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Guile's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

11 Comments

Guile Frame Data Super Street Fighter 4 Arcade Edition


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 20 50 20 C*Sp*Su 3 2 7 2 5
Close Medium Punch HL 60 100 40 Sp*Su 4 3 14 -3 0
Close Hard Punch HL 120[70] 200[150] 60 Sp*Su 5 4 15 -1 4 Forces stand
Close Light Kick HL 30 50 20 C 3 3 8 0 3
Close Medium Kick HL 60 100 40 - 5 2 16 -4 -1
Close Hard Kick HL 130 200 60 - 6 3 18 -3 1
Far Light Punch HL 30 50 20 C*Sp*Su 4 2 7 2 5
Far Medium Punch HL 80 100 40 Sp*Su 5 4 14 -4 -1
Far Hard Punch HL 100 200 60 Su 5 3 14 1 5
Far Light Kick HL 40 50 20 C 5 2 9 0 3
Far Medium Kick HL 70 100 40 - 7 4 12 -2 1
Far Hard Kick HL 110 200 60 - 13 5 14 -1 3
Crouch Light Punch HL 30 50 20 C*Sp*Su 4 2 8 1 4
Crouch Medium Punch HL 70 100 40 Sp*Su 4 5 10 -1 2
Crouch Hard Punch HL 100[70] 200[150] 60 - 5 4 23 -9 -4 Forces stand
Crouch Light Kick L 30 50 20 C 4 2 9 0 3 Low attack
Crouch Medium Kick L 70 100 40 - 7 4 14 -4 -1 Low attack
Crouch Hard Kick L 100*110 100*100 60 Su 6 4(20)4 17 -3 D Low attack, 1st hit cancellable, cannot fast recover
Jump Up Light Punch H 50 50 20 - 5 2 - - -
Jump Up Medium Punch H 80 100 40 - 7 4 - - -
Jump Up Hard Punch H 100 200 60 - 7 3 - - -
Jump Up Light Kick H 40 50 20 - 7 6 - - -
Jump Up Medium Kick H 80 100 40 - 7 6 - - -
Jump Up Hard Kick H 100 200 60 - 6 3 - - -
Jump Toward Light Punch H 50 50 20 - 6 6 - - -
Jump Toward Medium Punch H 80 100 40 - 5 5 - - -
Jump Toward Hard Punch H 100 200 60 - 5 5 - - -
Jump Toward Light Kick H 30 50 20 - 5 5 - - -
Jump Toward Medium Kick H 60 100 40 - 5 6 - - -
Jump Toward Hard Kick H 100 200 60 - 6 5 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Overhead Foward + Medium Punch H 80 100 40 - 15 3 14 -3 0 Mid attack
Target Combo 1 H 90 200 60 - 15 3 14 -3 0 Mid atack
Forward + Hard Punch HL 120 200 60 - 8 3 15 0 4
Back or Forward + Light Kick HL 50 50 20 - 7 4 15 -8 -3
Back or Forward + Medium Kick HL 60 100 40 - 11 4 14 -4 1
Back or Forward + Hard Kick (Close) HL 100 200 60 - 16 6 12 0 4
Down Towards + Hard Kick HL 110 200 60 - 11 2 17 -1 D
Focus Attack Level 1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 80 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 140 200 60 - 65 2 35 D D
Forward Throw 0.9 120 100 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.9 120 80 40 - 3 2 20 - D Throw range 0.9
Forward Air Throw 1.25 150 150 40 - 4 2 - - D Throw range 1.25
Back Air Throw 1.25 150 150 40 - 4 2 - - D Throw range 1.25
Sonic Boom Light Punch HL 50 50 10/20 Su 9 - 29 4 10 charge 55f
Sonic Boom Medium Punch HL 50 50 10/20 Su 9 - 31 2 8 charge 55f
Sonic Boom Hard Punch HL 50 50 10/20 Su 9 - 33 0 6 charge 55f
Sonic Boom EX HL 50*50 50*50 -250/0 Su 11 - 39 1 4 Pursuit Property, charge 55f
Flash Kick Light Kick HL 100[80] 200[100] 30/40 Su 4 11 20+23 -33 D 1~3f invincible, 4~14f cannot be thrown, , Armor Break, charge 55f
Flash Kick Medium Kick HL 120[80] 200[100] 30/40 Su 4 11 22+23 -35 D 1~3f invincible, 4~14f cannot be thrown, , Armor Break, charge 55f
Flash Kick Hard Kick HL 130[80] 200[100] 30/40 Su 4 11 24+23 -37 D 1~3f invincible, 4~14f cannot be thrown, , Armor Break, charge 55f
Flash Kick EX HL 100*80 150*100 -250/0 Su 4 2*9 24+23 -35 D 1~5f invincible, 6~14f cannot be thrown, , Armor Break, Pursuit Property, charge 55f
Super Light Kick HL 80*40x4*120 0 -1000/0 - 1+2 1 * 5 * 2(9) 1 * 8 * 2 20+23 -24 D 1~8f invincible, 13~21f cannot be thrown, Pursuit Property, charge 55f
Super Medium Kick HL 80*40x4*120 0 -1000/0 - 1+3 1 * 5 * 1(14) 1 * 8 * 2 22+23 -26 D 1~9f invincible, 18~26f cannot be thrown, Pursuit Property, charge 55f
Super Hard Kick HL 80*40x4*120 0 -1000/0 - 1+5 1 * 5 * 1(19) 1 * 8 * 2 24+23 -28 D 1~11f invincible, 25~33f cannot be thrown, Pursuit Property, charge 55f
Ultra 1 HL 90 * 24x6 * 66 * 210 0 0/0 - 0+7 1 * 3 * 1(30) 1 * 1 * 1 * 2 * 1 31+66 -77 D 1~10f invincible, Pursuit Property, charge 55f
Ultra 2 - 150*15x4*150 0 0/0 - 0+10 43 13 -5 D
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

Posted by kimbo on November 22, 2008 at 4:35 p.m. #1

u should put a guide to reading this on here

 

Posted by mrgixxer on May 17, 2009 at 11:20 p.m. #2

whats up guys,check this out.guiles sweep to super does not connect,anyone know why?or is it not supposed to.is it just to bait players into trying to counter his double sweep.let me know please,cause im goin nuts.according to the fame data you can.the only problem is that guiles sweep does not put player in a juggle state.just a knck down,even though it looks linked.

Christopher

 

Posted by JerseyFame on May 20, 2009 at 6:39 a.m. #3

I dont think you can combo that. Ive seen Guiles moves canceled into supers. like sonic booma nd flash kick buyt never low sweep.

 

Posted by JerseyFame on June 11, 2009 at 5:04 a.m. #4

Correction, you can cancel low sweep into super, Ive done it in practice mode...but the opponent is floored by the sweep so when the super executes they cannot be hit by it.

 

Posted by DjC on June 12, 2009 at 8:21 p.m. #5

Its for those trying to counter double sweep.
On occasion you'll find someone either
-FA your sweep
-dashback from your second kick
-Shoryuken (Or equivalent short-Invincible frame) out of your double sweep

your SC cancel will catch them with a counter hit.

 

Posted by SmoothJK on May 10, 2010 at 6:05 a.m. #6

Pretty sure the SSF4 frame data is wrong. I think lk flashkick has 5 frames of invincibility now, and didn't sonic boom get its charge time reduced from 55f to 50?

 

Posted by SteadiestShark on May 10, 2010 at 7:41 a.m. #7

@ 6

Yeah, I'm pretty sure that's what I've also read. Well, I guess that we'll just have to wait and see...

 

Posted by deteknician on May 10, 2010 at 10:42 a.m. #8

I don't know how many frames of invincibility on FK but def more than in vanilla. I FK'ed through fireballs untouched. Also charge times for SBs are incorrect and is cr.lp > cr.mp still one frame? This data says yes, most players say no. Thx Gilley.

 

Posted by SteadiestShark on May 10, 2010 at 11:48 a.m. #9

@ 8

I think it's still a 1 framer - but as he recorded, the cr.LP has 1 more frame of recovery.

 

Posted by deteknician on May 10, 2010 at 5:04 p.m. #10

cr.LP recovery is listed as 8 frames for both vanilla and super though

 

Posted by SteadiestShark on May 10, 2010 at 5:07 p.m. #11

@ 10

Jesus, what was I smoking? I guess my eyes saw what I wanted them to see...

 

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