Street Fighter 6/Guile/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Guile HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Guile Portrait.png 10000 0.8 0.043 0.032 21 23 1.567 0.74 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 5 3 7 14 +4 -2 LH Chn Sp SA 13
5MP 600 7 3 15 24 +6 0 LH Sp SA TC 15 (17 TC)
5HP 900 7 3 23 32 -1 -6 LH Sp SA 17
5LK 300 5 2 12 18 +3 -1 LH Sp SA 12
5MK 700 7 5 18 29 +1 -4 LH -
5HK 800 13 3 21 36 +3 -4 LH SA 17
2LP 300 4 3 8 14 +5 -2 LH Chn Sp SA 13
2MP 600 6 3 13 21 +4 -2 LH Sp SA TC 15 (16 TC)
2HP 900 9 5 20 33 0 -9 LH -
2LK 200 5 2 13 19 +1 -5 L Chn
2MK 500 8 3 18 28 +4 -5 L TC 18
2HK 450x2 9 2(16)3 21 50 HKD +34 -12 L,L TC 26 (29 PC)
j.LP 300 4 10 3 land - - - H -
j.MP 700 7 3 3 land - - - H -
j.HP 800 9 4 3 land - - - H -
j.LK 300 6 10 3 land - - - H -
j.MK 500 7 7 3 land - - - H -
j.HK 800 10 5 3 land - - - H -
6MP 800 20 3 19 41 +2 -3 H -
6HP 800 16 3 20 38 +5 +3 LH -
4HP 800 9 3 21 32 +1 -4 LH Sp SA 17
4LK 500 8 5 15 27 0(+4) -4(0) LH -
4MK or 6MK 700 11 3 18(21) 31(34) +3 -6 LH -
6HK 1000 17 3 26 45 -1 -8 LH -
3HK 1000 10 3 23 35 0 -9 LH Sp SA 23
5MP~4HP 600 16 3 26 44 KD +35 -9 LH Sp SA kara 50-51
2MP~2MP 360 12 3 16 30 KD +44 -6 LH Sp SA 41(15)
2MK~6MP 800(640) 20 3 21 42 +1 -5 H -
2HK~3HK 600(480) 10 3 25 37 KD +33 -10(-30) LH Sp SA 57 (60 PC)

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -8 +4 -2 14 8 9
5MP +10 -16 +14 +8 24 18 11
5HP +14 Stagger -24 +15 +10 25 20 13
5LK 10% Starter +7 -12 +5 +1 17 13 9
5MK +5 -21 24 19 11
5HK +7 -22 27 20 13
2LP 10% Starter +9 -9 +4 -3 16 9 9
2MP +8 -14 +10 +4 20 14 11
2HP +4 -23 25 16 13
2LK 10% Starter +5 -13 16 10 9
2MK 20% Starter +8 -19 25 16 11
2HK 20% Starter HKD +44 -22 19,- 19,12 13,13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
6MP +6 -20 24 19 11
6HP +9 -21 28 26 13
4HP +5 -22 +15 +10 25 20 13
4LK +4(+8) -18(-14) 20 16 13
4MK or 6MK +7 -19 24 15 11
6HK KD +55 -27 28 21 15
3HK KD +46 Spin -24 +9 0 - 17 13
5MP~4HP KD +35 -27 KD +54 +10 20 13
2MP~2MP 10% Immediate KD +44 -17 KD +53 +3 13 11
2MK~6MP +5 -22 25 19 11
2HK~3HK KD +35 -24 KD +44(45) +1 16 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 6000 [10000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 4000 [6000] 2000 600 (420) 300 (150)
2HK 2000x2 [10000] 1500x2 500x2 (350x2) 250x2 (125x2)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6MP 2500 [4000] 1000 500 (350) 250 (125)
6HP 6000 [12000] 3000 500 (350) 250 (125)
4HP 5000 [8000] 2000 1000 (700) 500 (250)
4LK 2500 [3000] 2000 1000 (700) 500 (250)
4MK or 6MK 3000 [6000] 1500 700 (490) 350 (175)
6HK 6000 [10000] 3000 1000 (700) 500 (250)
3HK 6000 [10000] 3000 1000 (700) 500 (250)
5MP~4HP 3000 1000 800 (560) 400 (200)
2MP~2MP 1500 500 250 (175) 125 (62)
2MK~6MP 2500 1000 500 (350) 250 (125)
2HK~3HK 7000 1000 500 (350) 250 (125)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
6MP
6HP
4HP
4LK
4MK or 6MK
6HK 4-28 Throw
3HK
5MP~4HP
2MP~2MP
2MK~6MP
2HK~3HK

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; SA2 cancel: +7/+1
5MP Main combo starter, can chain into 4HP Target Combo; SA2 cancel: +17/+11
5HP Stagger effect makes it useful as a whiff punish; SA2 cancel: +18/+13
5LK Decent range light poke, but must let go of back charge before LK input making the execution a bit harder; SA2 cancel: +10/+6; DR cancel is delayed until after 1st recovery frame
5MK Solid anti-air
5HK SA2 cancel: +20/+13
2LP Chains into 5LP/2LP/2LK; SA2 cancel: +9/+2; DR cancel is delayed until after active frames
2MP Low pushback on hit; chains into itself for a launching Target Combo; SA2 cancel: +13/+7
2HP Good vertical anti-air (cannot hit cross-up); forces stand on hit
2LK Chains into 5LP/2LP/2LK
2MK Good poke, especially when used from Drive Rush
2HK 2 hits; both hits have juggle potential (not a Hard Knockdown when juggled); 1st hit launches opponent into limited juggle state on Punish Counter; Target Combo follow-up only combos on Drive Rush, Punish Counter, or when 2HK is juggled into
j.LP Can be used as a fuzzy instant overhead
j.MP Puts airborne opponents into limited juggle state; shifts Guile's hurtbox upward during startup
j.HP Spikes airborne opponents on counter-hit/Punish Counter
j.LK Cross-up
j.MK Shifts Guile's hurtbox upward during startup
j.HK Decent horizontal jump-in
6MP Fast and high damage for a command overhead; spike knockdown vs. airborne opponents
6HP Whiffs vs. crouching opponents; has some juggle potential; long forward movement
4HP Good buffer tool that allows Guile to maintain back charge; SA2 cancel: +18/+13
4LK 7-17f low crush (not airborne); has some juggle potential; great approach option out of Drive Rush; can be used to hop over knocked down opponent; the final active frame requires incredible precise spacing to connect (for practical purposes, the max frame advantage is +3/-1)
4MK or 6MK 7-17f low crush (not airborne); has some juggle potential; 6MK version has 3f extra recovery on whiff; strong neutral tool; better hitbox priority on 4MK version
6HK 4-28f low crush/throw invuln (not airborne); Counter-hit causes knockdown vs. grounded opponents (KD +29); Punish Counter causes KD vs. grounded and limited juggle state vs. airborne
3HK Whiffs vs. crouching (can still connect if opponent extends an upward hurtbox); puts airborne opponents into limited juggle state; launches into spinning free juggle state on Punish Counter; not a reliable anti-air; SA2 cancel: +12/+3; special/DR cancel is delayed until after 5th recovery frame
5MP~4HP 2f gap on block; puts opponents into limited juggle state; frames 8-9 of 4HP animation are kara-cancelable (shifts Guile backwards); SA2 cancel: KD+57/+13
2MP~2MP Puts opponents into limited juggle state; +12 extra KD Adv when canceled into SA2; 2f gap between hits on block; SA2 cancel: KD+56/+6
2MK~6MP (refers to 20% scaled damage from 2MK); low into overhead string; has a 5f gap between hits on block that can lead to trade combos
2HK~3HK (refers to 20% scaled damage from 2HK); only combos from 1st hit of 2HK on Punish Counter, after Drive Rush, or in juggles; very lenient confirm window; puts opponent into limited juggle state; whiffs vs. crouching opponents (except after Punish Counter); SA2 cancel: KD +47/+4; special/DR cancel is delayed until after 5th recovery frame

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +15 - T
4LPLK 1200 (2040) 5 3 23 30 KD +18 - T
LPLK (air) 1200 (2040) 5 3 3 land - KD +21(23) - T
4LPLK (air) 1200 (2040) 5 3 3 land - KD +15 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +15
4LPLK 20% Immediate HKD +18
LPLK (air) HKD +21(23)
4LPLK (air) HKD +15
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
LPLK (air) [10000] 2000 2000(1400) [4000(2800)]
4LPLK (air) [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
LPLK (air)
4LPLK (air)
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK No corner throw loop without Drive Rush (with frame-perfect timing, can throw loop vs. Blanka, E. Honda, and Zangief)
4LPLK Side switch; can walk for throw/strike oki after back throwing opponent into corner
LPLK (air) Higher air throw gives slightly better KD Adv.; gives oki if near the corner
4LPLK (air) Side switch; if throwing opponent back into the corner, can Drive Rush for meaty strike (no true throw oki)
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.805 (min/throw), 1.898 (min/block), 3.461 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
[4]6LP 550 (600) 10 - 30 40 +3(+4) -3 LH SA3 11
[4]6MP 550 (600) 10 - 30 40 +3(+4) -3 LH SA3 11
[4]6HP 550 (600) 10 - 30 40 +3(+4) -3 LH SA3 11
[4]6PP 500x2 (1000) 10 - 28 38 KD +48 +3 LH SA2 SA3 11
[2]8LK 1000 (1200) 5 6 26+15 land 51 KD +36 -30 LH SA3 17
[2]8MK 1100 (1300) 6 6 27+15 land 53 KD +37 -31 LH SA3 17
[2]8HK 1200 (1400) 7 6 28+15 land 55 KD +39 -32 LH SA3 17
[2]8KK 1000(700),600 6 4,2 26+20 land 57 KD +29 -33(-37) LH -
214LP 400 16 [45] 26 42 -3 -4 LH SA3
214MP 400 21 [85] 29 50 -6 -7 LH SA3
214HP 250x2 (500) 31 [100] 23 54 +1 -1 LH SA3
214P ~ 6P 600(800),400 10 - 28 38 KD +44~ -1 LH SA3 11
214P ~ 6PP 400x2,500 (1300) 10 - 28 38 KD +48~ +3 LH SA2 SA3 11
214PP 300x2 15 [100] 24 39 KD +53 -4 LH SA2 SA3 6
214PP ~ 6P 400x2,500 (1300) 10 - 28 38 KD +47 -3 LH SA2* SA3 11
214PP ~ 6PP 400x3,500 (1700) 10 - 28 38 KD Spin + Splat +3 LH SA2 SA3 11
PP 600 each 11 - 25 36 +2 -2 LH -
[4]6P~P 600 each 11 - 25 36 +2 -2 LH -
[4]6PP~P 500x2 (1000) 11 - 24 35 KD +54~ +3 LH -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
[4]6LP 138 (150) +7(8) -20 28 8
[4]6MP 138 (150) +7(8) -20 28 8
[4]6HP 138 (150) +7(8) -20 28 8
[4]6PP 125x2 KD +48 -7 32 total 5,6
[2]8LK 250 (300) 30% Starter KD +36 -45 17 15
[2]8MK 275 (325) 30% Starter KD +37 -46 17 15
[2]8HK 300 (350) 30% Starter KD +39 -47 17 15
[2]8KK 250,150 KD +29 -50 19 total (15 crouch) 15,15
214LP 100 +1 -16 23 8
214MP 100 -2 -19 23 8
214HP 63x2 +1 -2 23 total 4,4
214P ~ 6P 150(200),100 KD +44~ -9~ 28 8,12
214P ~ 6PP 100x2,125 KD +48~ +4~ 30 8x3
214PP 75x2 KD +53 -3 21 total 5,5
214PP ~ 6P 100x2,125 KD +47 -9~ 30 8x3
214PP ~ 6PP 100x3,125 KD Spin + Wallsplat +15~ 31 8x3
PP 150 each +6 -15 24 8
[4]6P~P 150 each +6 24 8
[4]6PP~P 125x2 KD +54~ 28 total 6,6

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
[4]6LP 2500 [3000] 1000 600 (420) 300 (150)
[4]6MP 2500 [3000] 1000 600 (420) 300 (150)
[4]6HP 2500 [3000] 1000 600 (420) 300 (150)
[4]6PP 1000x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
[2]8LK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8MK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8HK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8KK 2000x2 -20000 500x2 (350x2) 250x2 (125x2)
214LP 2500 [3000] 1000 600 (420) 300 (150)
214MP 2500 [3000] 1000 600 (420) 300 (150)
214HP 1000x2 [3000] 1000x2 300x2 (210x2) 150x2 (75x2)
214P ~ 6P 2500,1000 [1500x2] 1000 600 (420) 300 (150)
214P ~ 6PP 2500x2,1000 [1000x2,3000] -20000 600 (420) 300 (150)
214PP 1000x2 [3000] -20000 300x2 (210x2) 150x2 (75x2)
214PP ~ 6P 2500x2,1000 [1000x2,3000] 600 (420) 300 (150)
214PP ~ 6PP 2500x3,1000 [1000x3,3000] -20000 800 (560) 400 (200)
PP 2000 each 1000/[3000] 1000 300* (210) 150* (75)
[4]6P~P 2000 each 1000/[3000] 1000 300* (210) 150* (75)
[4]6PP~P 2500x2 each 7002 each 300x2* (210x2) 150x2* (75x2)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
[4]6LP
[4]6MP
[4]6HP
[4]6PP
[2]8LK 1-7 Air 8-36 (FKD)
[2]8MK 1-8 Air 8-38 (FKD)
[2]8HK 1-9 Air 8-40 (FKD)
[2]8KK 1-11 Full 8-37 (FKD)
214LP
214MP
214HP
214P ~ 6P
214P ~ 6PP
214PP
214PP ~ 6P
214PP ~ 6PP
PP
[4]6P~P
[4]6PP~P

input Notes
input Notes
[4]6LP 1-hit projectile; 45f charge (charge lasts 10f after releasing back direction); input 6+LP within 3f of each other for Perfect timing (better damage and Hit advantage); can follow up with Sonic Break (6P) during SA2
[4]6MP 1-hit projectile; 45f charge (charge lasts 10f after releasing back direction); input 6+LP within 3f of each other for Perfect timing (better damage and Hit advantage); can follow up with Sonic Break (6P) during SA2
[4]6HP 1-hit projectile; 45f charge (charge lasts 10f after releasing back direction); input 6+LP within 3f of each other for Perfect timing (better damage and Hit advantage); can follow up with Sonic Break (6P) during SA2
[4]6PP 2-hit OD projectile; 45f charge (charge lasts 13f after releasing back direction); does not have a Perfect timing version; puts opponents into limited juggle state; can follow up with Sonic Break (6P) during SA2; SA2 cancel: KD+65/+25
[2]8LK 45f charge (charge lasts 12f after releasing down direction); cannot hit cross-ups; input 8+LK within 3f of each other for Perfect timing (better damage); does 200 less damage on active frames 3-6 (800 regular, 1000 perfect)
[2]8MK 45f charge (charge lasts 12f after releasing down direction); cannot hit cross-ups; input 8+MK within 3f of each other for Perfect timing (better damage); does 300 less damage on active frames 3-6 (800 regular, 1000 perfect)
[2]8HK 45f charge (charge lasts 12f after releasing down direction); cannot hit cross-ups; input 8+HK within 3f of each other for Perfect timing (better damage); does 400 less damage on active frames 3-6 (800 regular, 1000 perfect)
[2]8KK 45f charge (charge lasts 15f after releasing down direction); cannot hit cross-ups; does not have a Perfect timing version; 2nd hit whiffs vs. crouch block (4f worse advantage, less chip damage); 1st hit does 300 less damage on active frames 3-4 (high anti-air or long range connect)
214LP 1 hit; [] refers to stationary projectile active time; can enhance a Sonic Boom by inputting 6P during recovery (no charge required), or by using [4]6P through the Sonic Blade after 214P recovery; Guile has a wide lower body hurtbox, making him vulnerable to ranged low pokes and sweeps; cannot activate SA1 while Sonic Blade is active on-screen
214MP 1 hit; [] refers to stationary projectile active time; can enhance a Sonic Boom by inputting 6P during recovery (no charge required), or by using [4]6P through the Sonic Blade after 214P recovery; Guile has a wide lower body hurtbox, making him vulnerable to ranged low pokes and sweeps; cannot activate SA1 while Sonic Blade is active on-screen
214HP 2 hits; [] refers to stationary projectile active time; can enhance a Sonic Boom by inputting 6P during recovery (no charge required), or by using [4]6P through the Sonic Blade after 214P recovery; Guile has a wide lower body hurtbox, making him vulnerable to ranged low pokes and sweeps; cannot activate SA1 while Sonic Blade is active on-screen
214P ~ 6P No charge required to throw projectile; the 6P button strength determines projectile speed; enhanced version becomes a 2-hit projectile that puts opponents into limited juggle state on hit; input 6+P within 3f of each other for Perfect Boom (+200 damage on 1st hit); if Sonic Blade dissipates before Boom passes through it, the projectile is not enhanced; the projectile speed of 214P~6LP is very slow for the first 8 frames (almost stationary)
214P ~ 6PP No charge required to throw projectile; enhanced version becomes a 3-hit OD projectile that puts opponents into limited juggle state on hit; if Sonic Blade dissipates before OD Boom passes through it, the projectile remains a regular OD Sonic Boom; SA2 cancel: KD+65/+25; projectile speed accelerates until no longer on screen
214PP 2-hit OD projectile; [] refers to stationary projectile active time; on grounded connect, 1st hit knocks down and the 2nd hit remains active; either hit puts opponent into limited juggle state; cannot activate SA1 while Sonic Blade is active on-screen; SA2 cancel: KD+68/+11
214PP ~ 6P No charge required to throw projectile; puts opponents into limited juggle state; only the Enhanced Boom is cancelable to SA2; if the OD Sonic Blade is blocked immediately at close range, it will dissipate before the Boom follow-up comes out, making the cancel impossible; SA2 cancel: KD+64/+24; projectile speed accelerates until no longer on screen
214PP ~ 6PP No charge required to throw projectile; puts opponents into limited juggle state; costs 4 total stocks of Drive Gauge counting the initial Sonic Blade activation; causes a short wallsplat animation if the opponent is near the corner; SA2 cancel: KD+65/+25; projectile speed accelerates until no longer on screen
PP 1-hit projectile; only possible during SA2 install (1500f timer); each use drains timer by 200f (maximum 5 per sequence); projectile speed changes based on directional input (1PP/4PP slow, 5PP/2PP medium, 6PP/3PP fast); Guile only builds super meter for himself if projectile connects after install timer has expired
[4]6P~P 1-hit projectile; only possible during SA2 install (1500f timer); each use drains timer by 200f (maximum 4 follow-ups per sequence); button strength determines projectile speed; Guile only builds super meter for himself if projectile connects after install timer has expired
[4]6PP~P 2-hit OD projectile; only possible during SA2 install (1500f timer); each use drains timer by 200f (maximum 2 follow-ups per sequence); Guile only builds super meter for himself if projectile connects after install timer has expired

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
[4]646P 200x6,800 (2000) 8 51 81 89 KD +41 -26 LH
[4]646HP 200x6,600 (1800) 7 52 68 75 KD +70 -2 LH
214214P - 1 (1500) 5 6 - - -
[4]646K 4000(3000) 9 6 30+40 land 84 HKD +16 -59 LH
[4]646K 4500(3500) 9 6 30+40 land 84 HKD +16 -59 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
[4]646P 50x6,200 30% Minimum KD +41 +30 56 total 2x6
[4]646HP 50x6,200 30% Minimum KD +70 +48 67 total 1,10x5
214214P
[4]646K 1000(750) 50% Minimum; 10% Immediate (Sp) HKD +16 -74 17 15
[4]646K 1250(875) 50% Minimum; 10% Immediate (Sp) HKD +16 -74 17 15

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
[4]646P 360x6,340 (2500) 720x6,680 (5000) -10000 -10000
[4]646HP 360x6,340 (2500) 720x6,680 (5000) -10000 -10000
214214P -20000 -20000
[4]646K 7500 15000(10000) -30000 -30000
[4]646K 10000 20000(10000) -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
[4]646P 1 Full, 2-8 Strike/Throw Break
[4]646HP 1 Full Break
214214P
[4]646K 1-14 Full Break 12-44 (FKD)
[4]646K 1-14 Full Break 12-44 (FKD)

input Notes
input Notes
[4]646P 45f charge (charge lasts 28f after releasing back direction); 7-hit Super projectile; can input this horizontal version with LP or MP; cannot be used while Sonic Blade projectile is active on-screen
[4]646HP 45f charge (charge lasts 28f after releasing back direction); 7-hit Super projectile; primarily used in air juggles (whiffs on crouching opponents, can hit standing opponents at close range); puts opponent into limited juggle state; KD Adv. can vary depending on juggle height; cannot be used while Sonic Blade projectile is active on-screen
214214P Gives access to Sonic Break follow-ups; remaining active time decreases by 200f with each Sonic Break use (maximum 7 uses)
[4]646K 45f charge; active frames 3-6 give a non-cinematic hit with reduced damage and chip; cannot hit cross-up; cinematic time regenerates ~1.8 Drive bars for Guile
[4]646K 45f charge; active frames 3-6 give a non-cinematic hit with reduced damage and chip; cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2 Drive bars for Guile



SF6 Navigation

General
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Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu