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Anti airs:

cr.HP - Good damage, very consistent, removes his upper body hurtbox. Works from surprisingly close if used early, works from surprisingly far away always. Extremely tall, will easily
get counter hits though it's still capable of outright winning. Requires no charge. More prone to trading from afar and pretty awful on whiff if they empty jump.
st.MK - Just as reliable as cr. HP if not moreso, but doesn't work from as close and doesn't do as much damage. Particularly, it goes farther than cr. HP and is less unsafe to whiff,
making it the ideal button to push against extremely far jumps.
EX flash kick - invincible, quick startup, knockdown, high damage. Downsides are it needs down charge and a bar. Much more vertical than previous games, making it excellent as an
anti air even for very close jumps. Probably guile's most reliable option, but not consistently available.
LK flash kick - Quick startup and a very tall hitbox makes it easy to get counter hits. Seems to have at least some upper body invincibility, which means you can let the opponent get
quite low before you flash kick them. Can be cancelled to super. Other flash kicks can work here too, but LK works the best from close and far, and is also the fastest, while all flash
kick versions actually do identical damage and stun.
d/f+HK - Somewhat difficult to get out fast enough on reaction to a jump, but highly rewarding since the hitbox does tend to beat jump attacks and the juggles are quite strong. Can
juggle to flash kick or super on both normal connect and trade.
st.LP - pretty tight to time and very unrewarding, but the fact that it works at all plus how quickly it recovers means this is almost certainly guile's best response to quick divekicks, like
cammy EX/trigger divekick, ken EX tatsu, or chun instant air legs. Of course, if you have down charge, you can just LK flash kick any of these, but you won't always have charge so it's
good to know your options.

Guile can also do jump back air throw or jump back LK to anti air very close jumps, but cr. HP or LK flash kick will work at similar ranges. He can do b+MK to beat divekicks and create
some distance while keeping charge, but it's not invincible or even particularly fast. Some of his attacks, like v-skill sonic booms, are incidentally good antiairs but cannot be done in
reaction to jumps.

Punish combos:
cr.MP xx HK flash kick (168 damage, 280 stun) - A very basic combo. Point blank, you can swap the flash kick for a sonic boom followed by b+HP, which does about the same
damage but less stun and doesn't knock down, though it's better in corners or for his v-trigger combos. Be aware cr. MP won't combo to HK flash kick at all ranges.
st.HP, cr. MP xx HK flash kick (230, 400) - st. HP is only one frame slower than cr. MP so this combo is usually available when the previous one is, and it does much more damage
while also building inherent charge. You need to start charging immediately after the st. HP.
st.HP, cr.MP xx HK flash kick xx CA (454, 400) - Super version of the previous combo.

Punish combos USING V-trigger:


st.HP, cr.MP xx sonic boom xx VT, (dash) st.HP, cr.MP xx flash kick (300, 500) - You can have a bunch of sonic breaks in your combo too, but that doesn't add significant damage
midscreen as well as quickly using up your remaining trigger. It's early but I think saving the breaks for footsies or corner pressure is better, so this combo is probably good.
st. HP, cr. MP xx sonic boom xx VT, (dash) st. HP, cr. MP xx flash kick xx CA (480, 500) - CA version of the last combo. Not enormously stronger than meterless CA combo, so consider
saving your activation for elsewhere.

st. HP, cr. MP xx sonic boom xx VT, (dash) st. HP, cr. MP xx sonic boom xx MP sonic break x4, (dash x2) cr. HK (309, 495) - Just a demonstration of how adding sonic breaks doesn't
add a huge amount of damage. The corner carry is extremely good on this combo, it wastes time on the clock, and if you hit a wall you can modify the combo to allow st. HP or d/f+HK.
But it takes a huge chunk of v-meter and gives you barely any damage in return. I'm almost certain better midscreen tech can be developed here.
Punish combos IN V-trigger:
st.HP, cr.MP xx sonic boom xx MP sonic break x4, (dash x2) cr. HK (289, 437) - Same combo as above but due to less scaling it's actually significantly stronger with the sonic
breaks than without them.

Crush counter punishes:


f+HP, (dash) st.HP, cr.MP xx flash kick (312, 535) - Any of the above st. HP combos can follow Guile's f+HP, which is his only non-launch crush counter and thus the ideal one for
punishing.

Ranged Punishes:
cr. HK (90, 150) - Beware using flash kick to punish extended limbs. If it whiffs, you'll get slaughtered, and it usually misses the deep connect and thus the super cancel anyway.
CA (320, 0) - Most of guile's cancellable normals and specials are too far out, so raw super is a good consistent option at a range
b+HP xx VT, HP boom xx MP break, (dash) sweep (202, 332) - B+HP is chosen for its speed, range, and the fact that it's uncrouchable. More breaks and dashes can be used, but to
diminishing returns.

Confirm combos:
cr. MP xx sonic boom, cr. HK (177, 265) - You can react to any successful cancel into a close sonic boom with b+HP or sweep. B+HP keeps you close.
st. LK xx st. MK, cr. LP xx flash kick (162, 338) - Target combo is safe on block, albeit minus. This does a little more damage than a cr. LK cr. LP combo and works nicely after a
crossup.
cr.MP xx sonic boom xx MP break, f+HP (200, 309) - Just an example of how sonic breaks can give you reactable add-ons. The potential is very deep here, you can definitely do
better than this.

st. HP and stuff with the punch target combos make bad confirms since they're unsafe on block.

Confirm combos (crush counter:)

b+HP, CA (384, 180) - Unfortunately pretty much the only thing I can find off counter hit b+HP
b+HP xx VT, flash kick xx CA (450, 300) - Very resource intensive, costs everything. I wouldn't do this INSTEAD of the previous combo, but if you're poking with b+HP using the DED
OS, this is the max damage finisher. If you're a bit farther out you can do d/f+HK instead of flash kick, which works at greater ranges but sacrifices 38 damage.

st.HP (CC), d/f+HK, flash kick (264, 475) - NOTE!!! If you're only getting 240 you're not landing the d/f+HK deep enough. Try walking forward a little bit before the d/f+HK.
st.HP (CC), flash kick xx CA (460, 360) - standard CA extension
st.HP (CC), d/f+HK, flash kick xx CA (488, 475) - It's actually possible to get both the d/f HK and the flash kick deep enough to have a cancel window to super, but it's insanely
precise. You have to walk forward a bit before the d/f+HK, hit the d/f+HK very low to the ground, and then immediately start buffering charge in order to get the super charge in time.
This is one of the more technical combos I've seen in the game so far.
Confirm combos (light normals):

cr. LK, cr. LP xx flash kick (143, 293) - Standard hit confirm from a low. EX flash kick does 167 damage, usually not worth it. Swap cr. LK for cr. LP if you just need a 4f punish, the
damage on LP is a bit higher.
cr. LK, cr. LP xx flash kick xx CA (367, 293) - Charges fast enough that you can easily do this combo after a crossup.
cr. LK, cr. LP xx sonic boom xx VT, (dash) st. HP, cr. MP xx flash kick (213, 393) - Bizarrely, Guile can combo sonic boom from his lights, so you can do any st. HP combo from a light
starter if you have v-trigger. The damage is scaled quite a lot.

counter hit BnBs:


f+HK, cr.LP xx flash kick (231, 403) - Listed first because it's by far the most important. Guile's f+HK is safe and unthrowable, making it an AMAZING mixup with tick throws if you
have time to get it out. You can't normally combo out of it, but if you see counter hit it's very easy to react with cr. LP link, from which you can do the above light normal confirms.
cr. LP, cr. MP - a good string to push anyway, but combos on counter hit. Hard to react to.
f+MK, cr. LP xx flash kick - difficult to charge. Can use two cr. LPs if extremely close, which makes charging easier.
cr. MP, EX flash kick - Only works from pretty close. Pretty good on paper, but hard to find in a real match.
st. MP, cr. MP - hard to get charge afterwards. Rarely useful.

corner stuff:
ex boom easily juggles into flash kick and resets
d/f+HK can link from delayed connect booms
deep d/f+HK connects to deep flash kick, which does more damage and can cancel to super
sonic booms cause no pushback
sonic break causes no pushback

I mention it rather casually in the video but the combo I do is st.HP, cr.MP xx boom, cr.MP into MP boom xx LP break. The break hits delayed because of the range. In order to get
the charge for these repeated booms, it's important that you 1. Start charging immediately after each st. HP and each boom, 2. Use input leniency to help you get the cr. MP links, i.e.
hit MP earlier than it needs to come out, and 3. cancel each cr. MP slightly late to maximize your charge time. The big trick when learning this loop is doing very very delayed cancels,
so your cr. MP is well before your sonic boom.

midair connect and juggles:

anti air LK flash kick xx CA


V-skill sonic boom into anything, it's a free juggle state.

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