Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Guile

Normal Throws

Dragon Suplex
Startup

5

Active

2

Recovery

25

Guard Level

Throw

On Hit

D

On Guard

Cancel

Damage

130

Stun

200

Meter Gain

100

Dragon Suplex: Guile grabs the enemy in a full nelson, spins around, and backdrops them viciously. This moves the victim about 80 percent of a screen forward, toward the corner. Guile ends up just short of a dash’s distance away from them. He will have comfortable frame advantage of +10 after the knockdown, but not enough to safely jump or dash in against a quick riser, either of which leaves you no better than -8, easily countered. It’s best to either put out a Sonic Boom to greet their wakeup and transition back to the usual zoning/Sonic Boom-trailing game. Or, if you want to be more aggressive, just exploit Guile’s forward walk speed and walk all the way in as they quick rise. At least this still lets you block at a moment’s notice, while dashing or jumping in aggressively sure don’t.

Judo Throw
Startup

5

Active

2

Recovery

25

Guard Level

Throw

On Hit

D

On Guard

Cancel

Damage

120

Stun

170

Meter Gain

80

Judo Throw: Guile grabs around the enemy’s lapel and neck area and turns, hefting them up on his back before body-slamming them down behind him. The post-throw positioning and frame situation are excellent, with Guile just one body-length away at +13 against a quick-rising foe. The tradeoff is that back throw does less damage and stun than forward throw, while gaining less EX gauge, too. But the positioning can be worth it to keep the close-range pressure up on someone whose defense you’ve cracked. Back throwing is also great for getting you out of corners while planting the opponent there.

Flying Mare  
Startup

5

Active

2

Recovery

25

Guard Level

Throw

On Hit

D

On Guard

Cancel

Damage

130

Stun

170

Meter Gain

80

Flying Mare: Catching the opponent out of midair with a clothesline, Guile hurls them diagonally down-forward to the ground. Guile falls straight down, landing nearby with tons of frame advantage. (Against a quick-rising adversary, +29 on landing, +11 after an immediate forward dash.) There is time to jump-in or dash forward against a quick-rising foe, so landing a forward throw pretty much guarantees at least temporary tempo advantage. As compensation, it deals a little less damage and stun than backward air throw, though.

Flying Buster Drop  
Startup

5

Active

2

Recovery

25

Guard Level

Throw

On Hit

D

On Guard

Cancel

Damage

140

Stun

200

Meter Gain

100

Flying Buster Drop: Guile snipes the target out of the air and drops straight down, brutally slamming their back on his shoulder upon landing. From here, he lets them fall into a backdrop while spinning to face them, switching sides. If they quick rise, Guile is at +1 upon landing, about 50 percent of the screen away. This is a negligible distance, so don’t press an immediate attack after this throw unless you confirm that they do not quick recover. Forward air throw is generally the better choice for the vastly better follow-up potential, but backward air throw as anti-air can help you escape corners fast.