Street Fighter 6/Guile

From SuperCombo Wiki


Introduction

A US Air Force pilot who fights for his country, Guile succeeded in dismantling Shadaloo and avenging his friend Charlie. He enjoys living the family man life, but new battlefields await him.

Ever since his debut in 1991, Guile has been defined by his incredible projectile zoning and strong midrange presence. As the archetypal projectile zoner, Guile specializes in pestering the opponent with a barrage of projectiles before analyzing their next move and punishing accordingly.

The defining move for Guile is Sonic Boom. Easily the best projectile in the game, Sonic Boom does everything a fireball should do and more. It can be fired at variable speeds, can be used as a shield to protect Guile as he moves forward, has incredibly fast recovery, and even comes with a unique just frame version for better advantage on hit and damage. Guile's gameplan revolves entirely around throwing out Sonic Boom and observing what the opponent does in response. If they eat it, throw another one. If they block it, throw another one to chip away at their Drive Gauge. Opponents who begin using system mechanics like jumping or Drive Impact to get around Sonic Boom are where the games begin for Guile, as his strategy evolves into a classic fireball/uppercut gameplan.

Opponents who leap over Sonic Boom can be met with Flash Kick, a massive ascending uppercut with a huge hitbox. Opponents who choose to be patient and come close to Guile must contend with his incredible 5MK, 2MK, and 5HP. Guile also has a huge selection of excellent command normals, such as 4HP, 4MK and 6HK, which give him great brawling potential. Guile can also use system mechanics well, with a fast overhead and good throw reward making his Drive Rush quite strong. Opponents who try to counterzone Guile with their own fireballs give him the ability to use Sonic Blade to enhance Sonic Boom and turn it into a fireball-eating machine. Simply put, there is no real situation where Guile is at explicit disadvantage, and his strong kit makes him very scary at fullscreen and midscreen. Guile is the undisputed master of fireball wars and punishing jumpins, making him a complete wall to overcome for any opponent.

Guile has no major weaknesses that affect his gameplan, but instead must deal with several important quirks. First, Guile is a charge character, meaning he must always commit to certain actions if he wants to perform them. Flash Kick is an incredible anti-air for sure, but it requires charge and thus is impossible to be performed on reaction akin to Ryu's Shoryuken. However, Guile's 2HP gets the job done just as well, with far less reward as a tradeoff. Similarly, Guile's gameplan is highly consistent and variable, but lacks any major gimmicks to challenge wary opponents. While at low levels Guile is capable of steamrolling impatient opponents who don't understand him, high level Guiles must be very patient and equipped with nerves of steel. Lastly, Guile has some of the longest and highest execution (though rarely necessary) optimal combos in the game. Still, none of these quirks dramatically affect Guile in any negative way, making him into a very strong character overall. If you love projectile zoning, value versatility, and want a character who can punish risky plays without peer, sharpen your mind to a sonic edge with Guile.


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


Classic & Modern Versions Comparison

List of differences with Modern Guile
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Heavy Punch (5HP)
  • 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
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



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.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



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.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



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.

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.

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.

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:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

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.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

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 uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



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.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



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.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



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.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Guile 5LP.png
SF6 Guile 5LP hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 7 Chn Sp SA 300 LH +4 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • xx Lv.2 Super: +7/+1


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
Standing Medium Punch
5MP
SF6 Guile 5MP.png
SF6 Guile 5MP hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 15 Sp SA TC 600 LH +6 0
  • Cancel Hitconfirm Window: 15f (17f TC)
  • xx Lv.2 Super: +17/+11


At +6, 5MP is Guile's primary combo starter with a natural link into 2MP. It is even on block, so followups 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 cancelled.

5HP
Standing Heavy Punch
5HP
SF6 Guile 5HP.png
SF6 Guile 5HP hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 23 Sp SA 900 LH -1 -6
  • Punish Counter: Stagger (+14)
  • Cancel Hitconfirm Window: 17f
  • xx Lv.2 Super: +18/+13


Relatively fast for a heavy button and fully cancellable, making it useful in Counterhit and Punish Counter combos. The Punish Counter stagger effect makes 5HP useful in whiff punishes as well.

5LK
Standing Light Kick
5LK
SF6 Guile 5LK.png
SF6 Guile 5LK hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +3 -1
  • Cancel Hitconfirm Window: 12f
  • xx Lv.2 Super: +10/+6


5LK has great 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
Standing Medium Kick
5MK
SF6 Guile 5MK.png
SF6 Guile 5MK hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
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
Standing Heavy Kick
5HK
SF6 Guile 5HK.png
SF6 Guile 5HK hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 21 SA 800 LH +3 -4
  • Cancel Hitconfirm Window: 17f
  • xx Lv.2 Super: +20/+13


Guile takes a big step forward, giving this button great range. 5HK can be reaction cancelled into Super, or just buffered into Lv.2 Super for followup pressure. Despite being -4, it is rarely punishable due to pushback.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Guile 2LP.png
SF6 Guile 2LP hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +5 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • xx Lv.2 Super: +9/+2


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
Crouching Medium Punch
2MP
SF6 Guile 2MP.png
SF6 Guile 2MP hitbox.png
Hitboxes Off
Hitboxes On

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
  • Cancel Hitconfirm Window: 15f (16f TC)
  • xx Lv.2 Super: +13/+6


2MP is an important combo filler, linking from 5MP and from most Counterhit 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
Crouching Heavy Punch
2HP
SF6 Guile 2HP.png
SF6 Guile 2HP hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 20 - 900 LH 0 -9
  • Forces stand on hit


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 AA with Drive Rush~2HP and pick up a juggle afterward. It has no other practical use on the ground, as it is not cancellable and has poor frame advantage (making the Force Stand property useless).

2LK
Crouching Light Kick
2LK
SF6 Guile 2LK.png
SF6 Guile 2LK hitbox.png
Hitboxes Off
Hitboxes On

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


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
Crouching Medium Kick
2MK
SF6 Guile 2MK.png
SF6 Guile 2MK hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 TC 500 L +4 -5
  • Cancel Hitconfirm Window: 18f (TC)
  • Applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80/70...)
    • Same type of damage scaling as Light Normal starter; also applies to 2MK~6MP Target Combo


Guile's 2MK is an incredibly strong low poke with an optional Target Combo overhead followup. It can be used to safely harass opponents at midrange, and even links to 2LP at point blank. After Drive Rush, Guile can link into all his important combo buttons like 5MP, 2MP, and 5HP.

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

SF6 Guile 2HK 2.png
SF6 Guile 2HK hitbox.png

SF6 Guile 2HK 2 hitbox.png
Hitboxes Off
Hitboxes On

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
  • Counterhit/Punish Counter: +44 HKD
  • Both hits have some juggle potential; no longer HKD when juggled into
  • Cancel Hitconfirm Window: 26f(PC: 29f) (TC)


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 followup 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

Jumping Light Punch
j.LP
SF6 Guile jlp.png
SF6 Guile jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jump LP
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -
  • Can hit as 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

Jumping Medium Punch
j.MP
SF6 Guile jmp.png
SF6 Guile jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jump MP
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 3 land - 700 H - -


Guile's preferred air-to-air normal at close range.

j.HP

Jumping Heavy Punch
j.HP
SF6 Guile jhp.png
SF6 Guile jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jump HP
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -
  • Causes spiked knockdown vs. airborne opponents on Counterhit/Punish Counter


Has a fairly strong downward-reaching hitbox for mid-range jumps.

j.LK

Jumping Light Kick
j.LK
SF6 Guile jlk.png
SF6 Guile jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jump LK
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 3 land - 300 H - -
  • Can hit Crossup


Guile's only crossup jump-in; has a fairly narrow hitbox and low hitstun.

j.MK

Jumping Medium Kick
j.MK
SF6 Guile jmk.png
SF6 Guile jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jump MK
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 7 3 land - 600 H - -


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

Jumping Heavy Kick
j.HK
SF6 Guile jhk.png
SF6 Guile jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jump HK
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 3 land - 800 H - -


Good horizontal range makes this a powerful mid-long range jump attack.

Command Normals

6MP

Full Bullet Magnum
6MP
SF6 Guile 6mp.png
SF6 Guile 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Full Bullet Magnum
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 19 - 800 H +2 -3


A relatively fast, safe overhead that can begin combos when used as a meaty or from Drive Rush.

6HP

Spinning Back Knuckle
6HP
SF6 Guile 6hp.png
SF6 Guile 6hp hitbox.png
The "I miscalculated my charge" move
Hitboxes Off
Hitboxes On

6HP
Spinning Back Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 20 - 800 LH +5 +3
  • Whiffs vs. crouching opponents
  • Has some juggle potential


Has long range due to its great forward movement, but is relatively slow. Surprisingly useful even though it whiffs on crouching opponents, as Parry forces characters to stand and Guile's opponent will most likely be trying to Parry the Sonic Booms he throws.

4HP

Burning Straight
4HP
SF6 Guile 4hp.png
SF6 Guile 4hp hitbox.png
Hitboxes Off
Hitboxes On

4HP
Burning Straight
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 21 Sp SA 800 LH +1 -4
  • Cancel Hitconfirm Window: 17f
  • xx Lv.2 Super: +13/+8


Solid neutral button that can be special cancelled while maintaining back charge.

4LK

Knee Bazooka
4LK
SF6 Guile 4lk.png
SF6 Guile 4lk hitbox.png
Hitboxes Off
Hitboxes On

4LK
Knee Bazooka
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 15 - 500 LH 0(+4) -4(0)
  • Low Crush 7-17f
  • Has juggle potential


Knee Bazooka works well against low pokes despite not being truly airborne. Its long forward movement allows it to be spaced meaty at up to +4 on hit, 0 on block.

4MK or 6MK

Rolling Sobat
4MK or 6MK
SF6 Guile 4mk or 6mk.png
SF6 Guile 6mk hitbox.png
Hitboxes Off
Hitboxes On

4MK or 6MK
Rolling Sobat
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 18(21) - 700 LH +3 -6
  • Low Crush 5-17f
  • Has juggle potential


Guile kicks while drifting in the held direction, allowing him to reposition while attacking. Like Knee Bazooka, this is not airborne but can work well against low pokes in neutral.

6HK

Reverse Spin Kick
6HK
SF6 Guile 6hk.png
SF6 Guile 6hk hitbox.png
Hitboxes Off
Hitboxes On

6HK
Reverse Spin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 26 - 1000 LH -1 -8
  • Throw Invuln/Low Crush: 4-27f (not airborne)
  • Punish Counter: KD +55 (grounded), limited juggle state (airborne)


Commonly referred to as Upside-Down Kick (UDK), this move is a great throw bait and low crush. It's quite minus on block, however, making it much riskier than it was in previous SF games—but the notably high pushback on block helps a lot in making it safe. While the animation appears to put Guile airborne, he is fully grounded the entire time.

3HK

Guile High Kick
3HK
SF6 Guile 3hk.png
SF6 Guile 3hk hitbox.png
Hitboxes Off
Hitboxes On

3HK
Guile High Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 Sp SA 1000 LH 0 -9
  • Whiffs on crouching opponents
  • Puts airborne opponents into limited juggle state
  • Punish Counter: Launch KD +46 (spinning free juggle state)
  • Cancel Hitconfirm Window: 23f
  • xx Lv.2 Super: +12/+3


A cancellable command normal that can be used as a semi-reliable anti-air at mid to long range. Unlike in previous games, 3HK does not launch grounded opponents on hit (except for Punish Counters).


Target Combos

5MP~4HP

Recoil Cannon
5MP~4HP
SF6 Guile 5mp 4hp.png
SF6 Guile 5mp 4hp hitbox.png
Hitboxes Off
Hitboxes On

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
  • Cancel Hitconfirm Window: 50-51f
  • The beginning of the 4HP animation is kara-cancellable (shifts Guile backwards)


Allows Guile to maintain back charge and convert from max 5MP range, where link followups are likely to whiff. On block, there is an interruptible 1f gap between hits.

2MP~2MP

Double Shot
2MP~2MP
SF6 Guile 2mp 2mp.png
SF6 Guile 2mp 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP~2MP
Double Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 16 Sp SA 360 LH KD +44 -6
  • Puts opponents into limited juggle state
  • The second 2MP has a 10% damage scaling penalty applied, and counts as 2 hits for scaling
    • 100/90/70/60... as combo starter, 100/100/70/60 if comboed into after 1 hit
  • Cancel Hitconfirm Window: 41f
  • xx Lv.2 Super: KD+56/+6


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, there is an interruptible 2f gap between the hits.

2MK~6MP

Drake Fang
2MK~6MP
SF6 Guile 6mp.png
SF6 Guile 6mp hitbox.png
Hitboxes Off
Hitboxes On

2MK~6MP
Drake Fang
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 21 - 800(640) H +1 -5
  • Low into Overhead string


Gives Guile a small mixup option from his unsafe 2MK, which is -5f. On block, there is an interruptible 4f gap between the hits. If this button trades with a 4f normal it is +7f and if it trades with a 5f normal, it can be +9f, both safely link into cr.mp.

2HK~3HK

Phantom Cutter
2HK~3HK
SF6 Guile 3hk.png
SF6 Guile 3hk hitbox.png
Hitboxes Off
Hitboxes On

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)
  • Launches opponent into a limited juggle state
  • Whiffs on crouching opponents
  • Cancel Hitconfirm Window: 57f(PC: 60f)
  • xx Lv.2 Super: KD+47 Spin/+2


2HK does not naturally combo into the 3HK followup on grounded opponents. The most common way to land it is after the first hit of Punish Counter 2HK, which pops opponents into the air; this also allows it to work against crouching opponents. Drive Rush into 2HK also works, but this is very risky as there is no safe way to end this on block. It can also work in some juggles, like corner Drive Impact wall splat; in these scenarios, the opponent is launched high enough to juggle LK Somersault into OD Somersault.

Throws

Forward Throw (LPLK)

Forward Throw
LPLK
SF6 Guile lplk.png
SF6 Guile lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Dragon Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +15 -
  • Does not have access to a true corner throw loop
    • Perfectly timed Walk + Throw will beat wakeup attack 5f or slower
  • Punish Counter: +16 HKD

Back Throw (4LPLK)

Back Throw
4LPLK
SF6 Guile 4lplk.png
SF6 Guile lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Judo Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -
  • Side switches; can walk for throw/strike oki after back throwing opponent into corner
  • Punish Counter: +19 HKD

Air Forward Throw (LPLK Air)

Air Forward Throw
LPLK (air)
SF6 Guile lplk air.png
SF6 Guile lplk air hitbox.png
Hitboxes Off
Hitboxes On

LPLK (air)
Flying Mare
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +21(23) -
  • Higher air throw gives slightly better KD Advantage
  • Punish Counter: +23(25) HKD

Air Back Throw (4LPLK Air)

Air Back Throw
4LPLK (air)
SF6 Guile 4lplk air.png
SF6 Guile 4lplk air hitbox.png
Hitboxes Off
Hitboxes On

4LPLK (air)
Flying Buster Drop
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +15 -
  • Side switches
  • Punish Counter: +16 HKD


Drive System

Drive Impact (HPHK)

Drive Impact
HPHK
SF6 Guile hphk.png
SF6 Guile hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Blitz Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled 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, 2MP~2MP: 14[10]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)

Drive Reversal
6HPHK (in blockstun)
SF6 Guile 6hphk.png
SF6 Guile 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Strike Eagle (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)

Drive Parry
MPMK
SF6 Guile mpmk.png
SF6 Guile mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)

Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results

See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.805 (min, cancel into immediate Throw)
    • 1.898 (min, earliest blocking/movement frame)
    • 3.461 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes

Special Moves

Sonic Boom ([4]6P)

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

SF6 Guile 46pp.png
SF6 Guile 46lp hitbox.png

SF6 Guile 46pp hitbox.png
Hitboxes Off
Hitboxes On

[4]6LP
Sonic Boom
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 30 SA3 550 (600) LH +3(+4) -3
  • 45f charge time; charge lasts up to 10f after releasing back direction
  • Cancel Hitconfirm Window: 11f (Super)
[4]6MP
Sonic Boom
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 30 SA3 550 (600) LH +3(+4) -3
  • 45f charge time; charge lasts up to 10f after releasing back direction
  • Cancel Hitconfirm Window: 11f (Super)
[4]6HP
Sonic Boom
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 30 SA3 550 (600) LH +3(+4) -3
  • 45f charge time; charge lasts up to 10f after releasing back direction
  • Cancel Hitconfirm Window: 11f (Super)
[4]6PP
Sonic Boom
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 28 SA2 SA3 500x2 (1000) LH KD +48 +3
  • 2 hits; 45f charge time; charge lasts up to 10f after releasing back direction
  • Cancel Hitconfirm Window: 11f (Super)
  • xx Lv.2 Super: KD+65/+25


Sonic Boom is a strong projectile with fast startup and very low recovery. The speed of the projectile increases 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.

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.

Somersault Kick ([2]8K)

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

SF6 Guile 28kk.png
SF6 Guile 28lk hitbox.png

SF6 Guile 28kk hitbox.png
Hitboxes Off
Hitboxes On

[2]8LK
Somersault Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 26+15 land SA3 1000 (1200) LH KD +36 -30
  • Anti-Air Invuln: 1-7f; Airborne 8-36f (Forced Knockdown state)
  • 45f charge time; charge lasts up to 14f after releasing down direction
  • Cancel Hitconfirm Window: 17f (Super)
[2]8MK
Somersault Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 27+15 land SA3 1100 (1300) LH KD +37 -31
  • Anti-Air Invuln: 1-8f; Airborne 8-38f (Forced Knockdown state)
  • 45f charge time; charge lasts up to 14f after releasing down direction
  • Cancel Hitconfirm Window: 17f (Super)
[2]8HK
Somersault Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 28+15 land SA3 1200 (1400) LH KD +39 -32
  • Anti-Air Invuln: 1-9f; Airborne 8-40f (Forced Knockdown state)
  • 45f charge time; charge lasts up to 14f after releasing down direction
  • Cancel Hitconfirm Window: 17f (Super)
[2]8KK
Somersault Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4,2 26+20 land - 1000(700),600 LH KD +29 -33(-37)
  • Full Invuln: 1-11f; Airborne 8-36f (Forced Knockdown state)
  • 45f charge time; charge lasts up to 14f after releasing down direction


Somersault is Guile's main anti-air, combo ender, and OD reversal. 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 Lv.3 Super 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)

Sonic Blade
214P
SF6 Guile 214lp.png

SF6 Guile 214pp.png
SF6 Guile 214lp hitbox.png

SF6 Guile 214lp hitbox2.png
Hitboxes Off
Hitboxes On

214LP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [45] 26 SA3 400 LH -3 -4
  • 1 hit
214MP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 [85] 29 SA3 400 LH -6 -7
  • 1 hit
214HP
Sonic Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
31 [100] 23 SA3 250x2 (500) LH +1 -1
  • 2 hits
214PP
Sonic Cross
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 [100] 24 SA2 SA3 300x2 LH KD +57 -4
  • 2 hits; 1st hit knocks down on hit, while 2nd hit remains active to cover opponent's wakeup
  • Cancel Hitconfirm Window: 6f (Super)
  • xx Lv.2 Super: KD+68/+11


Guile throws out an almost stationary projectile; higher strength versions are slower but last much longer ([] refers to the stationary projectile's active time). Inputting 6P or 6PP immediately afterwards will throw a Sonic Boom of the corresponding strength (and can still become a Perfect Boom with proper input timing). If the Sonic Boom passes through the active Sonic Blade, it becomes a more powerful Sonic Cross (this will not happen if the Blade dissipates on hit/block, or from running out of active frames). Guile can delay the Sonic Boom to make his Sonic Cross timing less predictable, but this requires the usual 45f charge time.

While the meterless versions are cancellable to Lv.3 Super, there is not enough time to build charge naturally; the cancel is possible to perform if the opponent activates something like an install Super that freezes the screen while Sonic Blade is already in startup.

Sonic Cross (214P_6P)

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

SF6 Guile 214p 6pp.png
SF6 Guile 214p 6p hitbox.png

SF6 Guile 214p 6pp hitbox.png
Hitboxes Off
Hitboxes On

214P ~ 6P
Sonic Cross
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)
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
  • Cancel Hitconfirm Window: 11f (Super)
  • xx Lv.2 Super: KD+65/+25
214PP ~ 6P
Sonic Cross
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 28 SA2* SA3 400x2,500 (1300) LH KD +47 -3
  • Cancel Hitconfirm Window: 11f (Super)
  • xx Lv.2 Super: KD+64/+24
    • If the Blade dissipates before the projectile is enhanced, it is no longer cancellable to Lv.2 Super
214PP ~ 6PP
Sonic Cross
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - 28 SA2 SA3 400x3,500 (1700) LH KD Spin + Splat +3
  • Wall Splats on hit in the corner (KD Advantage varies based on positioning)
  • Cancel Hitconfirm Window: 11f (Super)
  • xx Lv.2 Super: KD+65/+25


The powered up projectile after it passes through an active Sonic Blade; compared to Sonic Boom, a Sonic Cross does more damage, more hits, and knocks down. The speed of the meterless followup depends on which button is pressed, 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 costs 4 Drive bars total (2 Drive for each part); the other two OD versions (OD Blade~Cross or Blade~OD Cross) only cost 2 Drive bars. The 4-bar version is too expensive to use often in neutral, but the Wall Splat gives great damage and positioning if you can reliably land it.

Super Arts

Level 1 Super ([4]646P)

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

SF6 Guile 4646hp.png
SF6 Guile 4646p hitbox.png

SF6 Guile 4646hp hitbox.png
Hitboxes Off
Hitboxes On

[4]646P
Sonic Hurricane
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(11) 51 81 - 200x6,800 (2000) LH KD +41 -26
  • Strike/Throw Invuln: 1-10f; Armor Break
  • 45f charge time; depletes 1/2 Drive bar from opponent on hit
  • 30% minimum damage scaling
[4]646HP
Sonic Hurricane
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 52 68 - 200x6,600 (1800) LH KD +70 -2
  • Whiffs on crouching opponents; allows followup juggles on hit (KD Adv. varies based on height)
  • 45f charge time; Armor Break; depletes 1/2 Drive bar from opponent on hit
  • 30% minimum damage scaling


Sonic Hurricane can be used effectively against projectiles, 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. 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 is not invincible at all, so it should not be used as a reversal.

Level 2 Super (214214P)

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

214214P
Solid Puncher
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 (1500) 5 - - - - -
  • 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 cancellable moves like 5HK and OD Sonic Boom. The Super freeze lets Guile build charge for his followup combo if applicable. In fireball wars, Guile becomes nearly unbeatable when this Super is active.

Sonic Break (PP)

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

PP
Sonic Break
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - 25 - 600 each LH +2 -2
  • Can be thrown without charge, up to 5 in one sequence (max of 7 per Super)
  • 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
[4]6P~P
Sonic Break (follow-up)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - 25 - 600 each LH +2 -2
  • Can throw up to 4 followups in one sequence (max of 7 per Super)
  • Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
  • Button strength determines each projectile's speed (LP slowest, HP fastest)
[4]6PP~P
OD Sonic Break (follow-up)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - 24 - 500x2 (1000) LH KD +54~ +3
  • Can throw up to 2 followups in one sequence (max of 7 per Super)
  • Depletes a small amount of drive gauge from the opponent on hit (~0.1 bar)
  • Does not cost any additional Drive meter for each followup


Only available after Solid Puncher is activated; each Sonic Break drains the 1500f timer by 200f. The followup versions work after Sonic Boom or Sonic Cross. Guile does not build any additional Super meter from connecting a Break while his install timer is active, but he will build some if it connects after the timer has expired. It is possible to create gaps in the projectile blockstrings by mixing between fast and slow Sonic Breaks; this will also depend on the distance from the opponent.

Level 3 Super ([4]646K)

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

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
SF6 Guile 4646k hitbox.png
SF6 Guile 4646k hitbox2.png
Hitboxes Off
Hitboxes On

[4]646K
Crossfire Somersault
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 30+40 land - 4000(3000) LH HKD +16 -59
  • Full Invuln: 1-14f; Airborne 12-44f (Forced Knockdown state); Armor Break
  • 45f charge time; depletes 1.5 Drive bars from opponent on hit
    • Cinematic time regenerates ~1.8 Drive bars for Guile
  • 50% minimum damage scaling

No results

  • Full Invuln: 1-14f; Airborne 12-44f (Forced Knockdown state); Armor Break
  • 45f charge time; depletes 2 Drive bars from opponent on hit
    • Cinematic time regenerates ~2 Drive bars for Guile
  • 50% minimum damage scaling; available at 25% HP or below


Guile's Lv.3 Super gives a cinematic cutscene on a normal hit, but if it connects late in its active frames (such as an early anti-air) it will skip the cutscene. This results in lower damage and less depletion of the opponent's Drive gauge. It can be easily cancelled from Sonic Boom on reaction, and cancelled 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.

Taunts

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

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

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

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

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

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

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

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



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