Happy Halloween! After many unexpected delays, here is the last remaining episode of my Street Fighter IV Biweekly Tool-Assisted Combo Video series. It’s hard to believe that i actually made it through the entire cast, but Guile was the only character left undone. I’m pretty happy with how his combos turned out, so this is a good way to close out the project.
The strangest thing about working on vanilla SF4 Guile combos in 2012 was knowing that his capabilities are vastly inferior to every other version from SSF4 onward. Reducing Sonic Boom charge time from 55 frames in SF4 down to 50 frames in SSF4 made a world of difference! Moreover, DF+HK was upgraded from a simple knockdown to a free juggle setup, F+HK frame advantage was boosted from +4 to +5, and he was given a combo-friendly secondary ultra in Sonic Hurricane. Many clips in this video would’ve turned out quite differently with those changes. Yet i still found SF4 Guile to be an interesting combo subject, despite his drawbacks.
0:11 Both hits of Guile’s EX Sonic Boom carry a juggle potential of two – making it possible to follow up a regular Sonic Boom knockdown with two EX Sonic Booms, provided the first EX Sonic Boom only hits once. Cammy’s vertical j.LK trades with Guile’s lvl3 Focus Attack, creating a free juggle setup for the LP Sonic Boom and allowing just enough time to charge the first EX Sonic Boom and buffer the motion to begin pre-charging the second EX Sonic Boom.
0:18 Guile’s close s.HK has 3 active frames and normally yields only +1 frame advantage. Seth’s HP Tanden Storm avoids the first active frame and provides a counterhit bonus; both necessary to link into far s.HP, which is cancelable into Guile’s MK Double Flash super because Seth’s superfreeze provides ample charge time. Interestingly enough, the airplane wing on the Small Airfield level can’t be broken until the plane comes to a complete stop and finishes bobbling. This combo deals 696 damage and 450 stun, which may be Guile’s maximum.