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Early game information
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Introduction
A US Air Force pilot who fights for his country, Guile succeeded in dismantling Shadaloo and avenging his friend Charlie. He enjoys living the family man life, but new battlefields await him.
Ever since his debut in 1991, Guile has been defined by his incredible projectile zoning and strong midrange presence. As the archetypal projectile zoner, Guile specializes in pestering the opponent with a barrage of projectiles before analyzing their next move and punishing accordingly.
The defining move for Guile is Sonic Boom. Easily the best projectile in the game, Sonic Boom does everything a fireball should do and more. It can be fired at variable speeds, can be used as a shield to protect Guile as he moves forward, has incredibly fast recovery, and even comes with a unique just frame version for better advantage on hit and damage. Guile's gameplan revolves entirely around throwing out Sonic Boom and observing what the opponent does in response. If they eat it, throw another one. If they block it, throw another one to chip away at their Drive Gauge. Opponents who begin using system mechanics like jumping or Drive Impact to get around Sonic Boom are where the games begin for Guile, as his strategy evolves into a classic fireball/uppercut gameplan.
Opponents who leap over Sonic Boom can be met with Flash Kick, a massive ascending uppercut with a huge hitbox. Opponents who choose to be patient and come close to Guile must contend with his incredible 5MK, 2MK, and 5HP. Guile also has a huge selection of excellent command normals, such as 4HP, 4MK and 6HK, which give him great brawling potential. Guile can also use system mechanics well, with a fast overhead and good throw reward making his Drive Rush quite strong. Opponents who try to counterzone Guile with their own fireballs give him the ability to use Sonic Blade to enhance Sonic Boom and turn it into a fireball-eating machine. Simply put, there is no real situation where Guile is at explicit disadvantage, and his strong kit makes him very scary at fullscreen and midscreen. Guile is the undisputed master of fireball wars and punishing jumpins, making him a complete wall to overcome for any opponent.
Guile has no major weaknesses that affect his gameplan, but instead must deal with several important quirks. First, Guile is a charge character, meaning he must always commit to certain actions if he wants to perform them. Flash Kick is an incredible anti-air for sure, but it requires charge and thus is impossible to be performed on reaction akin to Ryu's Shoryuken. However, Guile's 2HP gets the job done just as well, with far less reward as a tradeoff. Similarly, Guile's gameplan is highly consistent and variable, but lacks any major gimmicks to challenge wary opponents. While at low levels Guile is capable of steamrolling impatient opponents who don't understand him, high level Guiles must be very patient and equipped with nerves of steel. Lastly, Guile has some of the longest and highest execution (though rarely necessary) optimal combos in the game. Still, none of these quirks dramatically affect Guile in any negative way, making him into a very strong character overall. If you love projectile zoning, value versatility, and want a character who can punish risky plays without peer, sharpen your mind to a sonic edge with Guile.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Guile | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.043 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 21 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.567 |
Backward Dash Distance | 0.74 |
Drive Rush Min. Distance (Throw) | 0.805 |
Drive Rush Min. Distance (Block) | 1.898 |
Drive Rush Max Distance | 3.461 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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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.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- xx Lv.2 Super: +7/+1
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 15 | Sp SA TC | 600 | LH | +6 | 0 |
- Cancel Hitconfirm Window: 15f (17f TC)
- xx Lv.2 Super: +17/+11
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 23 | Sp SA | 900 | LH | -1 | -6 |
- Punish Counter: Stagger (+14)
- Cancel Hitconfirm Window: 17f
- xx Lv.2 Super: +18/+13
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 12 | Sp SA | 300 | LH | +3 | -1 |
- Cancel Hitconfirm Window: 12f
- xx Lv.2 Super: +10/+6
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5 | 18 | - | 700 | LH | +1 | -4 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13 | 3 | 21 | SA | 800 | LH | +3 | -4 |
- Cancel Hitconfirm Window: 17f
- xx Lv.2 Super: +20/+13
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 8 | Chn Sp SA | 300 | LH | +5 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- xx Lv.2 Super: +9/+2
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 3 | 13(16) | Sp SA TC | 600 | LH | +4 | -2 |
- Cancel Hitconfirm Window: 15f (16f TC)
- xx Lv.2 Super: +13/+6
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 5 | 20 | - | 900 | LH | 0 | -9 |
- Forces stand on hit
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 13 | Chn | 200 | L | +1 | -5 |
- Chains into 5LP/2LP/2LK
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 18 | TC | 500 | L | +4 | -5 |
- Cancel Hitconfirm Window: 18f (TC)
- Applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80/70...)
- Same type of damage scaling as Light Normal starter; also applies to 2MK~6MP Target Combo
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 2(16)3 | 21 | TC | 450x2 | L,L | HKD +34 | -12 |
- Counterhit/Punish Counter: +44 HKD
- Both hits have some juggle potential; no longer HKD when juggled into
- Cancel Hitconfirm Window: 26f(PC: 29f) (TC)
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +4(+9) | 0(+5) |
- Can hit as fuzzy Instant Overhead
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 3 land | - | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 3 land | - | 800 | H | +7(+15) | +3(+11) |
- Causes spiked knockdown vs. airborne opponents on Counterhit/Punish Counter
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 10 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit Crossup
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 7 | 3 land | - | 600 | H | +11(+13) | +7(+9) |
j.HK
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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20 | 3 | 19 | - | 800 | H | +2 | -3 |
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 3 | 20 | - | 800 | LH | +5 | +3 |
- Whiffs vs. crouching opponents
- Has some juggle potential
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 21 | Sp SA | 800 | LH | +1 | -4 |
- Cancel Hitconfirm Window: 17f
- xx Lv.2 Super: +13/+8
4LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 5 | 15 | - | 500 | LH | 0(+4) | -4(0) |
- Low Crush 7-17f
- Has juggle potential
4MK or 6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 3 | 18(21) | - | 700 | LH | +3 | -6 |
- Low Crush 5-17f
- Has juggle potential
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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17 | 3 | 26 | - | 1000 | LH | -1 | -8 |
- Throw Invuln/Low Crush: 4-27f (not airborne)
- Punish Counter: KD +55 (grounded), limited juggle state (airborne)
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 23 | Sp SA | 1000 | LH | 0 | -9 |
- Whiffs on crouching opponents
- Puts airborne opponents into limited juggle state
- Punish Counter: Launch KD +46 (spinning free juggle state)
- Cancel Hitconfirm Window: 23f
- xx Lv.2 Super: +12/+3
Target Combos
5MP~4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 3 | 26 | Sp SA kara | 600 | LH | KD +35 | -9 |
- Cancel Hitconfirm Window: 50-51f
- The beginning of the 4HP animation is kara-cancellable (shifts Guile backwards)
2MP~2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 3 | 16 | Sp SA | 360 | LH | KD +44 | -6 |
- Puts opponents into limited juggle state
- The second 2MP has a 10% damage scaling penalty applied, and counts as 2 hits for scaling
- 100/90/70/60... as combo starter, 100/100/70/60 if comboed into after 1 hit
- Cancel Hitconfirm Window: 41f
- xx Lv.2 Super: KD+56/+6
2MK~6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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20 | 3 | 21 | - | 800(640) | H | +1 | -5 |
- Low into Overhead string
2HK~3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 25 | Sp SA | 600(480) | LH | KD +33 | -10(-30) |
- Launches opponent into a limited juggle state
- Whiffs on crouching opponents
- Cancel Hitconfirm Window: 57f(PC: 60f)
- xx Lv.2 Super: KD+47 Spin/+2
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +15 | - |
- Does not have access to a true corner throw loop
- Perfectly timed Walk + Throw will beat wakeup attack 5f or slower
- Punish Counter: +16 HKD
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +18 | - |
- Side switches; can walk for throw/strike oki after back throwing opponent into corner
- Punish Counter: +19 HKD
Air Forward Throw (LPLK Air)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 3 land | - | 1200 (2040) | T | KD +21(23) | - |
- Higher air throw gives slightly better KD Advantage
- Punish Counter: +23(25) HKD
Air Back Throw (4LPLK Air)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 3 land | - | 1200 (2040) | T | KD +15 | - |
- Side switches
- Punish Counter: +16 HKD
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HP, 4HP, 5MP~4HP: 7[3]
- 5MP: 9[5]
- 2MP, 2MP~2MP: 14[10]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.
- Distance:
- 0.805 (min, cancel into immediate Throw)
- 1.898 (min, earliest blocking/movement frame)
- 3.461 (max, final DR frame)
- See Strategy page for Blockstring Gaps and Combo Routes
Special Moves
Sonic Boom ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | - | 30 | SA3 | 550 (600) | LH | +3(+4) | -3 |
- 45f charge time; charge lasts up to 10f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 30 | SA3 | 550 (600) | LH | +3(+4) | -3 |
- 45f charge time; charge lasts up to 10f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 30 | SA3 | 550 (600) | LH | +3(+4) | -3 |
- 45f charge time; charge lasts up to 10f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 500x2 (1000) | LH | KD +48 | +3 |
- 2 hits; 45f charge time; charge lasts up to 10f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
- xx Lv.2 Super: KD+65/+25
Sonic Boom is a strong projectile with fast startup and very low recovery. The speed of the projectile increases with higher strength buttons; LP Boom is great to walk behind as a moving shield, and HP Boom's fast travel speed makes it hard to beat in fireball wars. While safe on block, Guile does not get frame advantage at close range like in some previous Street Fighter games. Boom is hard for most characters to punish without a hard read; even a Drive Impact timed on the first visible projectile frame would be too slow due to the armor hit freeze.
All meterless Sonic Booms have a "Perfect" version that occurs when inputting 6+P together within a 3-frame window. Guile will yell "PERFECT!" when successful, causing Sonic Boom to become +4 on hit with extra damage. This is easy to do in neutral, but in special cancels the timing can be a little trickier to find. Perfect Booms are required in order to link 2LP afterward, so they are especially important for corner combos.
OD Sonic Boom is very powerful, with fast travel speed, 2 hits, and higher projectile priority. It knocks down on hit, instantly giving Guile great screen position when used in fireball battles. In the corner, he can also juggle 2HK afterward if he's not too close to the corner; it helps to space it out so that Guile's foot is hitting directly under the opponent.Somersault Kick ([2]8K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 6 | 26+15 land | SA3 | 1000 (1200) | LH | KD +36 | -30 |
- Anti-Air Invuln: 1-7f; Airborne 8-36f (Forced Knockdown state)
- 45f charge time; charge lasts up to 14f after releasing down direction
- Cancel Hitconfirm Window: 17f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 27+15 land | SA3 | 1100 (1300) | LH | KD +37 | -31 |
- Anti-Air Invuln: 1-8f; Airborne 8-38f (Forced Knockdown state)
- 45f charge time; charge lasts up to 14f after releasing down direction
- Cancel Hitconfirm Window: 17f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 28+15 land | SA3 | 1200 (1400) | LH | KD +39 | -32 |
- Anti-Air Invuln: 1-9f; Airborne 8-40f (Forced Knockdown state)
- 45f charge time; charge lasts up to 14f after releasing down direction
- Cancel Hitconfirm Window: 17f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4,2 | 26+20 land | - | 1000(700),600 | LH | KD +29 | -33(-37) |
- Full Invuln: 1-11f; Airborne 8-36f (Forced Knockdown state)
- 45f charge time; charge lasts up to 14f after releasing down direction
Somersault is Guile's main anti-air, combo ender, and OD reversal. Requiring a down charge limits his ability to position himself, but it can come out consistently even when it's unclear which direction he will be facing. It pairs well with Sonic Boom and pokes like 2MK that can help hide his charge. HK Somersault has surprisingly long range, making it useful as a punish against many sweeps and similar attacks that can be hard to reach.
Sonic Blade (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | [45] | 26 | SA3 | 400 | LH | -3 | -4 |
- 1 hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | [85] | 29 | SA3 | 400 | LH | -6 | -7 |
- 1 hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
31 | [100] | 23 | SA3 | 250x2 (500) | LH | +1 | -1 |
- 2 hits
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | [100] | 24 | SA2 SA3 | 300x2 | LH | KD +57 | -4 |
- 2 hits; 1st hit knocks down on hit, while 2nd hit remains active to cover opponent's wakeup
- Either hit put opponent into a limited juggle state
- Cancel Hitconfirm Window: 6f (Super)
- xx Lv.2 Super: KD+68/+11
Guile throws out an almost stationary projectile; higher strength versions are slower but last much longer ([] refers to the stationary projectile's active time). Inputting 6P or 6PP immediately afterwards will throw a Sonic Boom of the corresponding strength (and can still become a Perfect Boom with proper input timing). If the Sonic Boom passes through the active Sonic Blade, it becomes a more powerful Sonic Cross (this will not happen if the Blade dissipates on hit/block, or from running out of active frames). Guile can delay the Sonic Boom to make his Sonic Cross timing less predictable, but this requires the usual 45f charge time.
Sonic Cross (214P_6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA3 | 600(800),400 | LH | KD +44~ | -1 |
- Cancel Hitconfirm Window: 11f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 400x2,500 (1300) | LH | KD +48~ | +3 |
- Cancel Hitconfirm Window: 11f (Super)
- xx Lv.2 Super: KD+65/+25
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2* SA3 | 400x2,500 (1300) | LH | KD +47 | -3 |
- Cancel Hitconfirm Window: 11f (Super)
- xx Lv.2 Super: KD+64/+24
- If the Blade dissipates before the projectile is enhanced, it is no longer cancellable to Lv.2 Super
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 400x3,500 (1700) | LH | KD Spin + Splat | +3 |
- Wall Splats on hit in the corner (KD Advantage varies based on positioning)
- Cancel Hitconfirm Window: 11f (Super)
- xx Lv.2 Super: KD+65/+25
The powered up projectile after it passes through an active Sonic Blade; compared to Sonic Boom, a Sonic Cross does more damage, more hits, and knocks down. The speed of the meterless followup depends on which button is pressed, just like regular Sonic Boom. If the Blade dissipates, refer to Sonic Boom data. Inputting 6+P within a 3f timing window still results in a "Perfect" version that does more damage.
Super Arts
Level 1 Super ([4]646P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(11) | 51 | 81 | - | 200x6,800 (2000) | LH | KD +41 | -26 |
- Strike/Throw Invuln: 1-10f; Armor Break
- 45f charge time; depletes 1/2 Drive bar from opponent on hit
- 30% minimum damage scaling
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 52 | 68 | - | 200x6,600 (1800) | LH | KD +70 | -2 |
- Whiffs on crouching opponents; allows followup juggles on hit (KD Adv. varies based on height)
- 45f charge time; Armor Break; depletes 1/2 Drive bar from opponent on hit
- 30% minimum damage scaling
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | (1500) | 5 | - | - | - | - | - |
- 1500f active timer (25 seconds), drains by 200f for each Sonic Break (maximum of 7)
Sonic Break (PP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | - | 25 | - | 600 each | LH | +2 | -2 |
- Can be thrown without charge, up to 5 in one sequence (max of 7 per Super)
- Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
- Holding forward (6PP/3PP) increases each projectile's speed
- Holding back (4PP/1PP) decreases each projectile's speed
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | - | 25 | - | 600 each | LH | +2 | -2 |
- Can throw up to 4 followups in one sequence (max of 7 per Super)
- Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
- Button strength determines each projectile's speed (LP slowest, HP fastest)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | - | 24 | - | 500x2 (1000) | LH | KD +54~ | +3 |
- Can throw up to 2 followups in one sequence (max of 7 per Super)
- Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
- Does not cost any additional Drive meter for each followup
Level 3 Super ([4]646K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 30+40 land | - | 4000(3000) | LH | HKD +16 | -59 |
- Full Invuln: 1-14f; Airborne 12-44f (Forced Knockdown state); Armor Break
- 45f charge time; depletes 1.5 Drive bars from opponent on hit
- Cinematic time regenerates ~1.8 Drive bars for Guile
- 50% minimum damage scaling
No results
- Full Invuln: 1-14f; Airborne 12-44f (Forced Knockdown state); Armor Break
- 45f charge time; depletes 2 Drive bars from opponent on hit
- Cinematic time regenerates ~2 Drive bars for Guile
- 50% minimum damage scaling; available at 25% HP or below
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
116 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
225 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
325 (total) | - | - | - | - | - | - | - |
Down Taunt (2PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
73 (total) | - | - | - | - | - | - | - |