SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 _____________________________________________________________________________ Super Street Fighter IV Guile Character Guide Written By: magikbus45 email@example.com _____________________________________________________________________________ SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 SSF4 _____________________________________________________________________________ Table of Contents _____________________________________________________________________________ 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 _____________________________________________________________________________ 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. _____________________________________________________________________________ 1: Intro _____________________________________________________________________________ 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 (firstname.lastname@example.org). I hope you enjoy this, as it was a painstaking adventure into the world of Guile. ________________________________ 1.1: Why Guile is worthwhile... ________________________________ 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. ____________________________ 1.2: Controls and Notation ____________________________ 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. _______________________________________________________________________________ 2: The Moveset _______________________________________________________________________________ ____________________ 2.1: Normal Moves ____________________ Normal moves can change depending on range, crouching, or jumping. --------------------- Far standing Normals: --------------------- 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. ----------------------- Close Standing Normals: ----------------------- 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. ----------------- Crouching Normals ----------------- 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. ----------------------- Jumping Neutral Normals ----------------------- 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. --------------------------- Jumping Directional Normals --------------------------- 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. ___________________ 2.2: Unique Moves ___________________ ----------------------------------------------------------------------------- Characters have specific moves that only they can do. We'll list Guile's here. ----------------------------------------------------------------------------- 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. ____________________ 2.3: Special Moves ____________________ 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. ----------------------------------------------------------------------------- *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. ----------------------------------------------------------------------------- ____________________________ 2.4: Super Move/Ultra Moves ____________________________ ----------- Super Move: ----------- 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. ------------ Ultra Moves: ------------ 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. ----------------------------------------------------------------------------- *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. ----------------------------------------------------------------------------- _____________________________________________________________________________ 3. Gameplay _____________________________________________________________________________ __________________ 3.1: Basic Combos __________________ 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. ______________________ 3.2: Advanced Combos ______________________ 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 ____________________ 3.3: Dash to Ultra ____________________ 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. __________________ 3.4: Play Styles __________________ ------- Turtle: ------- 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. --------- Rushdown: --------- 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. _______________________________________________________________________________ 4. Match-Ups _______________________________________________________________________________ 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. ___________ 4.1: Abel ___________ 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. ___________ 4.2: Adon ___________ 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. ____________ 4.3: Akuma ____________ 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. _____________ 4.4: Balrog _____________ 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. _____________ 4.5: Blanka _____________ 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. _______________ 4.6: C. Viper _______________ 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. ____________ 4.7: Cammy ____________ 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. ______________ 4.8: Chun Li ______________ 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. ___________ 4.9: Cody ___________ 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. ___________ 4.10: Dan ___________ 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. _______________ 4.11: Dhalsim _______________ 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. ______________ 4.12: DeeJay ______________ 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. ______________ 4.13: Dudley ______________ 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. ________________ 4.14: E. Honda ________________ 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. _________________ 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. ________________ 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. ___________ 4.17: Gen ___________ 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. ______________ 4.18: Gouken ______________ 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. ___________ 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. ______________ 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: ___________________________ ---------------------------------------------- Standard : Guile wears tank top and camo pants ---------------------------------------------- 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.
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