Guile(SF4)

Version vom 1. Februar 2009, 04:30 Uhr von Ulpian (Diskussion | Beiträge) (Neue Tabelle eingefügt)
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Street Fighter 4 Guile.jpg

Matchups

6:4: Dictator, E. Honda, El Fuerte

5:5: Zangief, Boxer, Ken, Abel, Claw

4:6: Ryu, Akuma, Chun Li, Blanka, Rufus, Viper, Dhalsim

3:7: Sagat

Quelle: eventhubs.com - Tier listing for 2009


Normals & Command Normals

(Dies ist keine vollständige Liste.)

  • Chopping Straight:   +MP (F+MP)
    Overhead.
  • Spinning Back Knuckle:   +HP (F+HP)
  • Knee Bazooka:   oder   +LK (F+LK oder B+LK)
    Ein schneller Hüpfer mit anschließendem Knieschlag.
  • Rolling Sobat:   oder   +MK (F+MK oder B+MK)
  • Reverse Spin Kick: (close)   oder   +HK (close F+MK oder B+MK)
  • Guile High Kick:   +HK (DF+HK)
    Float-Eigenschaft.
  • Air Throw: air LP+LK
  • Target Combo: C.MK -  +MP (cMK-F+MP)


Special Moves & EX Special Moves

  • Sonic Boom:  charge(2 sec.)   +P (charge B,F+P)
    Projektil für die horizontale Raumkontrolle. EX Focus Attack & Super Cancel.
  • Somersault Kick (Flash Kick):  charge(2 sec.)   +K (charge D,U+K)
    Gute Anti-Air-Eigenschaften, der Kick-Button entscheidet über die Reichweite und Stärke der Attacke. Verfügt über Float- und Armor-Breaking-Eigenschaft. EX Focus Attack & Super Cancel.



  • EX-Sonic Boom:  charge(2 sec.)   +PP (charge B,F+PP)
    Zwei Hits, Juggle-Eigenschaft und EX Focus Attack & Super Cancel.
  • EX-Somersault Kick:  charge(2 sec.)   +KK (charge D,U+KK)
    Zwei Hits. Höhere Reichweite, Stärke und Priority als die normale Version. Verfügt über Float-, Juggle- sowie Armor-Breaking-Eigenschaft. EX Focus Attack & Super Cancel.


Super & Ultra Moves

  • Double Somersault (Super):  charge(2 sec.)     +K (charge DB,DF,DB,UF+K)
    Float-Eigenschaft
  • Somersault Explosion (Ultra):  charge(2 sec.)     +KKK (charge DB,DF,DB,UF+KKK)
    Juggle-Eigenschaft


Focus Attacks & EX Focus Attacks

siehe allgemein dazu: Focus Attacks (Saving Attacks) und EX Focus Attacks


Combos

(Dies ist keine vollständige Liste.)
• LP, c.MP, cancel mit Sonic Boom

• 2x c.LK, c.LP, MK oder HK Flash Kick

• c.LP, MP, cancel mit Sonic Boom

• c.LP, c.MP, cancel mit Flash Kick

• close B+HK, c.MP, LP Sonic Boom, c.MK

• Level 2/3 Focus Attack, Dash Cancel, 2x c.LP, cancel mit Flash Kick

• j.HP, c.MP, cancel mit LK Flash Kick

• j.HK, c.MP, LP Sonic Boom, c.HK

• j.HK, c.MP, Sonic Boom, Super, Ultra

• j.HK, 3x c.LP, LK Flash Kick

• cross up mit j.LK, c.MP, cancel mit LK Flash Kick


Wichtige Counter-Attack-Optionen

gegen Zangiefʼs Double Lariat (PPP): HP (Far), c.HK (Close), HK Somersault Kick (Far/Close), EX Sonic Boom (während Lariat recovery), Ultra (Close)

gegen Blankaʼs Rolling Attack (charge B;F+P): EX Sonic Boom

gegen Guileʼs Sonic Boom (charge B;F+P): EX Sonic Boom


Framedata

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 3 2 7 +2 +5 10 13 20 50 20 HL CSpS
Close Medium Punch


4 3 14 -3 0 13 16 60 100


40 HL SpS
Close Hard Punch 5 4 15 -1 +4 17 22 120[70] 200[150] 60 HL SpS[-]
Close Light Kick 3 3 8 0 +3 10 13 30 50 20 HL C
Close Medium Kick 5 2 16 -4 -1 13 16 60 100 40 HL -
Close Hard Kick 6 3 18 -3 +1 17 21 130 200 60 HL -
Far Light Punch 4 2 7 +2 +5 10 13 30 50 20 HL CSpS
Far Medium Punch 5 4 14 -4 -1 13 16 80 100 40 HL SpS
Far Hard Punch 5 3 14 +1 +5 17 21 120 200 60 HL S
Far Light Kick 5 2 9 0 +3 10 13 40 50 20 HL C
Far Medium Kick


7 4 12 -2 +1 13 16 70 100


40 HL -
Far Hard Kick 13 5 14 -1 +3 17 21 110 200 60 HL -
Crouch Light Punch 4 2 8 +1 +4 10 13 30 50 20 HL CSpS
Crouch Medium Punch 4 5 10 -1 +2 13 16 70 100 40 HL SpS
Crouch Hard Punch 5 4 23 -9 -4 17 22 100[70] 200[150] 60 HL -
Crouch Light Kick 4 2 9 0 +3 10 13 30 50 20 L C
Crouch Medium Kick 7 4 14 -4 -1 13 16 70 100 40 L -
Crouch Hard Kick 6 4(20)4 17 -3 - 17 - 110*140 200 60 L S*-
Jump Up Light Punch 5 2 - - - 10 13 50 50 20 H -
Jump Up Medium Punch


7 4 - - - 13 16 80 100


40 H -
Jump Up Hard Punch 7 3 - - - 17 20 100 200 60 H -
Jump Up Light Kick 7 6 - - - 8 11 40 50 20 H -
Jump Up Medium Kick 7 6 - - - 11 15 80 100 40 H -
Jump Up Hard Kick 6 3 - - - 15 18 100 200 60 H -
Jump Forward Light Punch 6 6 - - - 8 11 50 50 20 H -
Jump Forward Medium Punch 5 5 - - - 11 15 80 100 40 H -
Jump Forward Hard Punch 5 5 - - - 15 18 100 200 60 H -
Jump Forward Light Kick 5 5 - - - 8 11 30 50 20 H -
Jump Forward Medium Kick


5 6 - - - 11 15 60 100


40 H -
Jump Forward Hard Kick 6 5 - - - 15 18 100 200 60 H -
Forward + Medium Punch 15 3 14 -3 0 13 16 80 100 40 H -
Forward + Hard Punch 8 3 15 0 +4 17 21 120 200 60 HL -
Back or Forward + Light Kick 7 4 18 -11 -6 10 15 50 50 20 HL -
Back or Forward + Medium Kick 11 4 14 -4 -1 13 16 60 100 40 HL -
Forward + Hard Kick (Close) 16 6 12 0 +4 17 21 120 200 60 HL -
Down Forward + Hard Kick 11 2 17 -1 - 17 - 110 200 60 HL -
Level 1 Focus Attack 21 2 35 -21 -21 15 15 60 100 20 HL -
Level 2 Focus Attack


17+12 2 35 -15 - 21 - 80 150


40 HL -
Level 3 Focus Attack 65 2 35 - - - - 140 200 60 - -
Forward + Throw 3 2 20 - - - - 120 100 40 0.9 -
Back + Throw 3 2 20 - - - - 120 80 40 0.9 -
Forward + Throw (Air) 3 2 - - - - - 150 150 40 1.25 -
Back + Throw (Air) 3 2 - - - - - 150 150 40 1.25 -
Sonic Boom Light Punch 9 - 29 +6 +10 18 22 50 50 20/20 HL S
Sonic Boom Medium Punch 9 - 31 +4 +8 18 22 50 50 20/20 HL S
Sonic Boom Hard Punch 9 - 33 +2 +6 18 22 50 50 20/20 HL S
Sonic Boom EX


11 - 39 +1 +4 13 16 50*50 50*50


0/0 HL S
Flash Kick Light Kick 4 11 20+23 -33 - 20 - 130[70] 200[100] 30/40 HL S[-]
Flash Kick Medium Kick 4 11 22+23 -35 - 20 - 140[70] 200[100] 30/40 HL S[-]
Flash Kick Hard Kick 4 11 24+23 -37 - 20 - 160[70] 200[100] 30/40 HL S[-]
Flash Kick EX 4 2*9 24+23 -35 - 20 - 100*80 150*100 0/0 HL S*-
Super Move Light Kick 1+2 1* 5* 2(9) 1* 8* 2 20+23 -24 - 20 - 95* 40* 40* 60* 30* 80 0 0/0 HL -
Super Move Medium Kick 1+3 1* 5* 1(14) 1* 8* 2 22+23 -26 - 20 - 95* 40* 40* 60* 30* 80 0 0/0 HL -
Super Move Hard Kick 1+5 1* 5* 1(19) 1* 8* 2 24+23 -28 - 20 - 95* 40* 40* 60* 30* 80 0 0/0 HL -
Ultra 1+6 1* 3* 1(30) 1* 1* 1* 2* 1 31+66 -77 - 20 - 60*30x7*65 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Quelle: eventhubs.com

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