Street Fighter V/Guile

From SuperCombo Wiki

Introduction

About Guile

Unique Mechanic

By holding 3, Guile can slowly walk forward while crouching. This can be useful for moving into position to flash kick, or mostly taunting the opponent.

Final Patch

Players to Watch

  • Akainu
  • Caba
  • Daigo
  • ImstilldaDaddy
  • Nuckledu
  • Higuchi
Guile
SFV-Guile Portrait.jpg
Vitals
Life Points 975
Stun Points 975
V-Gauge Points
V-Trigger 1 900
V-Trigger 2 600
Ground Movement
Forward Walk Speed 5.2
Backward Walk Speed 3.3
Forward Dash Speed 18
Backward Dash Speed 25
Forward Dash Distance 149
Backward Dash Distance 110.5
Backdash CH Frames 3-13
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Guile 5LP.png
Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
  • Chains into stand LP / crouch LP / crouch LK
Stand MP
Stand MP
5MP
SFV Guile 5MP.png
Startup Active Recovery Hit
6 3 13 6
Damage Stun Attack Block
60 100 H 3
  • Cancel options: vt1 vt2
  • Forces stand on counter-hit
  • Good frametrap / combo tool
Stand HP
Stand HP
5HP
SFV Guile 5HP.png
Startup Active Recovery Hit
8 3 18 7
Damage Stun Attack Block
80 150 H -4
  • Cancel options: vt1 vt2
  • Forces stand on hit
Stand LK
Stand LK
5LK
SFV Guile 5LK.png
Startup Active Recovery Hit
4 3 9 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
  • Cancel into Flash Kick if you want to be fancy
Stand MK
Stand MK
5MK
SFV Guile 5MK.png
Startup Active Recovery Hit
7 3 15 3
Damage Stun Attack Block
70 100 H -1
  • Cancel options: vt1 vt2
  • No upper head hurtbox (Guile bends down) on frames 7-10
  • Good horizontal anti-air
Stand HK
Stand HK
5HK
SFV Guile 5HK.png
Startup Active Recovery Hit
14 3 18 2
Damage Stun Attack Block
80 150 H -3
Crouch LP
Crouch LP
2LP
SFV Guile 2LP.png
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
  • Chains into stand LP / crouch LP / crouch LK
Crouch MP
Crouch MP
2MP
SFV Guile 2MP.png
Startup Active Recovery Hit
6 2 13 3
Damage Stun Attack Block
60 100 H 2
Crouch HP
Crouch HP
2HP
SFV Guile 2HP.png
Startup Active Recovery Hit
9 5 16 2
Damage Stun Attack Block
90 150 H -4
  • Cancel options: vt1 vt2
  • 20 less damage (70) on active frames 3-5
  • Only Crush Counters on first active frame
  • Solid vertical anti-air on frames 10-13 (but CANNOT hit cross-up (behind Guile)
Crouch LK
Crouch LK
2LK
SFV Guile 2LK.png
Startup Active Recovery Hit
4 3 8 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: ch vt1 vt2
  • Chains into stand LP / crouch LP / crouch LK
Crouch MK
Crouch MK
2MK
SFV Guile 2MK.png
Startup Active Recovery Hit
7 2 15 2
Damage Stun Attack Block
60 100 L -4
  • Cancel options: vt1 vt2
  • Hurtbox fully extends 1F before active (prone to Counter-Hits)
Crouch HK
Startup Active Recovery Hit
7(25) 2(16)3 20 KD
Damage Stun Attack Block
90(70) 150(100) L -13
  • Cancel options: vt1 vt2
  • Only the first hit of this move can be canceled into V-Trigger
  • Framedata in parentheses refers to the 2nd hit
  • No hurtbox extension on startup (good for trading with Urien's Aegis Reflector à la Daigo)
Jump LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
Jump HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Jump MK
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
Jump HK
Startup Active Recovery Hit
10 5 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Guile High Kick
Guile High Kick
3HK
SFV Guile 3HK.png
Startup Active Recovery Hit
11 2 25 KD
Damage Stun Attack Block
80 150 H -3
  • Cancel options: -
  • Launches opponent into a limited juggle state
  • Decent anti-air (albeit a bit slow)
  • Juggle Limit / Increase / Start: 0 / 3 / 1
Knee Bazooka
Knee Bazooka
4 or 6+LK
Startup Active Recovery Hit
8 5 20 -1
Damage Stun Attack Block
50 100 H -3
Rolling Sobat
Rolling Sobat
4 or 6+MK
Startup Active Recovery Hit
12 2 19(20) 2
Damage Stun Attack Block
60 100 H -4
  • Cancel options: -
  • Lower body invincible from frames 8-20
  • Not actually airborne
  • No hurtbox extensions during startup frames makes this a really strong poke tool
  • 1 extra frame of recovery on whiff
Spinning Back Knuckle
Spinning Back Knuckle
6HP
SFV Guile 6HP.png
Startup Active Recovery Hit
11 3 16 4
Damage Stun Attack Block
90 150 H -1
  • Cancel options: vt1 vt2
  • Cannot hit crouching opponents
Reverse Spin Kick
Reverse Spin Kick
6HK
SFV Guile 6HK.png
Startup Active Recovery Hit
16 3 18 4
Damage Stun Attack Block
90 150 H -2
  • Cancel options: -
  • Throw invincible on frames 8-32
  • Lower body invincible on frames 10-32
  • Not airborne
Burn Straight
Burn Straight
4HP
SFV Guile 4HP.png
Startup Active Recovery Hit
8 3 20(25) 2
Damage Stun Attack Block
80 150 H -1
  • Cancel options: vt1 vt2
  • +5 extra frames of recovery on whiff (25F)
Full Bullet Magnum
Full Bullet Magnum
6MP
SFV Guile 6MP.png
Startup Active Recovery Hit
21 2 19 1
Damage Stun Attack Block
60 100 M -7

Target Combos

Drake Fang
Drake Fang
2MK > 6MP
Startup Active Recovery Hit
7+16 4 21 1
Damage Stun Attack Block
60 100 L*M -7
Tall Edge
Tall Edge
2LK > 5MP
Startup Active Recovery Hit
4+6 3 17 1
Damage Stun Attack Block
20*54 (74) 70*90(160) L*H -8
Bullet Revolver
Bullet Revolver
2LK > 5MP > 6HP
SFV Guile 2LK 5MP 6HP.png
Startup Active Recovery Hit
4+6+10 3 22 KD
Damage Stun Attack Block
20*54*56 (130) 70*90*120 (280) L*H*H -8
  • Cancel options: vs1 vs2 vt1 vt2
  • Hit Confirm notes: *Vskill 1 and 2 only
  • Puts opponent into a free juggle state
Swing Out
Swing Out
5MP > 6HP
Startup Active Recovery Hit
6+10 3 22 KD
Damage Stun Attack Block
60*63 (123) 100*135 (235) H*H -8
  • Cancel options: vs1 vs2 vt1 vt2
  • Hit Confirm notes: *Vskill 1 and 2 only
  • Puts opponent into a free juggle state
Taurus Combination
Taurus Combination
5LK > 5MK
Startup Active Recovery Hit
4+7 3 15 4
Damage Stun Attack Block
30*45 (75) 70*72 (142) H*H -4
  • Cancel options: vs1 vs2 vt1 vt2
  • Hit Confirm notes: *Vskill 1 and 2 only
  • Puts opponent into a free juggle state
  • Cancels to V-Skill on hit only

Throws

Dragon Suplex
Dragon Suplex
Throw
LPLK
SFV Guile LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 - -
Judo Throw
Judo Throw
Back Throw
4LPLK
SFV Guile 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 170 - -

Special Moves

Faultless Move
Faultless Move
3
SFV Guile 3.png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Fun fact! This was meant to be called 'Fortress Move' in English, but the translator messed it up because Fortress and Faultless sound similar in Katakana #themoreyouknow
LP Sonic Boom
LP Sonic Boom
46LP
Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 0
  • Cancel options: su vt1
  • 1-hit projectile
  • Speed of projectile differs depending on button strength (LP being the slowest)
  • Takes 45 frames to charge
  • Not cancelable into V-Trigger 2
MP Sonic Boom
MP Sonic Boom
46MP
Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 0
  • Cancel options: su vt1
  • 1-hit projectile
  • Speed of projectile differs depending on button strength (MP being average speed)
  • Takes 45 frames to charge
  • Not cancelable into V-Trigger 2
HP Sonic Boom
HP Sonic Boom
46HP
Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 0
  • Cancel options: su vt1
  • 1-hit projectile
  • Speed of projectile differs depending on button strength (HP being the fastest)
  • Takes 45 frames to charge
  • Not cancelable into V-Trigger 2
EX Sonic Boom
EX Sonic Boom
46PP
SFV Guile 46PP.png
Startup Active Recovery Hit
10 - 26 KD
Damage Stun Attack Block
50*50 (100) 50*50 (100) H 4
  • Cancel options: vt1 vt2
  • 2-hit projectile
  • Takes 45 frames to charge
LK Somersault Kick
LK Somersault Kick
28LK
Normal Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
130 (100) 200 H -28
  • Cancel options: su
  • Small hurtbox on frames 1-2
  • Invincible to airborne strikes (not projectile or throw) from frames 1-7
  • Airborne from frame 4
  • Takes 45 frames to charge
  • Slightly reduced damage if Guile connects on 3rd active frame or later
  • Cannot hit crossups
  • Guile is in counterhit state during move duration
V-Trigger 2 Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
90*40 150*50 H -14
  • Cancel options: su
  • Small hurtbox on frames 1-2
  • Invincible to airborne strikes and projectile-attribute attacks (but not air throws or actual projectiles) from frames 1-7
  • Airborne from frames 4-38
  • Takes 45 frames to charge
  • Spawns a slow forward moving projectile on whiff that does 40 damage / 50 stun
  • The projectile is actually the second hit after the Flash Kick up close, but if the Flash Kick whiffs, the projectile comes into play
  • Guile is in counterhit state during move duration
  • The projectile spawned can make Flash Kicks safe or even + on block if spaced, and can hit crossups
  • Spends 700 V-Timer (~23% V-Timer)
MK Somersault Kick
MK Somersault Kick
28MK
Normal Startup Active Recovery Hit
5 12 23+13 KD
Damage Stun Attack Block
130 (100) 200 H -28
  • Cancel options: su
  • Invincible to airborne strike attacks on frames 1-8
  • Small hurtbox on frames 1-3
  • Airborne from frame 5
  • Takes 45 frames to charge
  • Slightly reduced damage if Guile connects on 3rd active frame or later
  • Cannot hit crossups
  • Guile is in counterhit state during move duration
V-Trigger 2 Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
90*40 150*50 H -14
  • Cancel options: su
  • Invincible to airborne strikes and projectile-attribute attacks (but not air throws or actual projectiles) on frames 1-8
  • Small hurtbox on frames 1-3
  • Airborne from frames 4-38
  • Takes 45 frames to charge
  • Spawns a forward moving projectile on whiff that does 40 damage / 50 stun
  • The projectile is actually the second hit after the Flash Kick up close, but if the Flash Kick whiffs, the projectile comes into play
  • Guile is in counterhit state during move duration
  • The projectile spawned can make Flash Kicks safe or even + on block if spaced, and can hit crossups
  • Spends 700 V-Timer (~23% V-Timer)
HK Somersault Kick
HK Somersault Kick
28HK
Normal Startup Active Recovery Hit
6 12 25+13 KD
Damage Stun Attack Block
130 (100) 200 H -30
  • Cancel options: su
  • Projectile invincible only from frames 3-9
  • Upper body invincibility on frames 1-4
  • Airborne from frame 6
  • Takes 45 frames to charge
  • Slightly reduced damage if Guile connects on 3rd active frame or later
  • Cannot hit crossups
  • Guile is in counterhit state during move duration
V-Trigger 2 Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
90*40 150*50 H -14
  • Cancel options: su
  • Projectile invincible only from frames 3-9
  • Upper body invincibility on frames 1-4
  • Airborne from frames 4-38
  • Takes 45 frames to charge
  • Spawns a fast forward moving projectile on whiff that does 40 damage / 50 stun
  • The projectile is actually the second hit after the Flash Kick up close, but if the Flash Kick whiffs, the projectile comes into play
  • Guile is in counterhit state during move duration
  • The projectile spawned can make Flash Kicks safe or even + on block if spaced, and can hit crossups
  • Spends 700 V-Timer (~23% V-Timer)
EX Somersault Kick
EX Somersault Kick
28KK
SFV Guile 28KK.png
Normal
SFV Guile 28KK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
4 12 27+17 KD
Damage Stun Attack Block
90*60 (60*60) 100*100 H -37
  • Cancel options: -
  • Fully invincible on frames 1-9
  • Airborne on frame 7
  • Takes 45 frames to charge
  • Slightly reduced damage if Guile connects on 3rd active frame or later
  • Cannot hit crossups
  • Guile is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
V-Trigger 2 Startup Active Recovery Hit
4 8(11)4(1)4 29+30 KD
Damage Stun Attack Block
40*30x4 (30*30x4) 50x4 H -45
  • Cancel options: -
  • Fully invincible on frames 1-11
  • Airborne on frames 5-60
  • Takes 45 frames to charge
  • Spends 700 V-Timer (~23% V-Timer)
  • Can hit crossups during later active frames of the first hit onwards
  • Inflicts slightly less damage on later active frames of first hit
  • Guile is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)

Critical Arts

Sonic Hurricane
Sonic Hurricane
4646P
Startup Active Recovery Hit
7 50 49 KD
Damage Stun Attack Block
320 0 H -39
  • Cancel options: -
  • Fully invincible on frames 1-6
  • Projectile invincible during startup and throughout active frames of attack
  • Takes 40 frames to charge

Taunts

Taunt
Taunt
5PPPKKK
SFV Guile 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Sonic Blade
Sonic Blade
MPMK (VS1)
SFV Guile MPMK (VS1).png
Startup Active Recovery Hit
18 - 35 -9
Damage Stun Attack Block
40 50 H -14
  • Cancel options: sp
  • 1-hit projectile
  • Can be performed from crouching
  • Can be cancelled into Sonic Cross (boom)
  • Base Projectile lasts 42 frames
  • Base projectile by itself builds 50/25 V-Gauge on Hit/Block
LP Sonic Cross
LP Sonic Cross
MPMK > 46LP
Startup Active Recovery Hit
18 27(1)1 23 KD
Damage Stun Attack Block
40*40 (80) 50*50 (100) H 12
  • Cancel options: -
  • Puts opponent into a free juggle state on hit
  • Recovery from Sonic Cross varies depending on when Sonic Blade was canceled into Sonic Boom
  • 2-hit projectile hitbox
  • Takes 45 frames to charge
  • Builds 80/40 V-Gauge on Hit/Block (does not build any V-Gauge if the prior V-Skill projectile hit)

V-Skill 2

Dive Sonic
Dive Sonic
MPMK (VS2)
SFV Guile MPMK (VS2).png
Startup Active Recovery Hit
25(22) - 19+15(19+13) 4
Damage Stun Attack Block
40 50 H -7
  • Cancel options: -
  • 1-hit Projectile
  • Airborne from frames 10-41
  • Can be performed from crouching
  • Unsafe if used up close but can be spaced to be up to +26 on block
  • Faster startup and recovery if canceled into from target combo
  • Builds 50/25 V-Gauge on Hit/Block
  • Juggle Limit / Increase / Start: 2 / 1 / 1

V-Trigger 1

Solid Puncher
Solid Puncher
HPHK (VT1)
SFV Guile HPHK (VT1).png
Startup Active Recovery Hit
1 - 8 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 2000 frames (~33 seconds)
  • Sonic Hurricane range is improved and Sonic Break is possible
Sonic Break
Sonic Break
4or5or6+HPHK
Startup Active Recovery Hit
10 - 30 5
Damage Stun Attack Block
40 40 H 1
  • Cancel options: -
  • Initial Sonic Break can be used without any charge
  • Can choose speed of the initial Sonic Break by holding either back / neutral / forward when pressing HP+HK
  • Cancels into follow-up Sonic Breaks on frames 18-20
  • Spends 350 V-Timer (17.5% V-Timer)
Sonic Break 2nd
Sonic Break 2nd
1P
Startup Active Recovery Hit
10 - 26 5
Damage Stun Attack Block
50 40 H 1
  • Cancel options: -
  • Can choose speed of the secondary Sonic Breaks by inputting either LP/MP/HP strengths
  • Cancels into follow-up Sonic Breaks on frames 17-21
  • Can throw up to 5 Sonic Breaks in a row
  • Cancelable from all Sonic Booms
  • Spends 350 V-Timer (17.5% V-Timer)
EX Sonic Break
EX Sonic Break
1P
Startup Active Recovery Hit
10 - 26 KD
Damage Stun Attack Block
30*40 (70) 50*50 (100) H 11
  • Cancel options: -
  • Can throw up to 2 EX Sonic Break follow-ups after the initial EX Sonic Boom
  • Spends 450 V-Timer (22.5% of V-Timer)
Sonic Tempest
Sonic Tempest
4646P (V-Trigger)
Startup Active Recovery Hit
7 50 49 KD
Damage Stun Attack Block
350 0 H 5
  • Cancel options: -
  • Fully invincible on frames 1-6
  • Takes 40 frames to charge

V-Trigger 2

Knife Edge
Knife Edge
HPHK (VT2)
SFV Guile HPHK (VT2).png
Startup Active Recovery Hit
1 - 8 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Improves the properties of Flash Kicks and makes the non-EX Flash Kicks spawn projectiles as well

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Ambush Kick
Ambush Kick
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Reverse Back Knuckle
Reverse Back Knuckle
6PPP
SFV Guile 6PPP.png
Startup Active Recovery Hit
17 2 23 KD
Damage Stun Attack Block
- - H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-30
  • +3 extra KDA (+78/19/24) on Counter-Hit


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