J.Perry, R. Silas and B.Hannebaum for helping me with
piecing together generic strategies.
My online friends X-Gamblerz, Matastrophe86, BustyWallace, sephirothx2x,
Squirrelinator2K, GrandmasterX, Emblem_Lord, and ill_cosby for helping with
matchups and advanced Guile combos.
Shoryuken.com and Eventhubs.com for more information.
Finally, I'd like to thank you for taking the time to read/use this guide.
_____________________________________________________________________________
Copyright 2010 magikbus45
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.