Street Fighter V/Guile

From SuperCombo Wiki

Template:SFVHeader

Guile

SFV-Guile Portrait.jpg
VITALS
Health: 950 Stun: 950
WALKING THROWS
Forward Walk Speed: Throw Range:
Back Walk Speed: Throw Hurt Range:
DASHING JUMPING
Forward Dash Total Frames: Jump Height Apex:
Back Dash Total Frames: Jump Total Frames:
Forward Dash Distance: Forward Jump Distance:
Back Dash Distance: Back Jump Distance
NOTABLE MOVE CLASSES
Overheads: Hard Knockdowns:
Low Attacks: Crush Counters:

Summary

Bio

TBW


Why Pick Guile?

(As Street Fighter V is new, this section will be filled out after we learn more about how this character plays most effectively.)


Players To Watch
{{{5}}}


Move List

Unique Attacks

SFV-Guile-Unique.jpg

Special Moves

SFV-Guile-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Guile-Vsystem.jpg

Critical Art

SFV-Guile-Critical.jpg


Guile Discussions

Discussions regarding Guile

Guile Shoryuken Forum

Guile Discord Link

Guile Discord


Video Guides

Capcom Fighters Official Character Introduction

Street Fighter Official Character Guide

Sajam's Character Breakdown

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP 4 2 8 3 4 6 30 70 HL SP,V
Stand MP 5 3 13 3 4 9 60 100 HL SP,V
Stand HP 7 3 18 -4 6 3 80 150 HL SP,V
Stand LK 5 3 9 2 4 4 30 70 HL V
Stand MK 7 3 15 -1 3 4 60 100 HL V
Stand HK 14 3 18 -3 1 62 80 150 HL V
Crouch LP 4 2 8 2 4 6 30 70 HL SP,V
Crouch MP 6 2 13 1 3 7 60 100 HL V
Crouch HP 8 5 16 -3 2 KD 90 75*75 HL V
Crouch LK 4 2 9 0 2 3 20 70 L V
Crouch MK 6 2 14 -4 1 2 60 100 L V
Crouch HK 11 2 32 -13 KD KD 90 150 L V
Jump LP 4 5 - - - - 40 70 H -
Jump MP 5 5 - - - - 70 100 H -
Jump HP 8 5 - - - - 90 150 H -
Jump LK 4 5 - - - - 40 70 H -
Jump MK 7 5 - - - - 60 100 H -
Jump HK 10 5 - - - - 90 150 H -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Full Bullet Magnum f+MP 21 2 19 -4 0 3 60 100 H -
Spinning Back Knuckle f+HP 10 3 16 -1 4 3 60 100 HL -
Burn Straight b+HP 8 3 20 -1 2 3 80 150 HL -
Knee Bazooka f+LK 8 5 16 -6 -2 3 50 100 HL -
Rolling Sobat f+MK or b+MK 11 2 17 -2 2 3 60 100 HL -
Reverse Spin Kick f+HK 16 3 18 -1 3 3 90 150 HL -
Guile High Kick df+HK 12 2 25 -3 KD 3 80 150 HL -
Taurus Combination LK > MK 5 3 -2 4 3 60 100 L -
d+MK > f+MP 16 4 21 -4 1 3 60 100 H -
Tall Edge d+LK > MP 4 2 16 3 5 15 60 100 HL V
Bullet Revolver d+LK > MP > f+HP 4 2 - - - - 90 150 HL -
Swing Out MP > f+HP 5 3 - - - - 90 150 HL -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dragon Suplex LP+LK 5 2 18 - KD 66 - 130 200 0.65 -
Judo Throw b+LP+LK 5 2 18 - KD 57 - 120 170 0.65 -
Flying Mare LP+LK(air) 5 2 - - KD KD 130 170 0.4 - - - 130 200
Flying Buster Drop b+LP+LK(air) 5 2 - - KD KD 140 200 0.4 - - - 130 200
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Solid Puncher HP+HK 5 - - -
Sonic Blade MP+MK - - 56 -5 -10 - - - - -
Reverse Back Knuckle f+PPP 15 2 23 -2 KD 86 KD 86 60 0 HL
Faultess Move df - - - - -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sonic Boom LP b,f+LP 14 5 17 1 8 5 50 50 HL CA
Sonic Boom MP b,f+MP 19 5 18 1 8 KD 93 50 50 HL CA
Sonic Boom HP b,f+HHP 24 5 18 1 8 KD 104 50 50 HL CA
Sonic Boom EX b,f+PP 24 5 18 1 KD KD 104 50*50 50*50 HL CA
Sonic Cross LP b,f+LP (After Sonic Cross) 14 5 17 1 8 5 40*40 50*50 HL CA
Sonic Cross MP b,f+MP (After Sonic Cross) 19 5 18 1 8 KD 93 40*40 50*50 HL CA
Sonic Cross HP b,f+HP (After Sonic Cross) 24 5 18 1 8 KD 104 40*40 50*50 HL CA
Sonic Cross EX b,f+PP (After Sonic Blade) 24 5 18 1 KD KD 104 40*50*50 50*25*75 HL CA
Flash Kick LK d,u+LK 13 3 19 -28 KD 4 120[90] 200 HL CA
Flash Kick MK d,u+MK 19 3 18 -28 KD 5 120[90] 200 HL CA
Flash Kick HK d,u+HK 25 3 20 -30 KD 4 120[90 200 HL CA
Flash Kick EX d,u+KK 11 2*3 18 -37 KD KD 91 90*60 100*100 HL -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sonic Hurricane b,f,b,f+P 6 2(20)2(20)3 46 -41 KD KD 320 0 HL -
Sonic Tempest b,f,b,f+P(VT) 6 2(20)2(20)3 46 5 KD 64 KD 360 0 HL -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun



Notes: