Street Fighter 6/Guile: Difference between revisions

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====<font style="visibility:hidden; float:right">214p_6p</font>====
====<font style="visibility:hidden; float:right">PP</font>====
{{MoveDataCargo
{{MoveDataCargo
| title    = Sonic Break
| title    = Sonic Break
| subtitle = (During [[#214214P|Solid Puncher]])
| subtitle = (During [[#214214P|Solid Puncher]])
| input    = PP
| input    = PP or P Followup
| images  =  
| images  =  
{{MoveDataCargoImage|Guile_pp|caption=}}
{{MoveDataCargoImage|Guile_pp|caption=}}
| info    =  
| info    =  
{{AttackDataCargo-SF6/Query|Guile_pp}}
{{AttackDataCargo-SF6/Query|Guile_pp}}
* Only available after [[#214214P|Solid Puncher]] is activated and remains until his super meter is depleted.
{{AttackDataCargo-SF6/Query|Guile_p_followup}}
* Can be performed immediately after both [[#46P|Sonic Boom]] and [[#214P > 6P|Sonic Cross]] as well as the OD versions.
* Only available after [[#214214P|Solid Puncher]] is activated; using Sonic Break drains the Super time more quickly
* He can throw up to 5 in quick succession, and up to 7 max during the install.
* Meterless version can be thrown without charging with PP; can also input P after [[#46P|Sonic Boom]] or [[#214P > 6P|Sonic Cross]], which is the only way to use the OD version
* Can throw up to 5 in quick succession, and up to 7 max during the install
}}
}}



Revision as of 12:11, 23 December 2022


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)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Full Bullet Magnum (6MP)
  • Reverse Spin Kick (6HK)
  • Guile High Kick (3HK)
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • Sonic Hurricane (level 1 super) changes angle based on input
    • Shortcut input [4]H+S = LP/MP version, horizontal
    • [4]646L = HP version, diagonally upward
  • The only character whose level 1 & 2 super shortcuts are swapped ([4]H+S for level 1, 5H+S or 6H+S for level 2)


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
5LP
Standing Light Punch
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

5MP
5MP
Standing Medium Punch
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

5HP
5HP
Standing Heavy Punch
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

5LK
5LK
Standing Light Kick
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

5MK
5MK
Standing Medium Kick
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

5HK
5HK
Standing Heavy Kick
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

Crouching Normals

2LP
2LP
Crouching Light Punch
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

2MP
2MP
Crouching Medium Punch
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

2HP
2HP
Crouching Heavy Punch
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

2LK
2LK
Crouching Light Kick
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

2MK
2MK
Crouching Medium Kick
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

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

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2(16)3 21 TC 450x2 L,L HKD +34 -12

Jumping Normals

jlp

Jump LP
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 - -

jmp

Jump MP
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 - -

jhp

Jump HP
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 - -

jlk

Jump LK
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 - -

jmk

Jump MK
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 - -

jhk

Jump HK
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 - -

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

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

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

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)

4 or 6+mk

Rolling Sobat
4 or 6+MK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

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

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

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

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

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

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)

Universal Mechanics

Throws

lplk

Dragon Suplex
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 -

4lplk

Judo 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 -

lplk_air

Flying Mare
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) -

4lplk_air

Flying Buster Drop
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 -

Drive Moves

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

6hphk

Drive Reversal
6HPHK
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

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) - - - - -

66

Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Taunts

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) - - - - - - -

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) - - - - - - -

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) - - - - - - -

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

46p

Sonic Boom
46P
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
[4]6MP
Sonic Boom
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 30 SA3 550 (600) LH +3(+4) -3
[4]6HP
Sonic Boom
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 30 SA3 550 (600) LH +3(+4) -3
[4]6PP
Sonic Boom
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 28 SA2 SA3 500x2 (1000) LH KD +48 +3
  • Takes 45 frames to charge.

28k

Somersault Kick
Flash Kick
28K
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
[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
[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
[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)
  • Takes 45 frames to charge.

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
214MP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 [85] 29 SA3 400 LH -6 -7
214HP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
31 [100] 23 SA3 250x2 (500) LH +1 -1
214PP
Sonic Cross
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [100] 24 SA2 SA3 300x2 LH KD +57 -4
  • When used point blank the LP and MP versions are minus on block, with the MP version being punishable on hit.

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
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
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

PP

Sonic Break
(During Solid Puncher)
PP or P Followup
SF6 Guile pp.png

PP
Sonic Break
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - 25 - 600 each LH +2 -2

No results

  • Only available after Solid Puncher is activated; using Sonic Break drains the Super time more quickly
  • Meterless version can be thrown without charging with PP; can also input P after Sonic Boom or Sonic Cross, which is the only way to use the OD version
  • Can throw up to 5 in quick succession, and up to 7 max during the install

Super Arts

4646p

Sonic Hurricane
Level 1 Super Art
4646P
SF6 Guile 4646p.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
[4]646HP
Sonic Hurricane
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 52 68 - 200x6,600 (1800) LH KD +70 -2
  • Takes 45 frames to charge
  • HP version whiffs on crouchers, but allows followup juggles on hit

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.
  • Generally safe on block when cancelled into, can be very plus.

4646k

Double Somersault
Level 3 Super Art
4646K
SF6 Guile 4646k.png

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

[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

No results

  • Takes 45 frames to charge.


SF6 Navigation

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