

Introduction
"Are you man enough to fight with me?" No, Mr. Guile. I don't think anyone in World Warrior is "man enough" to deal with your magic throw and handcuffs.
Guile is the first pure charge character in the Street Fighter series, meaning that all of his special moves are performed by charging in a specific direction and then moving the stick into another direction while pressing an attack button. His design makes him best suited for a defensive style. Just keep pushing your opponent back with your normals and Sonic Booms (Guile's fireball) and punish any jump-in attempts with an anti-air, usually crouching fierce or a flash kick.
Guile's debut in World Warrior was far from perfect, although you could also say he was perfect depending on how you look at it. His imperfection is due to the infamous WW Guile glitches. Guile can repeatedly throw opponents to the ground without actually throwing them (magic throw) or freeze an opponent in place (handcuffs) and maintain a health lead, only unfreezing the opponent as the timer runs out to prevent the game from soft-locking. Even without using these glitches, Guile is clearly the most powerful character in the game which is why you could say he's perfect. The flash kick deals insane amounts of damage, his jab has unusually long reach for a light punch which can allow for a 5-6 hit jab dizzy combo, and aside from Dhalsim, the other fighters have very limited options against him.
Guile is top tier and can win most matchups easily. However, I recommend learning another character as well if you plan on using Guile since mirror matches aren't possible in World Warrior and you likely won't get to pick Guile first every time.
Color Options
Default |
![]() |
Moves List
Normal Moves
German Suplex: close, b or f + Hard Punch
Hip Toss: close, b or f + Medium Punch
Air Toss: close, b or f + Medium or Hard Punch in air
Backbreaker: close, b or f + Medium or Hard Kick in air
Backfist: b + Hard Punch
Lunging Knee: f + Medium Kick
Special Moves
Sonic Boom: b~f + Punch
Flash Kick: d~u + Kick
The Basics
Anti-Airs: Flash Kick,standing Medium Punch,crouching High Punch
High Pokes: standing Medium Punch,Backfist
Low Pokes: crouching Short Kick
Combos
- j.HP,cr.MP xx Flash Kick
- j.HP,s.HP xx Sonic Boom (b+HP in corner)
- cr.LK CPS1 Chain s.HP xx Sonic Boom
Advanced Strategy
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +6 | |||||
Frame Count | 3 | 4 | 2 | 3 | 3 | |
Simplified | 3 | 4 | 2 | 3 | 3 |
- Standing MP:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 3 | |
Simplified | 1+2 | 2 | 13 |
- Standing HP:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +1 | ||||||
Frame Count | 2 | 3 | 4 | 5 | 10 | 8 | |
Simplified | 1+9 | 5 | 18 |
- Standing LK:
Damage | 6 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 2 | 2 | 4 | 3 | 3 | |
Simplified | 1+4 | 4 | 6 |
- Standing MK:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | ||||||||
Stun | 5~11 | ||||||||||||||||||
Stun Timer | 60 | ||||||||||||||||||
Chain Cancel | No | ||||||||||||||||||
Special Cancel | No | ||||||||||||||||||
Frame Advantage | +2 | ||||||||||||||||||
Frame Count | 2 | 2 | 2 | 3 | 5 | 4 | 3 | 2 | 2 | 2 | |||||||||
Simplified | 1+9 | 5 | 13 |
- Standing HK:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -5 | |||||||
Frame Count | 4 | 4 | 5 | 6 | 8 | 9 | 1 | |
Simplified | 1+8 | 5 | 24 |
Close Standing Normals
- Close Standing LP:
Damage | 6 | ![]() |
![]() |
![]() |
![]() |
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 3 | 4 | 2 | 3 | |
Simplified | 3 | 4 | 2 | 3 |
- Close Standing MP:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +5 | ||||||
Frame Count | 3 | 3 | 3 | 3 | 3 | 3 | |
Simplified | 1+3 | 3 | 12 |
- Close Standing HP:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -8 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 6 | 5 | |
Simplified | 1+3 | 3 | 29 |
- Close Standing MK:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +10 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+3 | 4 | 6 |
- Close Standing HK:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +11 | ||||
Frame Count | 3 | 4 | 4 | 9 | |
Simplified | 1+7 | 4 | 9 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
![]() |
![]() |
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6 | |||
Frame Count | 1+3 | 4 | 5 |
- Crouching MP:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +8 | ||||
Frame Count | 3 | 4 | 4 | 4 | |
Simplified | 1+3 | 4 | 8 |
- Crouching HP:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -2 | ||||||
Frame Count | 2 | 3 | 4 | 12 | 9 | 1 | |
Simplified | 1+5 | 16 | 10 |
- Crouching LK:
Damage | 6 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 4 | 3 | 3 | |
Simplified | 1+7 | 4 | 6 |
- Crouching MK:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +8 | |||||
Frame Count | 3 | 4 | 5 | 4 | 4 | |
Simplified | 1+7 | 4 | 8 |
- Crouching HK:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||||||||
Stun Timer | 80 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | KD/+7,-24 | |||||||||||
Frame Count | 3 | 4 | 5 | 4 | 6 | 8 | 6 | 4 | 5 | 4 | 6 | |
Simplified | 1+7 | 5 | 28 | 5 | 10 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ![]() |
![]() |
![]() |
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | ![]() |
![]() |
![]() |
Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MP:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Diagonal Jumping MP:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 8 | 4 | ∞ | |
Simplified | 7 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
![]() |
![]() |
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping LK:
Damage | 10 | ![]() |
![]() |
![]() |
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Neutral Jumping MK:
Damage | 16 | ![]() |
![]() |
![]() |
Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 4 | 20 | 4 | ∞ | |
Simplified | 7 | 20 | ∞ |
- Neutral/Diagonal Jumping HK:
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 2 | 4 | 5 | 4 | 4 | ∞ | |
Simplified | 6 | 5 | ∞ |
Unique Moves
- Reverse Spin Kick: (On ground and close, ←/→ + HK)
Damage | 22 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||||||||
Stun Timer | 80 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | ? | |||||||||||
Frame Count | 3 | 3 | 2 | 3 | 4 | 6 | 4 | 3 | 3 | 3 | 3 | |
Simplified | 1+15 | 4 | 16 |
Throws
- Judo Throw: (←/→ + Strong) and Dragon Suplex: (←/→ + Fierce)
Damage | 32 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 18 |
- Flying Mare: (Guile and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | 40 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 54 | ||
Range advantage | 24 |
- Flying Buster Drop:(Guile and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage | 40 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 54 | ||
Range advantage | 24 |
Special Moves
- Sonic Boom: charge ←, → + Punch (charge 60f)
Startup
![]() |
![]() |
![]() |
![]() | |
Frame Count | 2 | 2 | 2 | 2 |
Simplified | 8 |
LP version:
Damage | 12 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
MP version:
Damage | 12 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
HP version:
Damage | 12 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | - | |||||
Frame Count | 1 | 1 | 1 | 1 | 1 | |
Simplified | 25 |
- Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)
Startup:
Damage | 24/26/16,14 | ![]() |
![]() |
![]() |
Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | -24/-24/-33 | |||
Short | 1 | 2 | 2 | |
Foward | 1 | 2 | 1 | |
Roundhouse | 3 | 1 | 2 |
Active:
![]() |
![]() |
![]() |
![]() | |
Short | 4 | 2 | 2 | 4 |
Foward | 3 | 2 | 2 | 5 |
Roundhouse | 2 | 2 | 2 | 6 |
Recovery:
![]() |
![]() |
![]() |
![]() | |
Short | 2 | 2 | 22 | 3 |
Foward | 4 | 4 | 25 | 4 |
Roundhouse | 2 | 5 | 28 | 6 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
![]() |
![]() |
![]() |
![]() |
- Standing reel:
![]() |
![]() |
![]() |
![]() |
- Standing gut reel:
![]() |
![]() |
![]() |
![]() |
- Crouching reel:
![]() |
![]() |
- Dizzy:
![]() |
![]() |
![]() |
![]() |
![]() |
Match-Ups
Vs. Ryu
Your Sonic Boom is worst but your Sommersault Kick is better
Vs. Ken
Same as Ryu,only Kick Throw is the problem
Vs. E.Honda
Sweep him is better than spamming
Vs. Chun Li
Sommersault Kick beats Spinning Bird Kick
Vs. Blanka
He is faster than you,anyway Sonic Boom spam its ok
Vs. Zangief
Cold War, Use your sweep instead of Sonic Boom,its better offensive Template:Street Fighter II