Introduction
Guile is no longer a family man, in this post-9/11 world. Now he's out for revenge because Dan killed his father.
Guile is one of the most powerful zoners in Remix, though he is far from locked into pure zoning. Guile in Remix is defined by his sheer versatility, from zoning to offense to defense and more. He has a wide variety of powerful normals that cover every base possible: anti-airs, low pokes, low crushes, overheads, plus on block lights, and a great sweep as well. He has a variety of powerful command normals, such as his 6HP overhead which is +10, crushes lows, and launches, or his 6HK overhead, which has a dominant hitbox for poking and wallbounces on air hits. 4/6MK can let Guile hop to safety or jump over a low, and it also launches. 6MP is a zero on block overhead that vacuums the opponent in for more mixups. This long list of incredible command normals bolsters an extremely well rounded kit of buttons already as well.
What would Guile be without his infamous specials however. Guile is incredibly popular from the original Street Fighter games as the pioneer of the charge zoners, but Remix makes him fully motion, as with every other charge character. 236P Sonic Boom is crouchable, but retains the extremely fast recovery, has no projectile limit, and has a wide variety of speeds to choose from. 214K Flash Kick is a powerful reversal and anti-air, and a key part of many of Guile's combos. He also brings a new special to the table, 214P Sonic Hurricane, which is truly the flagship tool of his kit. With different hurricanes heights depending on button, the ability to be charged for new properties, dash cancellable startup to quickly evade or reset pressure, and full armor for the duration of the move, Sonic Hurricane can dominate entire matchups.
Guile is no slouch in combos either, finding conversions from almost any hit. Full chains allow him to easily confirm into his highest damage combos, and his 6HK wallbounce allows him to quickly and easily stabilize combos. Flash Kick loops midscreen and Sonic Hurricane loops in the corner rack up huge damage quickly, and he can easily spend meter for combo extensions with 236KKK The Patriot Act. Every combo can end in Heavy Flash Kick, but he also has an extremely powerful ender in his airthrow, which rewards him with a hard knockdown and can be optionally used to sideswap off any hit.
Guile is a versatile monster who leans to zoning purely because of his threat in neutral. One hit leads to high damage and HKD with amazing oki thanks to Sonic Hurricane, and once Guile has you cornered, every character struggles.
Strengths | Weaknesses |
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Guile | |
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[[File:|center|300px]] | |
Character Data | |
Health | 950 |
Chains | L>M>H>3HK><6HK |
Walkspeed | {{{walkspeed}}} |
Forward Dash Duration | X frames |
Forward Dash Distance | {{{dashdistance}}} |
Backdash Duration | X frames |
Backdash Invuln | {{{backdashinvuln}}} frames |
Unique Movement | XYZ |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | Mid | CH, SP, SU | X | X | X | +5 | +2 |
A fast standing jab. Disjointed to the ground, so it won't whiff crouch. Great to throw out in neutral for a safe and annoying option, as the hitbox lets it naturally beat standing pokes. This stands out mainly as your primary pressure starter however. At +2, you can easily set up frametraps with delay chains or go for a tick throw. |
cl.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
50 | Mid | CH, SP, SU | X | X | X | 0 | -4 |
A nice fast anti-air button with some disjoint at his upper arm. Generally harder to use than other anti-airs due to the range requirement, but it starts up fast and recovers quickly, making it safer when available. Useful as chain fodder as well. |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60 | Mid | CH, SP, SU | X | X | X | +1 | -3 |
A great poke in neutral. Fast, disjointed, and chainable into heavies or cancellable into specials. It also has very little recovery, making it difficult to whiff punish. Great to just throw out as a deterrent or as a fast option during pressure. |
cl.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80 | Mid | CH, SP, SU | X | X | X | +3 | 0 |
A similar anti-air style close normal to cl.MP, though generally outclassed by 2HP, which it shares an animation with. It has much less recovery however, making it harder to punish should you mistime your anti-air. |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90 | Mid | CH, SP, SU | X | X | X | +5 | +2 |
A fairly fast and large punch which is plus on block. Solid hitbox with disjoint at the tip of Guile's fist, but hard to convert off of at max range without meter. With meter, this can easily go into 214KK for huge damage, making it much scarier. |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | Low | CH, SP, SU | X | X | X | +3 | 0 |
A true standing low with a great hitbox at the ground. Amazing to catch low pokes and very safe to throw out in neutral. Does more damage than 2LK, making it your preferred low during offense, as they have the same frame data otherwise. |
cl.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60 | Mid | CH, SP, SU | X | X | X | 0 | -4 |
A similar button to Guile's cl.MP, with a hitbox lowered to catch grounded options more. Sees similar use as chain fodder for the most part, as it isn't a great anti-air, but the hitbox is fairly large and fast, letting it stuff lights when in range. |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
70 | Mid | CH, SP, SU | X | X | X | +2 | 0 |
A kick with less range than you may think. Hitbox is centered entirely on Guile's ankle, with some disjoint at the edges. Solid anti-air when other options might not be in range, though it isn't very active and the range isn't much more than the other options on the table. |
cl.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90 | Mid | CMD, SP, SU | X | X | X | +1 | -2 |
A big kick to the head. Guile's highest damage starter, though it won't force stand like his cl.HP or 2HP will, and won't chain to 2HK. Ensure you only use it in scenarios where the opponent is standing to ensure 3HK won't whiff and leave you unsafe. |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
110 | Mid | CH, SP, SU | X | X | X | +3 | 0 |
Guile steps forward with a massive kick that is safe on block. Great normal for poking, whiff punishing, and as a confirm tool in chains to get Guile close enough for 3HK or 214HK. Extends a hurtbox at his foot, but in exchange has tons of disjoint below and above his leg, so it's still fairly hard to challenge despite this. |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | Mid | CH, SP, SU | X | X | X | +4 | +1 |
A fairly standard crouching jab. Generally outclassed by 5LP for starting offense, but can be mashed easily while crouching, making it easier to use on defense while blocking low. Disjointed at his fist as well, which can help when checking dashes. |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
50 | Mid | CH, SP, SU | X | X | X | +3 | -1 |
A simple low punch. Slightly disjointed at Guile's fingers, so it can be used to beat out other moves in neutral. Can also be used as chain fodder, though it won't force standing like his close mediums do. |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80 | Mid | CH, SP, SU | X | X | X | -6 | -9 |
Your primary anti-air normal thanks to the huge disjoint and wide active period. Can easily be cancelled into Flash Kick or Sonic Hurricane to start either of Guile's loops. Useful combo fodder on the ground for the force stand, as it's Guile's only heavy that will do so. Useful combo fodder in juggles as well for the extra height it gives, letting you rep Flash Kick multiple times on some characters. Ensure you cancel this, as it is fairly unsafe if left uncancelled. |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | Low | CH, SP, SU | X | X | X | +3 | 0 |
Guile kicks at the opponents feet. Outshined in most regards by 5LK, which has identical frame data but does more damage and has more range. Guile's leg is completely disjointed however, giving it similar use as a dash check to 2LP. |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60 | Low | CH, SP, SU | X | X | X | -3 | -7 |
Guile's infamous 2MK, now chainable and special cancellable. One of your primary pokes in neutral due to the speed, range, and variety of safe buffers available afterwards. Usually cancelled into 236P, 214P, or simply 5HK. Doesn't see much use on offense as it is unsafe on block. |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40,40 | Low,Low | CH, SP, SU | X | X | X | HKD | -7 |
A double hitting low that both causes hard knockdown and can be used to launch. Chains into 6HK for longer range confirms into high damage. The first hit will always combo to 6HK, but the second will only combo on certain characters. The chain into 6HK is also notable on offense: since both hits of 2HK are low, you can chain the first hit into 6HK for a high/low mixup. |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
50 | Overhead | SP, SU | X | Until Landing | X | ~ | ~ |
A jab that stays active for the entire duration of Guile's jump. Strong for safejumps, and as aerial interception tools. |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80 | Overhead | SP, SU | X | X | X | ~ | ~ |
An airborne backhand. Solid air-to-air, but extends a lot of hurtbox downward and hits quite high, nullifying air-to-ground usage. |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
100 | Overhead | SP, SU | X | X | X | ~ | ~ |
A fast chop downwards. Generally outclassed by j.HK, which hits both lower and farther while still doing the same damage, though both fulfill the same purpose in punish scenarios. |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | Overhead | SP, SU | X | Until Landing | X | ~ | ~ |
A jumping knee that also stays active until Guile lands. Lacks the slight disjoint of j.LP, but gains a crossup hitbox. You can use it to set up extremely ambiguous crossups easily. |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60 | Overhead | SP, SU | X | X | X | ~ | ~ |
A long reaching kick. Guile's primary crossup, losing j.LK's indefinite active frames for higher damage and a wider hitbox. Can be extremely ambiguous on which side it lands, but requires a bit of timing to use properly. |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
100 | Overhead | SP, SU | X | X | X | ~ | ~ |
Guile's primary jump normal. Hits hard and has solid range, making it extremely consistent as a jump-in. Not your best option as an air-to-air, but it is still useful in that context. It also is the main normal for Guile air combo fodder to confirm an airthrow ender. |
Command Normals
Overhead
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60 | Overhead | CH*, SP, SU | X | X | X | +4 | 0 |
A fast overhead that vacuums on hit and block. One of Guile's many overhead normals, though the main one you'll use on offense as it sets up nasty strike/throw even if blocked properly. You can easily special cancel this for damaging followup combos. |
Backfist
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90 | Overhead | SP, SU | X | X | X | KD | +10 |
A truly absurd normal. An airborne, low crushing, plus on block, invincible combo starting overhead. There is very little the opponent can do to stop you from spamming this, and most answers involve spending CC/meter or risking a reversal, sometimes both. You can simply swing for the fences with this and get away with it almost every time, with massive reward regardless of if it hits or is blocked. Many characters struggle to do anything about this button at all. While it is an overhead, the startup is reactable enough that it isn't much better than your others, though the raw strength it has in every other category makes it still worth considering here too. |
Leg Cannon
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80 | Mid | N/A | X | X | X | Crumple | ~ |
A traveling knee strike that crumples on hit. Has too much recovery to get grounded followups, so ensure you just combo straight to 6HK if this lands. Can be used to reset pressure if spaced well, but generally loses out on all fronts to 6HP. |
Hop Kick
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80 | Mid | SP, SU | X | X | X | KD | -3 |
A hopping kick, done either with forward or backwards movement depending on which direction you hold. Great to safely disengage, and can be used as a low crush, since only Guile's head is vulnerable during startup. |
Upside Down Kick
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80 | Overhead | SP, SU | X | X | X | +5 | -1 |
Guile flips upside down and kicks while floating. Another great all-around normal. Hits overhead with more range than 6MP and similar startup, and is airborne to avoid lows and crush throws. Great to poke with as well because of the amazing hitbox, and can be used at the end of long chains to safely add some damage. 6MP still has uses as 6HK is -1 on block instead of 0, and doesnt vacuum, leading it to end your turn generally if blocked. Key combo piece as well due to the wallbounce it gives in juggles, allowing consistent airthrow enders or Flash Kick loops afterwards. |
Upward Kick
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
85 | Mid | SP/SU | X | X | X | KD | -3 |
A fast kick aimed above Guile's head. Has nice disjoint at Guile's foot, which gives it strong usage as a far anti-air, though this is not the main purpose of the normal. Instead, this acts as Guile's primary launcher, leading to his highest damage both midscreen and in the corner. As it whiffs all crouchers by design, you'll want to combo into it after using one of Guile's many force stand normals, most commonly 2HP. |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Guile is a video game character from the Street Fighter series, first appearing in Street Fighter II. He is a major in the United States Air Force whose goal is to destroy the criminal organization Shadaloo, while at the same time investigating the whereabouts of his best friend Charlie Nash.