When Guile gets Counter Hit out of his Guard Break, he's thrown off axis for an entire combo and eats a free unblockable meaty.
Normals
Standing
Standing Light Punch 5LP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Ch/Sp/Su
Standing Medium Punch 5MP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Standing Heavy Punch 5HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Su
Standing Light Kick 5LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Subpar normal but a fantastic Kara Cancel to Sonic Boom.
SFEX Kara windows are huge.
[4]6LK~P moves Guile slightly forward with every projectile he throws.
Standing Medium Kick 5MK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Su
Faster than the Shoto version; Still weak.
Standing Heavy Kick 5HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Su
Crouching
Crouching Light Punch 2LP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Ch/Sp/Su
Crouching Medium Punch 2MP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Instrumental in Guile's Combo and Neutral game.
All of Guile's BNBs link from 2MP down to 2LK. 2MK only links Meaty and isn't Special Cancelable.
Crouching Heavy Punch 2HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Crouching Light Kick 2LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
L
Sp/Su
Another big part of Guile's Combo, Neutral, and Kara game. Probably his best normal.
Kara 2LK~Flash Kick nearly doubles its range.
2LK is also Guile's furthest Kara Boom and Guard Break. Although both these techniques are far easier on other normals.
Crouching Medium Kick 2LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
L
Su
Crouching Heavy Kick 2LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
KD
-
L
-
Hits twice!
Jumping
Jumping Light Punch j.LP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Medium Punch j.MP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Guile's preferred starter for his hardest combos. Leaves you deeper on hit in exchange for less initial damage.
Jumping Heavy Punch j.HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Guile's best air normal. OS for Air Throw and hits like a truck.
Jumping Light Kick j.LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Medium Kick j.MK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Heavy Kick j.HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Moves List
Throws
Punch Throw 4/6+MP/HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Kick Throw 4/6+MK/HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Air Throw j.(Any direction but 8)+MP/HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Leaves the opponent off axis and lets Guile aim for an unblockable j.HP. Requires a manual forward walk, cannot be framekilled.
Command Normals
Backfist 6HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
How the mighty have fallen.
"Shoto Kills" still work in EXA, but the expanded combo system de-emphasizes zoning with grounded fireballs.
6HP is vintage, and not very active.
Use 2HK and take the knockdown instead.
Sabot 4/6+MK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
One of two ways Guile can advance while maintaining charge. Unfortunately quite slow.
Step Kick 4/6+HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Nerfed in EX2, Steppy can combo from Sonic Boom, provided your spacing is right.
Post Boom links are key to Guile's 3- Bar Max Damage routes, but you might want to hang onto some meter for a Guard Break post knockdown instead.
Special Moves
Sonic Boom [4]6P
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Flash Kick [2]8K
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Super Moves
Guard Break LP+LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
Unblockable
-
Opening Gambit [4]646P
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Double Flash Kick [1]319K
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
The Basics
It's Guile.
Despite having the fastest projectile recovery in the game, EXA Guile doesn't typically zone his opponents from fullscreen. Consider SFEX Fireballs an augment to the footsie game instead.