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Guile Sfv Notes

The document provides detailed notes on Guile's moves and strategies in Street Fighter V, including optimal inputs for special moves like Sonic Boom and Flash Kick. It covers the effectiveness of various normals, throws, V skills, V triggers, and critical arts, along with specific combo examples. Additionally, it highlights the importance of spacing, timing, and the use of projectiles for controlling the game flow.

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0% found this document useful (0 votes)
38 views

Guile Sfv Notes

The document provides detailed notes on Guile's moves and strategies in Street Fighter V, including optimal inputs for special moves like Sonic Boom and Flash Kick. It covers the effectiveness of various normals, throws, V skills, V triggers, and critical arts, along with specific combo examples. Additionally, it highlights the importance of spacing, timing, and the use of projectiles for controlling the game flow.

Uploaded by

areeb.aasim108
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Guile notes SFV

when I say numbers, I’m referring to direction. It goes like this:


7 8 9
4 5 6
1 2 3
If I do not mention a number, assume it is at 5/neutral position
C = crouch
J = jump
L = light
M = medium
H = heavy
P = punch
K = kick

Optimal boom input is: 1 (hold), 6/3 P


Flash kick input: 1 (hold), 7/8/9 K (whichever is most comfortable to you)

Sonic Booms
- [ ] Light boom OP
- [ ] Booms are very plus on hit, even point blank you can get your turn (+7 on block and can at the very
least get a sweep if you hit someone not blocking)
- [ ] use light boom in block strings e.g: clk, clp ,cmp, Light boom, back hand (4HP)
- [ ] If you feel like you’re unsafe in an untrue block string using light boom, use heavy boom instead
- [ ] EX boom is used as a neutral tool to shake the opponent. good knockdown even from full screen
- [ ] Learn the boom combo: clp, light boom, mlp, light boom, sweep. Lab this, slightly more difficult than
you think, more important than you think
Flash kick
- [ ] Light and medium flash kick are air invincible
- [ ] Heavy flask kick is projectile invincible
- [ ] EX flash kick is full invincible and is used as a reversal. It sends the opponent full screen (that’s good
for guile btw), can throw light boom after if you’ve charged
- [ ] After non EX flash kick, guile can dash forward and hit them with with meaty standing medium
punch, if back roll, use bazooka knee (4/6 light kick) after dash
Normals and uses of them
- [ ] No 3 frame for guile
- [ ] Has a load of command normals
- [ ] Light punch is good at poking. Crouching light punch is the same and can be mashed into booms if
close enough
- [ ] Light kick is good for pokes as well. Same for crouching version
- [ ] Medium punch is fast and important. It can start combos and is usable on block. It is pretty fast so
you could use it in neutral, but you can already use HK or 6HK, so there’s not much point
- [ ] Medium kick is a good poke and despite being negative on block, it outranges the opponent if
spaced correctly, so they can’t punish
- [ ] Heavy punch is good as a combo starter, but is negative on block and you will be eating a combo if
they react fast enough
- [ ] Heavy kick is good at hitting the opponents block from a distance. Same with 6HK.
- [ ] Sweep (2 heavy kick/ 2HK) hits twice. It’s not as good as you think.
- [ ] Damn good anti air: standing medium kick, 3HP, Crouching Heavy punch, Jmk, air grab, light and
medium flash kick
- [ ] After hitting someone with mp on block, do another one
- [ ] Standing HK is pretty good on block
- [ ] Flying kick/flip kick/whatever is a great move (6HK) To hit on block or for checks
- [ ] Bazooka knee (4/6 Lk) can be done after an EX boom if close enough
- [ ] Bazooka (4/6 Lk) knee can bring you close enough to buffer into super in certain combos
- [ ] Light punch can be used to buffer into boom if close enough
- [ ] Jmk goes further than JHK
- [ ] Standing light kick can be cancelled into boom or flash kick if you press it in between flicking the
stick (holding down back, flick stick to neural for split second, hit opponent with light kick, finish the
special move as normal)

Throws
- [ ] Guile doesn’t have a tick grab. (Basically he can’t buffer a light of fast recovering move into a grab,
he gets pushed too far away)
- [ ] Forward throw doesn’t lead to anything. You are +2 but the distance is too great to do anything
besides stand heavy kick or saw bat (6mk not 4mk, that will set you too far back)which are decent
checks.
- [ ] In corner forward throw leads to good oki situations. You can walk up grab, do flip kick/upside down
kick (6HK), do jab into EX boom or whatever else you want
- [ ] Back throw is +14 but there is still a bit of distance. You will usually do standing heavy kick check or
walk into a crouching medium
V skills
- [ ] V skill 1 is for characters that aren’t good against projectiles
- [ ] If you have already charged down back or back, hold that position, use v skill 1 (Mp + Mk), and then
instantly do a boom
- [ ] V skill 2 is for extra damage and should be the norm
- [ ] It can be used in various combos. E.g Mp, Mp, 6HP, v skill 2 (Mp + Mk), flash kick
V trigger 1
- [ ] V trigger 1 (3 bars) allows you to throw multiple booms by mashing punch after doing the boom. It
can allow instant and very slow booms to appear by doing HP+HK
- [ ] V trig 1 has an amazing start up animation (very safe), you can get a dash (which will be +5) combo
out of it, or if the opponent was blocking can possibly get an extended block string, jump, or grab.
- [ ] If you do v trig one boom (the HK + HP), you can do a flash kick immediately after
- [ ] Use V trigger 1 for space control.
- [ ] You can throw a fast boom and a slow boom at the same time. e.g Heavy sonic boom, light punch
(this will send a heavy boom and a light boom when v trigger one is active, it works for any boom type)
(you can try doing light boom and then 2 more light booms a little bit later to cover your approach, or
heavy boom and then a light boom, or something else)
- [ ] EX booms in V trigger 1 do a lot of damage when stacked and only take up half the bar when you
mash three of them (max amount)
- [ ] V trig one buffs your super move, it lasts longer, and is now +5 on block instead of -37. This will
consume your entire V trigger gauge so use it wisely (can still be used at the end of v trigger)
- [ ] V trigger 1 can be used for boom loops. Basic boom loop with V trigger 1:mp, cmp, medium boom
into light punch, dash forward, Lk, light boom, clp, light boom, cmp, heavy boom into Mp into Lp, dash
forward, medium punch. Now you can loop again if you want or end the combo.
V trigger 2
- [ ] V trigger 2 has an alright activation, but it pales in comparison to v trig 1
- [ ] V trigger 2 ( 2 bars) enhances flash kick. It basically shoots a boom after you do flash kick, and you
can do an actual boom again once you land, regardless if the projectile flash kick projectile is there or
not.
- [ ] Flash kick booms doesn’t give as much control as the mini booms (V trig 1), but is still good.
- [ ] V trig 2 is used for combos. If you end with summersault/ flash kick. Use light summersault, then
hold down, then do EX summersault for extra damage when v trig 2 is active.
- [ ] Can do V trig 2 flash kick into super when you land. Just hold down back after you did the flash kick
- [ ] Can get so much more damage on anti air now
- [ ] EX flash kick gets faster. It can now punish more moves.
- [ ] EX flash kick does not shoot out a projectile like the other flash kicks
- [ ] EX flash kick has a big hit box at the back now
- [ ] EX flash kick can set up oki situations better now. Not perfect, but it’s better.
Critical art/super
- [ ] Different to most critical arts. You hold back, then do forward back forward punch. Input citation: 3
(hold), 6,4,6, P
- [ ] Is upgraded to “sonic tempest” from “sonic hurricane” with V trigger 1
- [ ] V trigger 1 gives it a bigger hit box (about 2 times bigger), longer duration and +5 on block
- [ ] Very easy to cancel into from sonic boom. You can do this by imputing boom, then doing back forth
and punch. Input citation: 3 (hold), 6P, 3P, 6P. You can do 4 instead of three (back instead of down back)
but it is more risky in case your hand slips up and you jump. Do it fats or it won’t work.
- [ ] You can also do the same with flash kick. Input citation: 3(hold), 9/8/7k, 3/4, 6/5P. Do it fast or it
won’t work.
Combos
- [ ] Basic bnb for v skill 2: mp, cmp, 6HP(hold down back after inputting this), v skill 2, flash kick. (Can be
mashed into supper if done right)
- [ ] Basic BNB corner combo: jump HK(hold down back until I say light boom), standing medium punch
(4mp), heavy punch (4HP), light boom, sweep
- [ ] Learn the boom combo: clp, light boom, cmp, light boom, sweep. Lab this, slightly more difficult
than you think, more important than you think (corner only)
- [ ] Basic boom loop with V trigger 1:mp, cmp, medium boom into light punch, dash forward, Lk, light
boom, clp, light boom, cmp, heavy boom into Mp into Lp, dash forward, medium punch. Now you can
loop again if you want or end the combo.(Corner only)
- [ ] V trigger 2: light boom into EX boom. Works anywhere on screen and works whenever you use light
boom at the end of a combo.
- [ ] Clp,clp, flash kick
- [ ] Clp,clp, light boom
- [ ] Clp, clp, EX boom
- [ ] Clp,light boom, sweep. You won’t be able to charge enough if you do clp immediately. Charge a bit
before hand.
- [ ] clp, EX boom, bazooka knee (4/6P)
- [ ] clp, mp, 6HP, v skill 2 (mp +mk), summersault
- [ ] Mp, Cmp, boom
- [ ] Mp, Cmp, flash kick
- [ ] Mp, mp, 3HP, v skill 2 (mp +mk), flash kick (close range, right on them)
- [ ] HP, Cmp, flash kick
- [ ] HP, sweep
- [ ] Jumping heavy kick (JHK), HP, Cmp, light boom, 3HK, Heavy flash kick
- [ ] Mlk, Mp, 3HP, v skill 1 (mp + mk), flash kick
- [ ] Cmp, lk, mk, v skill 1 (mp + mk), heavy flash kick
- [ ] JHK, Cmp, light boom, Cmp,light boom, 3HP, heavy flash kick
- [ ] 3HP (crush counter), sweep
- [ ] CHP(crush counter), 3HP, Heavy flash kick
- [ ] 6HP (crush counter) , dash forward Mp, cmp, heavy flash kick
- [ ] 3HP, CA
- [ ] 6HP (crush counter), dash forwards mp, 6HP, v skill 2 (mp + mk), heavy flash kick, CA
- [ ] V TRIGGER 2. JHK, HP, CMP, Light flash kick, EX flash kick

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