Guile's Data

guile

#1

List of frame data for ALL characters.


Here’s Guile’s information and frame data, for anyone who needs it.

Vitality: 950
Forward Dash: 19 frames
Back Dash: 26 frames (8 frames invincible, 12 frames airborne, 6 frames grounded)


Move - Startup | Active | Recovery | on Hit | on Block

Standing
LP: 4 | 2 | 10 | +5 | +1
MP: 5 | 4 | 17 | 0 | -4
HP: 5 | 3 | 18 | +4 | -1
LK: 5 | 2 | 9 | +6 | +2
MK: 8 | 4 | 15 | +2 | -2
HK: 13 | 5 | 17 | +3 | -2


Move - Startup | Active | Recovery | on Hit | on Block

Close Standing
LP: 4 | 2 | 9 | +6 | +2
MP: 4 | 3 | 16 | +2 | -2
HP: 6 | 4 | 19 | +3 | -3
LK: 4 | 3 | 7 | +7 | +3
MK: 5 | 2 | 21 | -2 | -6
HK: 6 | 3 | 23 | 0 | -6


Move - Startup | Active | Recovery | on Hit | on Block

Crouching
LP: 4 | 2 | 7 | +8 | +4
MP: 5 | 5 | 10 | +6 | +2
HP: 5 | 4 | 29 | -7 | -13
LK: 4 | 2 | 9 | +6 | +2
MK: 7 | 4 | 18 | -1 | -5
HK: 6 | 4(20)4 | 21 | hard knockdown | -5


Move - Startup | Active | Recovery | on Hit | on Block

Neutral Jump
LP: 5 | 2 | land | +12 | +4
MP: 7 | 4 | land | +16 | +5
HP: 7 | 3 | land | +20 | +8
LK: 8 | 6 | land | +12 | +4
MK: 7 | 6 | land | +16 | +5
HK: 6 | 3 | land | +20 | +8


Move - Startup | Active | Recovery | on Hit | on Block

Angled Jump
LP: 6 | 6 | land | +12 | +4
MP: 6 | 5 | land | +16 | +5
HP: 6 | 5 | land | +20 | +8
LK: 6 | 5 | land | +12 | +4 – crossup
MK: 6 | 6 | land | +16 | +5
HK: 6 | 5 | land | +20 | +8


Move - Startup | Active | Recovery | on Hit | on Block

Cross Cancel / Alpha Counter
6 | 11 | 47 | hard knockdown | -36


Move - Startup | Active | Recovery | on Hit | on Block

Unique Moves
f+MP: 16 | 3 | 16 | +4 | -2 – hard knockdown on airborne opponents
f+HP: 9 | 3 | 15 | +7 | +2
f+LK / b+LK: 7 | 4 | 15 | -2 | -4
f+MK / b+MK: 11 | 4 | 14 | +3 | -1
(close) f+HK / b+HK: 16 | 6 | 12 | +7 | +2 – "Reverse Spin/Upside-down kick"
df+HK: 8 | 2 | 16 | juggle | +2
Target Combo 1st hit: 7 | 4 | 18 | -1 | -5
Target Combo 2nd hit: 16 | 3 | 16 | +4 | -2


Move - Startup | Active | Recovery | on Hit | on Block

Flash Kick
LK: 5 | 11 | 43 | knockdown | -32 – invincible on frames 1-6
MK : 5 | 11 | 45 | knockdown | -34 – invincible on frames 1-6
HK: 5 | 11 | 47 | knockdown | -36 – invincible on frames 1-6
EX: 6 | 11 | 47 | knockdown | -34 – invincible on frames 1-6


Move - Startup | Active | Recovery | on Hit | on Block

Sonic Boom
LP: 10 | n/a | 23 | +8 | +5
MP: 10 | n/a | 25 | +6 | +3
HP: 10 | n/a | 27 | +4 | +1
EX: 11 | n/a | 29 | +10 | +7


Move - Startup | Active | Recovery | on Hit | on Block

Super Art
8 | 41 | 34 | hard knockdown | -29 – invincible frames 1-8


Move - Startup | Active | Recovery | on Hit | on Block

Cross Art (Team Super Art)
9 | 2(12)2(15)2 | 35 | n/a | -15 – invincible frames 1-9


Phew. I hope this helps anyone who needs the information :smiley:


#2

big thx


#3

Thanks a lot for this. Is there really no invincibility on his Super or Cross Art? And wow at raw overhead being +14, that seems almost too good to be true.


#4

that is never +14


#5

My bad, typo. It’s +4, I fixed it. I also added the invincibility data for the super and cross arts.


#6

Cool, thanks again.

So if all his normal Flash Kicks have invincibility on the first active frame now and EX can be stuffed since it no longer does, is there any real reason to use EX FK for anything other than the slight extra damage in a combo?


#7

is metergain in the guide? s.hp seems godlike to build some extra juice while a boom travels.


#8

your welcome


#9

that’s abel?


#10

That’s awesome, thanks!


#11

Check out the bottom, tabs for every character. As always gilley good shit.


#12

add to top post and sticky please


#13

I found an error in the frame data. ex flashkick is actually 5 frame start up not 6.
was trying to punish paul’s hp smasher (which is also falsly listed at -10, instead of what I’ve found out -5).


#14

Paul’s phoenix smasher is at least punishable by a sonic boom on block. Sonic boom has 10f startup so the smasher is at least -10. I’m going to assume the guide is correct. I have no clue where you got -5. When you doubt the data you don’t try to test it against one move, you test it against multiple moves. Go find some moves that are -5 on block and test EX FK against all of them. You can’t punish them.


#15

lp+mp are -10. hp is -5, hence why I said “hp smasher”. don’t take me for some random guy who doesn’t know what he is talking about… I know how I am able to check frame data. but just for you:

cammy far s.hp -5. punishable.
guile c.hk -5. punishable.
guile c.mk -5. not punishable. [see below why]
bison mk sk -5. punishable.
paul df.hk -5. punishable.
law hk sommersault -5. punishable.
law lp rapid fist -5. punishable.
law df.mk -5. punishable.
law b.mp -5. punishable.

I also tested every move against sagat mp uppercut (5 frames) [if they were in reach] and hp uppercut (6 frames) to make sure that the listed moves are really -5 and not -6, as the guide has various frame data error.

One thing has to be noticed, tho, Something seems different with the reversal timing as sometimes ex flashkick got blocked even tho the REVERSAL sign was shown, but the try before and afterwards it hit.

c.mk turned out to be -4 not -5 as I was not able to punish it with any flashkick or mp uppercut, but with ex uppercut (4 frames). it’s most likely -4 (as it is in ssf4 btw) and not -5. so again, another error.


#16

This seems to be where I was in error. I was testing several moves that were -5 on block. Some of the same stuff you listed like cammy s.HP, etc. and was getting results that mirrored the frame data in the guide. I tested about 4-5 moves and I was getting accurate results repeatedly, so I assumed the frame data was indeed correct. After testing it further(I double checked every single -5 move in detail)** I now see that the reversal window is fucked up in this game**. The reversal window is too big or something. If you reversal early in the window, you get your move out faster than if you reversal later in the window.

Another thing I’ve found after further testing is things like paul’s HP smasher(I originally only tested LP smasher) isn’t punishable with sagat’s MP DP.

The block/reversal windows are ass in this game. I am not sure I’m liking this game so far. This is just one more thing added to my hate list.

As a side note, one thing I learned while doing even more detailed testing is autoblock gem is really cheap. It allows guile to keep his charge during autoblock. So you can block a high move and come out of it with reversal FK. You can even block a move that’s 2 high/mid hits and still FK.


#17

so are guile’s 1-frame links in sf4 2-frames in sfxt?


#18

I’m don’t really understand frame data but it seems that his bnb links are significantly easier in SFxT ( 3+ frame links if I’m reading it right? ) I played Guile in SFIV and I don’t even have to plink to land them constajtly in this game ( though the audio loss online messes me up because I go by sound for timing. )

Sent from my LG-LG855 using Tapatalk


#19

Yes, his old cr.lp to cr.mp 1-frame link is now a 4-frame link, which means it’s extremely easy. It’s fantastic.


#20

Is there a link to his frame data regarding combos? I don’t mean the data where it shows how many frames are in each move…unless there’s a way to derive the combo frame data from that…