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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Guile | |
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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 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +4 oH / -2 oB
- SA2 Cancel Advantage: +7 oH / +1 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Slightly longer range than 2LP, making it useful to end a 3-hit light confirm. Other than that, 2LP is generally better in every relevant way (faster startup, better advantage, faster chains against Drive Impact). Notably, 5LP cannot link to 5LK for max-range light combos.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 15 | Sp SA TC | 600 | LH | +6 | 0 |
- Cancel Hitconfirm Window: 15f / 17f (TC)
- Drive Rush cancel advantage: +14 oH / +8 oB
- SA2 Cancel Advantage: +17 oH / +11 oB
At +6, 5MP is Guile's primary combo starter with a natural link into 2MP. It is even on block, so follow-ups are likely to trade unless performed out of Drive Rush. Guile can also chain into 4HP as a Target Combo, which itself can be special canceled.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 23 | Sp SA | 900 | LH | -1 | -6 |
- Punish Counter: +14 Stagger
- Cancel Hitconfirm Window: 17f
- Drive Rush cancel advantage: +15 oH / +10 oB
- SA2 Cancel Advantage: +18 oH / +13 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Relatively fast for a heavy button and fully cancelable, making it useful in Counter-hit and Punish Counter combos. The PC stagger effect makes 5HP useful in whiff punishes as well.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 12 | Sp SA | 300 | LH | +3 | -1 |
- Cancel Hitconfirm Window: 12f
- DR cancel is delayed until after 1st recovery frame
- Drive Rush cancel advantage: +5 oH / +1 oB
- SA2 Cancel Advantage: +10 oH / +6 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
5LK has good range for a light button, but due to the nature of Guile's charge moveset it can be difficult to use. Holding back while inputting LK results in Bazooka Knee, making the timing difficult for cancels into Sonic Boom or Super. And because it's a standing normal, the timing is also strict for inputting Somersault Kick.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5 | 18 | - | 700 | LH | +1 | -4 |
5MK is a fast poke with lots of active frames. It also has a surprisingly good anti-air hitbox, especially at mid-long ranges. It complements Guile's zoning game perfectly as a low-risk option to keep opponents at bay.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13 | 3 | 21 | SA | 800 | LH | +3 | -4 |
- Cancel Hitconfirm Window: 17f (Super)
- SA2 Cancel Advantage: +20 oH / +13 oB
Guile takes a big step forward, giving this button great range. 5HK can be reaction canceled into Super, or just buffered into SA2 for follow-up pressure on block. Despite its block disadvantage, it is rarely punishable due to pushback.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 8 | Chn Sp SA | 300 | LH | +5 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +4 oH / -3 oB
- SA2 Cancel Advantage: +9 oH / +2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air
The more useful of Guile's light punches. Fast startup low chain pushback makes it good for confirms; 2LP x2 can chain into 5LP if starting point blank, or link into 5LK for a more difficult combo ender. The faster chain speed makes this Guile's best light normal against Drive Impact armor.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 3 | 13(16) | Sp SA TC | 600 | LH | +4 | -2 |
- 3f extra recovery on whiff; extends a hurtbox on whiff until end of recovery
- Cancel Hitconfirm Window: 15f / 16f (TC)
- Drive Rush cancel advantage: +10 oH / +4 oB
- SA2 Cancel Advantage: +13 oH / +7 oB
- Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
2MP is an important combo filler, linking from 5MP and from most Counter-hit conversions. It has low pushback on hit, allowing two additional light normals to combo afterward from point blank. It can chain into itself for a launching Target Combo, which gives Guile an option to build charge when too far for his main linking routes.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 5 | 20 | - | 900 | LH | 0 | -9 |
- Forces stand on hit
- Cannot hit cross-up
A very solid anti-air that hits right above Guile's head when Somersault Kick is not an option. If you are following a slow Sonic Boom across the screen and the opponent neutral jumps, you can anti-air with DR~2HP and pick up a juggle afterward. It has no other practical use on the ground, as it is not cancelable and has poor frame advantage (making the Force Stand property useless).
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 13 | Chn | 200 | L | +1 | -5 |
- Chains into 5LP/2LP/2LK
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A fairly standard 2LK that allows Guile to begin a low combo from a chain. Has no natural links afterward outside of Punish Counter.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 18 | TC | 500 | L | +4 | -5 |
- Cancel Hitconfirm Window: 18f (TC)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Also applies to 2MK~6MP Target Combo
Guile's 2MK is an incredibly strong low poke with an optional Target Combo overhead follow-up. It can be used to safely harass opponents at midrange, and even links to 2LP at point blank range. After Drive Rush, Guile can link into all his important combo buttons like 5MP, 2MP, and 5HP.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 2(16)3 | 21 | TC | 450x2 | L,L | HKD +34 | -12 |
- Counter-hit/Punish Counter: HKD +44
- 1st hit Punish Counter puts opponent into limited juggle state
- Has juggle potential on both hits; not a Hard Knockdown when juggled into
- Cancel Hitconfirm Window: 26f (PC: 29f) (TC)
- Requires juggle, Drive Rush, or Punish Counter to combo into TC
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Guile's 2-hit sweep is fairly strong as a whiff punish, but the slow animation and relatively poor block disadvantage makes it more easily punished than most sweeps. The second hit can hit low for a knockdown even if the first hit is blocked correctly.
The first hit has a Target Combo follow-up into 3HK that only combos in juggles or after Punish Counter. The juggle potential allows 2HK to connect after a corner OD Sonic Boom in some circumstances; it helps to be near max 2MP range, or to combo the OD Boom from 2MP~2MP or 5MP~4HP.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +4(+9) | 0(+5) |
- Can be used as a fuzzy Instant Overhead
The instant overhead property allows Guile to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 3 land | - | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
- Shifts Guile's hurtbox upward during startup
Guile's preferred air-to-air normal at close range.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 3 land | - | 800 | H | +7(+15) | +3(+11) |
- Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter
Has a fairly strong downward-reaching hitbox for mid-range jumps.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 10 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit Cross-up
Guile's only cross-up jump-in; has a fairly narrow hitbox and low hitstun.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 7 | 3 land | - | 600 | H | +11(+13) | +7(+9) |
- Shifts Guile's hurtbox upward during startup
The high angle of the kick makes it a bit awkward to use, as Guile has stronger options against both grounded and airborne opponents.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 5 | 3 land | - | 800 | H | +10(+15) | +6(+11) |
Good horizontal range, making this a decent mid/long range jump attack.
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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20 | 3 | 19 | - | 800 | H | +2 | -3 |
- Spike knockdown vs. airborne opponents
A fast, safe overhead that can begin combos when used as a meaty or from Drive Rush. Walking behind a slow Sonic Boom and mixing up between 6MP and 2MK is a great way to finish off a low-health opponent.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 3 | 20 | - | 800 | LH | +5 | +3 |
- Whiffs vs. crouching opponents
- Has some juggle potential
Has long range due to its great forward movement, but is relatively slow. Particularly useful in SA2 combos since it keeps Guile at close range and allows a follow-up link.
Despite whiffing on crouching characters, 6HP can still be useful as an approach tool. Opponents who parry a Sonic Boom will be locked into a standing animation, allowing Guile to advance with frame advantage. After a midscreen Punish Counter forward throw, 6HP barely avoids triggering the opponent's proximity guard; this allows it to connect as a meaty on the opponent's wakeup if they hold crouch block. However, this will lose to any reversal crouching button, making it unreliable against opponents who are aware of this strategy.
4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 21 | Sp SA | 800 | LH | +1 | -4 |
- Cancel Hitconfirm Window: 17f
- Drive Rush cancel advantage: +15 oH / +10 oB
- SA2 Cancel Advantage: +18 oH / +13 oB
A solid poke with a slightly disjointed hitbox; it also doesn't extend a lower body hurtbox at all, making it useful against some lower-angled pokes. While slightly slower than 5HP, it allows Guile to maintain back charge, making it more useful in neutral buffers and certain combo routes.
4LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 5 | 15 | - | 500 | LH | 0(+4) | -4(0) |
- Low Crush: 7-17f (not airborne)
- Has juggle potential
- Can hop over knocked down opponent to switch sides
Knee Bazooka works well against low pokes despite not being truly airborne. The forward momentum makes it a useful approach option out of Drive Rush, giving follow-up combos and block pressure at the correct spacing. It also allows Guile to maintain back charge while closing the gap, improving his projectile game.
Connecting the final active frame requires near pixel-perfect spacing unless it is timed with a setup on the opponent's wakeup. This prevents Guile from getting meterless extensions on his corner Sonic Boom loops, and ensures that he can't force a trade after a non-DR Bazooka Knee.
4MK or 6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 3 | 18(21) | - | 700 | LH | +3 | -6 |
- Low Crush 7-17f (not airborne)
- Forward version has 3f extra recovery on whiff
- Has juggle potential
Guile kicks while drifting in the held direction, allowing him to reposition while attacking or maintain back charge. Like Knee Bazooka, this is not airborne but can work well against low pokes in neutral. The backward version has a more disjointed hitbox for countering the opponent's pokes in neutral. When well-spaced, the pushback makes it difficult for opponents to take their turn back on block.
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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17 | 3 | 26 | - | 1000 | LH | -1 | -8 |
- Throw Invuln/Low Crush: 4-28f (not airborne)
- Counter-hit: KD +29 (ground) / KD + 30~34 (air)
- Punish Counter: KD +55 Crumple (ground) / limited juggle state (air)
6HK is a great throw bait and low crush. It's much more unsafe on block than in previous games, but the high pushback can help to avoid a punish. While the animation appears to put Guile airborne, he is fully grounded the entire time. 6HK is an effective counterpoke at ranges where opponents may try to stuff a Sonic Boom startup, causing a knockdown on both Counter-hit and Punish Counter.
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 23 | Sp SA | 1000 | LH | 0 | -9 |
- Whiffs on crouching opponents unless they extend a vertical hurtbox
- Punish Counter: KD +46 Launch (spinning limited juggle state)
- Puts airborne opponents into limited juggle state on Counter-hit/Punish Counter
- Cancel Hitconfirm Window: 23f
- Special/DR cancel is delayed until after 5th recovery frame
- Drive Rush cancel advantage: +9 oH / 0 oB
- SA2 Cancel Advantage: +12 oH / +3 oB
A high-damage cancelable command normal that allows Guile to maintain charge for Somersault Kick. While it looks like an anti-air, it does this job poorly due to its extended hurtbox and poor vertical hitbox. Can be used as a simple, effective combo filler after PC 5HP/5MP or any route into DR~5MP.
While this attack looks similar to the version used in his 2HK~3HK Target Combo, it deals significantly more damage in exchange for less juggle potential. Only a wallsplat allows it to be juggled mid-combo, as the 3HK will whiff or cause in air reset in any other airborne context.
Target Combos
5MP~4HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 3 | 26 | Sp SA kara | 600 | LH | KD +35 | -9 |
- Leaves a 2f blockstring gap after 5MP
- Puts airborne opponents into limited juggle state when juggled into
- 4HP animation is kara-cancelable on frames 8-9 (shifts Guile backwards)
- Cancel Hitconfirm Window: 50-51f
- Drive Rush cancel advantage: KD +54 oH / +10 oB
- SA2 Cancel Advantage: KD +57 oH / +13 oB
Allows Guile to maintain back charge and convert from max 5MP range, where other follow-ups can whiff. The small gap between hits on block can be interrupted by an invincible reversal or a Perfect Parry, making it risky to overly rely on this Target Combo for block pressure.
2MP~2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 3 | 16 | Sp SA | 360 | LH | KD +44 | -6 |
- Puts opponents into limited juggle state
- Leaves a 2f blockstring gap after 2MP
- Cancel Hitconfirm Window: 15f (single hit) / 41f (full TC)
- Drive Rush cancel advantage: KD +53 oH / +3 oB
- SA2 Cancel Advantage: KD +56 oH / +6 oB
- Second 2MP applies 10% immediate damage scaling when comboed into
This Target Combo is good for building the extra charge time needed for Somersault Kick. It can also be easily confirmed into Sonic Boom on block or Somersault on hit, allowing players to focus more on neutral rather than hitconfirms. On block, the small blockstring gap can frame trap a mashing opponent, but loses to invincible reversals or Perfect Parry.
2MK~6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 21 | - | 800(640) | H | +1 | -5 |
- Low into Overhead mixup string
- Leaves a 5f blockstring gap after 2MK
- Spike knockdown vs. airborne opponents (e.g. attempting to jump out of the blockstring)
- () refers to 20% scaled damage when 2MK begins the combo
Gives Guile a small mixup option from his 2MK, which at -5 is slightly unsafe at closer ranges when not used from Drive Rush. On block, there is an interruptible 5f gap between the hits. If this button trades with a 5f light normal, it can frequently lead to a trade combo into 2MP depending on the range and hitstun of the opponent's button.
2HK~3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 25 | Sp SA | 600(480) | LH | KD +33 | -10(-30) |
- Puts opponent into a limited juggle state
- Whiffs on crouching opponents
- () refers to 20% scaled damage when 2HK begins the combo
- Cancel Hitconfirm Window: 57f (PC: 60f)
- Special/DR cancel is delayed until after 5th recovery frame
- Drive Rush cancel advantage: KD +44(+45) oH / +1 oB
- SA2 Cancel Advantage: KD +47 Spin oH / +4 oB
2HK does not naturally combo into the 3HK follow-up on grounded opponents, so Guile must either juggle into 2HK or start with a Drive Rush/Punish Counter 2HK. The Punish Counter starter also pops the opponent up, allowing it to work even if the opponent was crouching. A common juggle route is Drive Impact wall splat into 2HK~3HK, which launches high enough to juggle LK Somersault > OD Somersault.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +15 | - |
- Punish Counter: HKD +16
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Guile does not have a standard throw loop in the corner unless he is fighting Blanka, E. Honda, or Zangief, in which case he can walk for a frame-perfect throw loop to beat their reversal 4f normals.
Drive Rush allows Guile to spend 1 bar for a true strike/throw mixup, but he cannot block a 6-frame invincible reversal during this Drive Rush attempt, which allows many characters to shut this down on reaction.
After a midscreen Punish Counter throw, a meaty 6HP can connect if the opponent crouch blocks, giving Guile frame advantage. However, this loses to any crouching button on wakeup, making it a big risk.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +18 | - |
- Side switch
- Punish Counter: HKD +19
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Guile is too far to walk for strike/throw oki. His best option for a mixup is a Drive Rush, but opponents with invincible reversals can get a guaranteed reaction punish if they are looking for this. Another option is immediate LP Sonic Boom, which gives enough block advantage to frame trap with another ranged poke like 2MK, but is overall not very rewarding.
Midscreen, Drive Rush allows him to chase down the opponent with a few different approaches. DR~2MK will give a link into HK Somersault on reaction, but a few faster characters (Chun-Li, Cammy, Jamie, Kimberly) can walk back to make the button whiff; the only way for Guile to counter this is to delay his 2MK, which carries its own risks. DR~4LK is another good option, as it leaves Guile +7/+3 (or +6/+2 vs. wider characters) for a follow-up combo or throw pressure.
If you think the opponent might wake up with a reversal on reaction to the Drive Rush freeze, Guile can whiff a jab to keep himself safe from some shorter-ranged attacks. He can also halt his momentum with LP Sonic Blade, which can stuff most SA1 reversals due to its projectile hitbox.
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) | - |
- Punish Counter: HKD +23(25)
Good air-to-air option, especially against opponents trying to jump out of the corner. Guile's KD Advantage varies slightly depending on how high it connects, with a higher throw granting up to 2f better advantage (but leaving the opponent farther away). In the corner, Guile can follow it up with strike/throw oki; from a little farther away he can Drive Rush for oki instead.
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 switch
- Punish Counter: HKD +16
A good air-to-air option if Guile's back is closer to his own corner. Useful in situations where Somersault can whiff and you're not sure if 2HP will connect properly. After throwing the opponent back into the corner, Guile doesn't get any true strike/throw oki, but can Drive Rush to force the opponent to block a meaty normal.
Drive System
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 |
- Armor (2-hit): 1-27f; Range: 2.481 (1.321 movement + 1.16 hitbox)
- On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
- On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
- Combos when canceled from Punish Counter 5HP/4HP/5MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
- A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
- This happens because a blocked DI is not considered a "hit" for combo purposes
- Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HP, 4HP, 5MP~4HP: 7[3]
- 5MP: 9[5]
- 2MP: 13[9]
- 2MP~2MP: 14[10]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
- 5HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- 4HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~5MP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Range: 1.013; Armor Break
- 5f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-20f; Range: 1.013; Armor Break
- 5f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- Startup refers to minimum time before an attack can cancel the Drive Rush animation
- The first 15 recovery frames are cancelable into any attack
- The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
- Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.805 (min, cancel into immediate Throw)
- 1.898 (min, earliest blocking/movement frame)
- 3.461 (max, final DR frame)
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; charge lasts up to 10f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
- Projectile Speed: 0.047
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 30 | SA3 | 550 (600) | LH | +3(+4) | -3 |
- 45f charge time; charge lasts up to 10f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
- Projectile Speed: 0.064
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 30 | SA3 | 550 (600) | LH | +3(+4) | -3 |
- 45f charge time; charge lasts up to 10f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
- Projectile Speed: 0.091
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 500x2 (1000) | LH | KD +48 | +3 |
- 2 hits; 45f charge time; charge lasts up to 13f after releasing back direction
- Cancel Hitconfirm Window: 11f (Super)
- SA2 Cancel Advantage: KD +65 oH / +25 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Projectile Speed: 0.12
Sonic Boom is an extremely strong space control tool with notably fast startup and low recovery compared to other fireballs. The speed of the projectile increases drastically with higher strength buttons; LP Boom is great to walk behind as a moving shield, and HP Boom's fast travel speed makes it hard to beat in fireball wars. While safe on block, Guile does not get frame advantage at close range like in some previous Street Fighter games. Boom is hard for most characters to punish without a hard read; even a Drive Impact timed on the first visible projectile frame would be too slow due to the armor hit freeze. Overall, the incredible frame data on this move forces opponents to deal with it cautiously rather than attempting all the gambles they're used to against standard fireballs.
All meterless Sonic Booms have a "Perfect" version that occurs when inputting 6+P together within a 3-frame window. Guile will yell "PERFECT!" when successful, causing Sonic Boom to become +4 on hit with extra damage. This is easy to do in neutral, but in special cancels the timing can be a little trickier to find. Perfect Booms are required in order to link 2LP afterward, so they are especially important for corner combos.
OD Sonic Boom is very powerful, with fast travel speed, 2 hits, and higher projectile priority. It knocks down on hit, instantly giving Guile great screen position when used in fireball battles. In the corner, he can also juggle 2HK afterward if he's not too close to the corner; it helps to space it out so that Guile's foot is hitting directly under the opponent.
A notable quirk of meterless Sonic Boom is that each strength does a different amount of Drive damage to the opponent when blocked: LP does 2500, MP does 4000, and HP does 3000. This gives a reason to use MP Sonic Boom over the others in some situations.
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: 1-7f; Airborne 8-36f (Forced Knockdown state)
- 45f charge time; charge lasts up to 12f after releasing down direction
- Cancel Hitconfirm Window: 17f (Super)
- Applies 30% damage scaling to next hit when beginning a combo (Somersault > SA3 starter: 40% total scaling)
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: 1-8f; Airborne 8-38f (Forced Knockdown state)
- 45f charge time; charge lasts up to 12f after releasing down direction
- Cancel Hitconfirm Window: 17f (Super)
- Applies 30% damage scaling to next hit when beginning a combo (Somersault > SA3 starter: 40% total scaling)
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: 1-9f; Airborne 8-40f (Forced Knockdown state)
- 45f charge time; charge lasts up to 12f after releasing down direction
- Cancel Hitconfirm Window: 17f (Super)
- Applies 30% damage scaling to next hit when beginning a combo (Somersault > SA3 starter: 40% total scaling)
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: 1-11f; Airborne 8-37f (Forced Knockdown state)
- 45f charge time; charge lasts up to 15f after releasing down direction
Somersault is Guile's main anti-air, combo ender, and OD reversal; the range and angles it covers making it exceptional at all three. Requiring a down charge limits his ability to position himself, but it can come out consistently even when it's unclear which direction he will be facing. It pairs well with Sonic Boom and pokes like 2MK that can help hide his charge. HK Somersault has surprisingly long range, making it useful as a punish against many sweeps and similar attacks that can be hard to reach.
Like Sonic Boom, there is a meterless "Perfect" version when inputting 8+K within a 3-frame window. Guile will shout "FLASH KICK!" instead of "Somersault" when this happens, but the only difference is slightly more damage. Meterless Somersault can cancel into SA3 by inputting the move as [1]9K, followed by a quick 46+K to finish the motion. In some juggles or anti-air situations, LK Somersault can launch high enough to follow up with another Somersault or Super.
Sonic Blade (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | [45] | 26 | SA3 | 400 | LH | -3 | -4 |
- 1 hit; cannot activate SA1 while Blade is active
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | [85] | 29 | SA3 | 400 | LH | -6 | -7 |
- 1 hit; cannot activate SA1 while Blade is active
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
31 | [100] | 23 | SA3 | 250x2 (500) | LH | +1 | -1 |
- 2 hits; cannot activate SA1 while Blade is active
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | [100] | 24 | SA2 SA3 | 300x2 | LH | KD +57 | -4 |
- 2 hits; cannot activate SA1 while Blade is active
- 1st hit knocks down, while 2nd hit remains active to cover opponent's wakeup
- Either hit puts opponent into a limited juggle state
- Cancel Hitconfirm Window: 6f (Super)
- SA2 Cancel Advantage: KD +68 oH / +11 oB
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.
It's dangerous to throw a Sonic Blade when your opponent is close due to the move having a huge extended hurtbox on the floor during its startup/active frames, which is very vulnerable to low hitting moves like sweeps.
While the meterless versions are cancelable to SA3, 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 |
- Cancel Hitconfirm Window: 11f (Super)
- Projectile Speed: LP 0.035 (9f~) / MP 0.064 / HP 0.081
- Drive Damage on Block depends on button strength (LP 3500 / MP 5000 / HP 4000)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 400x2,500 (1300) | LH | KD +48~ | +3 |
- Cancel Hitconfirm Window: 11f (Super)
- SA2 Cancel Advantage: KD +65 oH / +25 oB
- Projectile Speed: 0.005 (1-8f) / 0.155 (9f~)
- Accelerates at + 0.005/frame from 1-8f and from 9f until off screen
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2* SA3 | 400x2,500 (1300) | LH | KD +47 | -3 |
- Cancel Hitconfirm Window: 11f (Super)
- SA2 Cancel Advantage: KD +64 oH / +24 oB
- If the Blade dissipates before the projectile is enhanced, it is no longer cancelable to SA2
- Projectile Speed: 0.005 (1-8f) / 0.155 (9f~)
- Accelerates at + 0.005/frame from 1-8f and from 9f until off screen
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 28 | SA2 SA3 | 400x3,500 (1700) | LH | KD Spin + Splat | +3 |
- Wall Splats on hit in the corner (KD Advantage varies based on positioning)
- Cancel Hitconfirm Window: 11f (Super)
- SA2 Cancel Advantage: KD +65 oH / +25 oB
- Projectile Speed: 0.008 (1-8f) / 2.08 (9f~)
- Accelerates at + 0.008/frame from 1-8f and from 9f until off screen
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. The speed of the meterless follow-up depends on which button is pressed on the 6P follow-up, just like regular Sonic Boom. 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.
The OD Blade~OD Cross version only costs 1 additional Drive bar if used with the immediate 6PP input, but will cost a total of 4 bars if delayed with a manually timed OD Sonic Boom. It's expensive as a neutral tool, but the wallsplat gives good damage and screen position if you manage to surprise the opponent with it.
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: 1-8f; Armor Break
- 45f charge time; charge lasts 28f after releasing back direction
- 7-hit Super-priority projectile
- Functionally 11f startup to reach its full range
- Active frames 1-3: most of the hitbox only hits an opponent mid-combo, only the base of the hitbox hits normally
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 52 | 68 | - | 200x6,600 (1800) | LH | KD +70 | -2 |
- Armor Break
- 45f charge time; charge lasts 28f after releasing back direction
- 7-hit Super-priority projectile; whiffs on crouching opponents unless they extend a vertical hurtbox
- Puts opponent into limited juggle state; KD advantage varies based on height
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
Sonic Hurricane is a fast, long-range projectile with great utility in combos, juggles, and as a reversal. The fast startup can punish some moves that usually rely on pushback for safety, like sweeps. It can also be used as a projectile counter, completely dissipating any other non-Super projectile; however, it doesn't have projectile invincibility, so Guile can get hit out of startup if not spaced out properly. If Guile gets hit, the SA1 projectile disappears entirely.
The HP version is mostly used as a combo tool, as it launches the opponent upward into a limited juggle state. Note that the HP version has no useful invincibility, so it should not be used as a reversal. It can anti-air from fairly long range if used early enough. It will whiff entirely on grounded opponents unless they are standing at close range.
This Super cannot be used if Guile has an active Sonic Blade projectile lingering on the screen.
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | (1500) | 5 | - | - | - | - | - |
- 1500f active timer (25 seconds), drains by 200f for each Sonic Break (maximum of 7)
Guile's install Super allows him to access his Sonic Break projectile. It is also great for getting frame advantage from cancelable moves like 5HK and OD Sonic Boom. The Super freeze lets Guile build charge for his follow-up combo if applicable. In fireball wars, Guile becomes nearly unbeatable when this Super is active.
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)
- Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
- Holding forward (6PP/3PP) increases each projectile's speed
- Holding back (4PP/1PP) decreases each projectile's speed
- Projectile Speed: LP 0.05 / MP 0.064 / HP 0.081
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | - | 25 | - | 600 each | LH | +2 | -2 |
- Can throw up to 4 follow-ups in one sequence (max of 7 per Super)
- Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
- Button strength determines each projectile's speed (LP slow, MP mid, HP fast)
- Projectile Speed: LP 0.05 / MP 0.064 / HP 0.081
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | - | 24 | - | 500x2 (1000) | LH | KD +54~ | +3 |
- Can throw up to 2 follow-ups in one sequence (max of 7 per Super)
- Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
- Does not cost any additional Drive meter for each follow-up
- Projectile Speed: 0.12
Only available after Solid Puncher is activated; each Sonic Break drains the 1500f timer by 200f. The follow-up 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. Some of the highest execution combos in the game are performed with the manual timing of Booms with this move, though they are rarely ever necessary to learn or perform.
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; active frames 3-6 give weaker non-cinematic hit; cannot anti-air cross-ups
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); non-cinematic version only 1 bar on hit
- Cinematic time regenerates ~1.8 Drive bars for Guile
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 30+40 land | - | 4500(3500) | LH | HKD +16 | -59 |
- Full Invuln: 1-14f; Airborne 12-44f (Forced Knockdown state); Armor Break
- 45f charge time; active frames 3-6 give weaker non-cinematic hit; cannot anti-air cross-ups
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block); non-cinematic version only 1 bar on hit
- Cinematic time regenerates ~2 Drive bars for Guile
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Guile's SA3 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 depletion of the opponent's Drive gauge. It can be easily canceled from Sonic Boom on reaction, and canceled from Somersault Kick in combos or after a late anti-air.
To perform this cancel, input the Somersault as [1]7K to maintain back charge, then quickly transition to 646K to finish the super motion. Alternatively, input Somersault Kick with [1]9K, and then 46K to complete the super motion.
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)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
73 (total) | - | - | - | - | - | - | - |