![]() |
Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
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: |
---|---|
|
|
Classic & Modern Versions Comparison
Missing Normals |
|
---|---|
Missing Command Normals |
|
Shortcut-Only Specials |
|
Assist Combos |
|
Miscellaneous Changes |
|
Guile | |
---|---|
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 |
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel reaction window: 13f
- xx Lv.2 Super: +7/+1
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 15 | Sp SA TC | 600 | LH | +6 | 0 |
- Primary combo starter
- Can chain into 4HP Target Combo
- Cancel reaction window: 15f (17f TC)
- xx Lv.2 Super: +17/+11
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 23 | Sp SA | 900 | LH | -1 | -6 |
- Punish Counter stagger effect makes this useful as a whiff punish tool
- Cancel reaction window: 17f
- xx Lv.2 Super: +18/+13
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +3 | -1 |
- Good range for a light poke, but must let go of Back input to avoid getting Bazooka Knee
- Cancel reaction window: 12f
- xx Lv.2 Super: +10/+6
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 18 | - | 700 | LH | +1 | -4 |
- Solid anti-air at longer ranges
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 3 | 21 | SA | 800 | LH | +3 | -4 |
- Long range poke that can be buffered into Super
- Cancel reaction window: 17f
- xx Lv.2 Super: +20/+13
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 8 | Chn Sp SA | 300 | LH | +5 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel reaction window: 13f
- xx Lv.2 Super: +9/+2
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 13(16) | Sp SA TC | 600 | LH | +4 | -2 |
- Low pushback on hit, and can chain into itself for a Target Combo launcher
- Cancel reaction window: 15f (16f TC)
- xx Lv.2 Super: +13/+6
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 5 | 20 | - | 900 | LH | 0 | -9 |
- Good vertical anti-air
- Forces stand on hit
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 13 | Chn | 200 | L | +1 | -5 |
- Chains into 5LP/2LP/2LK
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 18 | TC | 500 | L | +4 | -5 |
- Great low poke, especially when used from Drive Rush
- Cancel reaction 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 |
---|---|---|---|---|---|---|---|
9 | 2(16)3 | 21 | TC | 450x2 | L,L | HKD +34 | -12 |
- 2 hits
- 1st hit has a Target Combo followup (only combos on Punish Counter)
- Counterhit/Punish Counter: +44 HKD
- Cancel reaction window: 26f(PC: 29f) (TC)
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 10 | 3 land | - | 300 | H | +4(+9) | 0(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
6 | 10 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Crossup
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
20 | 3 | 19 | - | 800 | H | +2 | -3 |
- Fast overhead, very strong combo starter from Drive Rush
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 20 | - | 800 | LH | +5 | +3 |
- Whiffs vs. crouching opponents
- Has some juggle potential
- Great forward movement gives it long range
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 21 | Sp SA | 800 | LH | +1 | -4 |
- Cancel reaction window: 17f
- xx Lv.2 Super: +13/+8
4LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 5 | 15 | - | 500 | LH | 0(+4) | -4(0) |
- Low Crush 7-17f (not airborne)
- Has juggle potential
- Long forward movement; can be spaced to be +4/+0
4MK or 6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3 | 18(21) | - | 700 | LH | +3 | -6 |
- Low Crush 5-17f (not airborne)
- Has juggle potential
- Guile drifts in the held direction, allowing him to reposition while attacking
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 3 | 26 | - | 1000 | LH | -1 | -8 |
- Throw Invuln/Low Crush: 4-27f (not airborne)
- Punish Counter knocks down vs. grounded, puts airborne opponents into limited juggle state
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 23 | Sp SA | 1000 | LH | 0 | -9 |
- Whiffs on crouching opponents
- Puts airborne opponents into limited juggle state
- Launches opponents into spinning free juggle state on Punish Counter
- Cancel reaction window: 23f
- xx Lv.2 Super: +12/+3
Target Combos
5MP~4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 26 | Sp SA kara | 600 | LH | KD +35 | -9 |
- 1f gap between hits on block
- Cancel reaction window: 50-51f
2MP~2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 16 | Sp SA | 360 | LH | KD +44 | -6 |
- Puts opponents into limited juggle state
- 2f gap between hits on block
- 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 reaction window: 41f
- xx Lv.2 Super: KD+56/+6
2MK~6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 21 | - | 800(640) | H | +1 | -5 |
- Low into Overhead string
- 3f gap between hits on block
2HK~3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 25 | Sp SA | 600(480) | LH | KD +33 | -10(-30) |
- On grounded opponents, only combos from Drive Rush 2HK or Punish Counter starter
- Very lenient window to confirm this
- Also combos after corner Drive Impact; can juggle LK Somersault ~ OD Somersault due to the juggle height
- Whiffs vs. crouching opponents (Punish Counter allows the full connect even vs. crouching)
- Launches opponent into a limited juggle state
- Cancel reaction window: 57f(PC: 60f)
- xx Lv.2 Super: KD+47 Spin/+2
Universal Mechanics
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +15 | - |
- 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
- 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 Moves
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
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)
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)
Special Moves
Sonic Boom ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 30 | SA3 | 550 (600) | LH | +3(+4) | -3 |
- 45f charge time; slowest projectile speed
- Input 6+P within 3f of each other for Perfect timing (more damage, +4 on Hit)
- Cancel reaction 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; medium projectile speed
- Input 6+P within 3f of each other for Perfect timing (more damage, +4 on Hit)
- Cancel reaction 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; fastest projectile speed
- Input 6+P within 3f of each other for Perfect timing (more damage, +4 on Hit)
- Cancel reaction window: 11f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 500x2 (1000) | LH | KD +48 | +3 |
- 45f charge time; 2 hits, fast projectile speed
- Does not have a Perfect timing version
- Cancel reaction window: 11f (Super)
- xx Lv.2 Super: KD+65/+25
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-?f; Airborne 8-36f (Forced Knockdown state)
- 45f charge time; input 8+LK within 3f of each other for Perfect timing (better damage)
- Cancel reaction 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-?f; Airborne 8-38f (Forced Knockdown state)
- 45f charge time; input 8+MK within 3f of each other for Perfect timing (better damage)
- Cancel reaction 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-?f; Airborne 8-40f (Forced Knockdown state)
- 45f charge time; input 8+HK within 3f of each other for Perfect timing (better damage)
- Cancel reaction 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: 1-10f; Airborne 8-36f (Forced Knockdown state)
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 reaction 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.
While the meterless versions are cancellable to Lv.3 Super, there is not enough time to build charge naturally; the cancel is possible to perform if the opponent activates something like an install Super that freezes the screen while Sonic Blade is already in startup.
Sonic Cross (214P_6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA3 | 600(800),400 | LH | KD +44~ | -1 |
- Button strength determines speed of followup projectile
- Cancel reaction window: 11f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 400x2,500 (1300) | LH | KD +48~ | +3 |
- Costs 2 Drive bars total (Regular Sonic Blade + OD Sonic Cross followup)
- Cancel reaction 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 |
- Costs 2 Drive bars total (OD Sonic Blade + Regular Sonic Cross followup)
- Cancel reaction 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 |
- Costs 4 Drive bars total (OD Sonic Blade + OD Sonic Cross followup)
- Wall Splats on hit in the corner (KD Adv. varies greatly based on positioning)
- Cancel reaction 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. 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
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
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | (1500) | 5 | - | - | - | - | - |
- Grants access to Sonic Break
- 1500f active timer (25 seconds), drains by 200f for each Sonic Break (maximum of 7)
- Generally safe on block when cancelled into; can be very plus
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)
- 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)
- 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)
- Does not cost any additional Drive meter for each followup
Only available after Solid Puncher is activated; each Sonic Break drains the 1500f timer by 200f. The followup versions work after Sonic Boom or Sonic Cross. Guile does not build any additional Super meter from connecting a Break while his install timer is active, but he will build some if it connects after the timer has expired. It is possible to create gaps in the projectile blockstrings by mixing between fast and slow Sonic Breaks; this will also depend on the distance from the opponent.
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
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
Guile's Lv.3 Super gives a cinematic cutscene on a normal hit, but if it connects late in its active frames (such as an early anti-air) it will skip the cutscene. This results in lower damage and less Drive damage for the opponent.