Street Fighter 6/Guile

From SuperCombo Wiki


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:
  • The best fireball zoning in the entire game, coupled with one of the best anti-air specials in the game
  • Strong pokes to enforce yourself with alongside incredible anti-air buttons
  • Good pressure and brawling potential with an emphasis on draining Drive Gauge
  • A simple, clean, and no-frills playstyle that rewards meticulous decision making
  • Being a full on charge character, restricting your playstyle and inputs if you aren't holding down back
  • Pokes that aren't cancelable into Drive Rush or specials
  • Playing patient, sometimes extremely so


Classic & Modern Versions Comparison

List of differences with Modern Guile
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Heavy Punch (5HP)
Missing Command Normals
  • Full Bullet Magnum (6MP)
  • Reverse Spin Kick (6HK)
  • Guile High Kick (3HK)
Shortcut-Only Specials
  • N/A
Assist Combos
  • A[L~L~L~L]: 2LK ~ 2LP ~ 5LK ~ H Somersault (Perfect)
    • On Block: stops at 2LP
  • A[M~M~M~M]: 2MP~2MP ~ SA1 (H) ~ OD Somersault
    • No SA1: 2MP~2MP ~ H Somersault (Perfect)
    • Burnout: 2MP~2MP ~ SA1 (H)
    • On Block: stops at 2MP~2MP
  • A[H~H~H~H]: 5MP~4HP ~ OD Sonic Boom ~ SA3
    • In the corner, can easily build down charge for a manual H Somersault instead of SA3
    • Burnout: 5MP~4HP ~ L Sonic Boom (Perfect) ~ SA3
    • On Block: stops at OD/L Sonic Boom
Miscellaneous Changes
  • Using the Modern shortcut for Sonic Boom and Somersault produces the weaker non-Perfect version
    • Using the perfect Classic input with the Special button works, but still results in 20% scaled damage
  • Sonic Hurricane SA1 changes angle based on input
    • Shortcut input [4]HS = LP/MP version, horizontal
    • [4]646L = HP version, diagonally upward
  • The only character whose SA1/SA2 shortcuts are swapped ([4]HS for SA1, 5HS / 6HS for SA2)


Guile
SF6 Guile Portrait.png
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
Standing Light Punch
5LP
SF6 Guile 5LP.png

5LP
Standing Light Punch
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
Standing Medium Punch
5MP
SF6 Guile 5MP.png

5MP
Standing Medium Punch
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
Standing Heavy Punch
5HP
SF6 Guile 5HP.png

5HP
Standing Heavy Punch
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
Standing Light Kick
5LK
SF6 Guile 5LK.png

5LK
Standing Light Kick
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
Standing Medium Kick
5MK
SF6 Guile 5MK.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 18 - 700 LH +1 -4
  • Solid anti-air at longer ranges

5HK
Standing Heavy Kick
5HK
SF6 Guile 5HK.png

5HK
Standing Heavy Kick
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
Crouching Light Punch
2LP
SF6 Guile 2LP.png

2LP
Crouching Light Punch
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
Crouching Medium Punch
2MP
SF6 Guile 2MP.png

2MP
Crouching Medium Punch
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
Crouching Heavy Punch
2HP
SF6 Guile 2HP.png

2HP
Crouching Heavy Punch
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
Crouching Light Kick
2LK
SF6 Guile 2LK.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 13 Chn 200 L +1 -5
  • Chains into 5LP/2LP/2LK

2MK
Crouching Medium Kick
2MK
SF6 Guile 2MK.png

2MK
Crouching Medium Kick
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
Crouching Heavy Kick
2HK
SF6 Guile 2HK.png

2HK
Dragon Sweep
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

Jumping Light Punch
j.LP
SF6 Guile jlp.png

j.LP
Jump LP
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H +4(+9) 0(+5)

j.MP

Jumping Medium Punch
j.MP
SF6 Guile jmp.png

j.MP
Jump 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

Jumping Heavy Punch
j.HP
SF6 Guile jhp.png

j.HP
Jump 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

Jumping Light Kick
j.LK
SF6 Guile jlk.png

j.LK
Jump LK
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 3 land - 300 H +5(+10) +1(+6)
  • Crossup

j.MK

Jumping Medium Kick
j.MK
SF6 Guile jmk.png

j.MK
Jump MK
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 7 3 land - 600 H +11(+13) +7(+9)

j.HK

Jumping Heavy Kick
j.HK
SF6 Guile jhk.png

j.HK
Jump HK
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 3 land - 800 H +10(+15) +6(+11)

Command Normals

6MP

Full Bullet Magnum
6MP
SF6 Guile 6mp.png

6MP
Full Bullet Magnum
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

Spinning Back Knuckle
6HP
SF6 Guile 6hp.png

6HP
Spinning Back Knuckle
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

Burning Straight
4HP
SF6 Guile 4hp.png

4HP
Burning Straight
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

Knee Bazooka
4LK
SF6 Guile 4lk.png

4LK
Knee Bazooka
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

Rolling Sobat
4MK or 6MK
SF6 Guile 4mk or 6mk.png

4MK or 6MK
Rolling Sobat
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

Reverse Spin Kick
6HK
SF6 Guile 6hk.png

6HK
Reverse Spin Kick
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

Guile High Kick
3HK
SF6 Guile 3hk.png

3HK
Guile High Kick
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

Recoil Cannon
5MP~4HP
SF6 Guile 5mp 4hp.png

5MP~4HP
Recoil Cannon
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

Double Shot
2MP~2MP
SF6 Guile 2mp 2mp.png

2MP~2MP
Double Shot
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

Drake Fang
2MK~6MP
SF6 Guile 6mp.png

2MK~6MP
Drake Fang
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

Phantom Cutter
2HK~3HK
SF6 Guile 3hk.png

2HK~3HK
Phantom Cutter
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)

Forward Throw
LPLK
SF6 Guile lplk.png

LPLK
Dragon Suplex
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)

Back Throw
4LPLK
SF6 Guile 4lplk.png

4LPLK
Judo Throw
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)

Air Forward Throw
LPLK (air)
SF6 Guile lplk air.png

LPLK (air)
Flying Mare
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)

Air Back Throw
4LPLK (air)
SF6 Guile 4lplk air.png

4LPLK (air)
Flying Buster Drop
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)

Drive Impact
HPHK
SF6 Guile hphk.png

HPHK
Blitz Combination
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

  • Notable blockstring gaps (subtract 4f for opponents in Burnout):
    • 5HP, 4HP, 5MP~4HP: 7f
    • 5MP: 9f
    • 2MP, 2MP~2MP: 14f

Drive Reversal (6HPHK)

Drive Reversal
6HPHK (in blockstun)
SF6 Guile 6hphk.png

6HPHK
Strike Eagle (Block)
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)

Drive Parry
MPMK
SF6 Guile mpmk.png

MPMK
Drive Parry
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)

Drive Rush
66
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             No results

See Drive Rush

  • Frame data shown in (parentheses) refers to the version used after Parry

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Guile 5pppkkk.png
"Got you in my sights."

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
116 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Guile 6pppkkk.png
"You won't know what hit you."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
225 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Guile 4pppkkk.png
"This is a war, and i'm ready for you."

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
325 (total) - - - - - - -

Down Taunt (2PPPKKK)
Down Taunt
2PPPKKK
SF6 Guile 2pppkkk.png
"Come on!"

2PPPKKK
Down Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
73 (total) - - - - - - -

Special Moves

Sonic Boom ([4]6P)

Sonic Boom
[4]6P
SF6 Guile 46lp.png

SF6 Guile 46pp.png

[4]6LP
Sonic Boom
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)
[4]6MP
Sonic Boom
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)
[4]6HP
Sonic Boom
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)
[4]6PP
Sonic Boom
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)

Somersault Kick
Flash Kick
[2]8K
SF6 Guile 28lk.png

SF6 Guile 28kk.png

[2]8LK
Somersault Kick
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)
[2]8MK
Somersault Kick
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)
[2]8HK
Somersault Kick
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)
[2]8KK
Somersault Kick
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)

Sonic Blade
214P
SF6 Guile 214lp.png

SF6 Guile 214pp.png

214LP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [45] 26 SA3 400 LH -3 -4
  • 1 hit
214MP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 [85] 29 SA3 400 LH -6 -7
  • 1 hit
214HP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
31 [100] 23 SA3 250x2 (500) LH +1 -1
  • 2 hits
214PP
Sonic Cross
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)

Sonic Cross
214P > 6P
SF6 Guile 214p 6p.png

SF6 Guile 214p 6pp.png

214P ~ 6P
Sonic Cross
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)
214P ~ 6PP
Sonic Cross
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
214PP ~ 6P
Sonic Cross
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
214PP ~ 6PP
Sonic Cross
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)

Sonic Hurricane
Level 1 Super Art
[4]646P
SF6 Guile 4646p.png

SF6 Guile 4646hp.png

[4]646P
Sonic Hurricane
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
[4]646HP
Sonic Hurricane
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)

Solid Puncher
Level 2 Super Art
214214P
SF6 Guile 214214p.png

214214P
Solid Puncher
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)

Sonic Break
(During Solid Puncher)
PP or [4]6P~P
SF6 Guile pp.png

PP
Sonic Break
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
[4]6P~P
Sonic Break (follow-up)
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)
[4]6PP~P
OD Sonic Break (follow-up)
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)

Crossfire Somersault
Level 3 Super Art
[4]646K
SF6 Guile 4646k.png

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[4]646K
Crossfire Somersault
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.


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