Street Fighter V/Guile

From SuperCombo Wiki

Introduction

About Guile

Unique Mechanic

By holding 3, Guile can slowly walk forward while crouching. This can be useful for moving into position to flash kick, or mostly taunting the opponent.

Final Patch

Players to Watch

  • Akainu
  • Caba
  • Daigo
  • ImstilldaDaddy
  • Nuckledu
  • Higuchi
Guile
SFV-Guile Portrait.jpg
Vitals
Life Points 975
Stun Points 975
V-Gauge Points
V-Trigger 1 3 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.052
Backward Walk Speed 0.033
Forward Dash Speed 18
Backward Dash Speed 25
Forward Dash Distance 1.49
Backward Dash Distance 1.105
Backdash CH Frames 3-13
Jumping
Back Jump Speed 48 (4+40+4)
Neutral Jump Speed 48 (4+40+4)
Forward Jump Speed 47 (3+40+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

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.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Guile 5LP.png
Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
Chains into stand LP / crouch LP / crouch LK
FATonline.png
5MP
Stand MP
5MP
SFV Guile 5MP.png
Startup Active Recovery Hit
6 3 13 6
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Target Combos: 16
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Forces stand on counter-hit
Good frametrap / combo tool
FATonline.png
5HP
Stand HP
5HP
SFV Guile 5HP.png
Startup Active Recovery Hit
8 3 18 7
Damage Stun Attack Block
80 150 H -4
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Forces stand on hit
FATonline.png
5LK
Stand LK
5LK
SFV Guile 5LK.png
Startup Active Recovery Hit
4 3 9 4
Damage Stun Attack Block
30 70 H 2
  • Confirm windows:
    • Specials & CA: 10
    • Target Combos: 12
    • V-Trigger: 10
  • Cancel options: sp su vt1 vt2
Cancel into Flash Kick if you want to be fancy
FATonline.png
5MK
Stand MK
5MK
SFV Guile 5MK.png
Startup Active Recovery Hit
7 3 15 3
Damage Stun Attack Block
70 100 H -1
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
No upper head hurtbox (Guile bends down) on frames 7-10
Good horizontal anti-air
Cannot hit cross-up (behind Guile)
FATonline.png
5HK
Stand HK
5HK
SFV Guile 5HK.png
Startup Active Recovery Hit
14 3 18 2
Damage Stun Attack Block
80 150 H -3
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
FATonline.png
2LP
Crouch LP
2LP
SFV Guile 2LP.png
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
Chains into stand LP / crouch LP / crouch LK
FATonline.png
2MP
Crouch MP
2MP
SFV Guile 2MP.png
Startup Active Recovery Hit
6 2 13 3
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
FATonline.png
2HP
Crouch HP
2HP
SFV Guile 2HP.png
Startup Active Recovery Hit
9 5 16 2
Damage Stun Attack Block
90 150 H -4
  • Crush Counter: Flipping Juggle, J Adv, +150 V-Gauge.
  • Knockdown: 118 KD Adv, 59 Quick Rise Adv, 64 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
20 less damage (70) on active frames 3-5
Only Crush Counters on first active frame
Solid vertical anti-air on frames 10-13 (but CANNOT hit cross-up (behind Guile)
FATonline.png
2LK
Crouch LK
2LK
SFV Guile 2LK.png
Startup Active Recovery Hit
4 3 8 2
Damage Stun Attack Block
20 70 L 0
  • Confirm windows:
    • Target Combos: 13
  • Cancel options: ch vt1 vt2
Chains into stand LP / crouch LP / crouch LK
FATonline.png
2MK
Crouch MK
2MK
SFV Guile 2MK.png
Startup Active Recovery Hit
7 2 15 2
Damage Stun Attack Block
60 100 L -4
  • Confirm windows:
    • Target Combos: 13
    • V-Trigger: 15
  • Cancel options: vt1 vt2
Hurtbox fully extends 1F before active (prone to Counter-Hits)
FATonline.png
2HK
Crouch HK
2HK
SFV Guile 2HK 1.png
SFV Guile 2HK 2.png
Startup Active Recovery Hit
7(25) 2(16)3 20 KD
Damage Stun Attack Block
90(70) 150(100) L -13
  • Crush Counter: Hard Knockdown, KD Adv, +100 V-Gauge.
  • Knockdown: 52(70) KD Adv, 3(21) Quick Rise Adv, 8(26) Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Only the first hit of this move can be canceled into V-Trigger
Framedata in parentheses refers to the 2nd hit
No hurtbox extension on startup (good for trading with Urien's Aegis Reflector à la Daigo)
FATonline.png
8LP
Jump LP
8LP
SFV Guile 8LP.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Guile 8MP.png
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
8HP
Jump HP
8HP
SFV Guile 8HP.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Guile 8LK.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MK
Jump MK
8MK
SFV Guile 8MK.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
FATonline.png
8HK
Jump HK
8HK
SFV Guile 8HK.png
Startup Active Recovery Hit
10 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

3HK
Guile High Kick
3HK
SFV Guile 3HK.png
Startup Active Recovery Hit
11 2 25 KD
Damage Stun Attack Block
80 150 H -3
  • Knockdown: 100 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
  • Cancel options: vt1
Launches opponent into a limited juggle state
Decent anti-air (albeit a bit slow)
Cancelable into Sonic Break
Juggle Limit / Increase / Start: 0 / 3 / 1
FATonline.png
4 or 6LK
Knee Bazooka
4 or 6LK
SFV Guile 4 or 6LK.png
Startup Active Recovery Hit
8 5 20 -1(3)
Damage Stun Attack Block
50 100 H -3(1)
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
FATonline.png
4 or 6MK
Rolling Sobat
4 or 6MK
SFV Guile 4 or 6MK.png
Startup Active Recovery Hit
12 2 19(20) 2
Damage Stun Attack Block
60 100 H -4
Lower body invincible from frames 8-20
Not actually airborne
No hurtbox extensions during startup frames makes this a really strong poke tool
1 extra frame of recovery on whiff
FATonline.png
6HP
Spinning Back Knuckle
6HP
SFV Guile 6HP.png
Startup Active Recovery Hit
11 3 16 4
Damage Stun Attack Block
90 150 H -1
  • Crush Counter: Stagger, 26 Adv, +120 V-Gauge.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Cannot hit crouching opponents
FATonline.png
6HK
Reverse Spin Kick
6HK
SFV Guile 6HK.png
Startup Active Recovery Hit
16 3 18 4
Damage Stun Attack Block
90 150 H -2
Throw invincible on frames 8-32
Lower body invincible on frames 10-32
Not airborne
FATonline.png
4HP
Burn Straight
4HP
SFV Guile 4HP.png
Startup Active Recovery Hit
8 3 20(25) 2
Damage Stun Attack Block
80 150 H -1
  • Crush Counter: Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
+5 extra frames of recovery on whiff (25F)
FATonline.png
6MP
Full Bullet Magnum
6MP
SFV Guile 6MP.png
Startup Active Recovery Hit
21 2 19 1
Damage Stun Attack Block
60 100 M -7
FATonline.png

Target Combos

2MK > 6MP
Drake Fang
2MK > 6MP
SFV Guile 2MK 6MP 1.png
SFV Guile 2MK 6MP 2.png
Startup Active Recovery Hit
7+16 4 21 1
Damage Stun Attack Block
60*54 (114) 100*90 (190) L*M -7
  • Confirm windows:
    • Target Combos: 13
FATonline.png
2LK > 5MP
Tall Edge
2LK > 5MP
SFV Guile 2LK 5MP 1.png
SFV Guile 2LK 5MP 2.png
Startup Active Recovery Hit
4+6 3 17 1
Damage Stun Attack Block
20*54 (74) 70*90(160) L*H -8
  • Confirm windows:
    • Target Combos: 13
    • V-Trigger: 17
  • Cancel options: vt1 vt2
FATonline.png
2LK > 5MP > 6HP
Bullet Revolver
2LK > 5MP > 6HP
SFV Guile 2LK 5MP 1.png
SFV Guile 2LK 5MP 2.png
SFV Guile 2LK 5MP 6HP.png
Startup Active Recovery Hit
4+6+10 3 22 KD
Damage Stun Attack Block
20*54*56 (130) 70*90*120 (280) L*H*H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *17
    • Target Combos: 14
    • V-Trigger: 17
    • Notes: *Vskill 1 and 2 only
  • Cancel options: vs1 vs2 vt1 vt2
Puts opponent into a free juggle state
Cancelable into Sonic Break on hit or block
FATonline.png
5MP > 6HP
Swing Out
5MP > 6HP
SFV Guile 2LK 5MP 2.png
SFV Guile 2LK 5MP 6HP.png
Startup Active Recovery Hit
6+10 3 22 KD
Damage Stun Attack Block
60*63 (123) 100*135 (235) H*H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *17
    • Target Combos: 16
    • V-Trigger: 17
    • Notes: *Vskill 1 and 2 only
  • Cancel options: vs1 vs2 vt1 vt2
Puts opponent into a free juggle state
Cancelable into Sonic Break on hit or block
FATonline.png
5LK > 5MK
Taurus Combination
5LK > 5MK
SFV Guile 5LK 5MK 1.png
SFV Guile 5LK 5MK 2.png
Startup Active Recovery Hit
4+7 3 15 4
Damage Stun Attack Block
30*45 (75) 70*72 (142) H*H -4
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *14
    • V-Trigger: 15
    • Notes: *Vskill 1 and 2 only
  • Cancel options: vs1 vs2 vt1 vt2
Puts opponent into a free juggle state
Cancels to V-Skill on hit only
Cancelable into Sonic Break and V-Trigger 2 Flash Kick on hit or block
FATonline.png

Throws

LPLK
Dragon Suplex
Throw
LPLK
SFV Guile LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 51 KD Adv, 2 Quick Rise Adv, 2 Back Rise Adv.
FATonline.png
4LPLK
Judo Throw
Back Throw
4LPLK
SFV Guile 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 170 T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
FATonline.png
LPLK (air)
Flying Mare
LPLK (air)
SFV Guile LPLK (air).png
Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
130 170 T -
  • Knockdown: 78 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
Denies backroll
6 landing recovery frames after successful air throw
FATonline.png
4LPLK (air)
Flying Buster Drop
4LPLK (air)
SFV Guile 4LPLK (air).png
Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
140 200 T -
  • Knockdown: 51 KD Adv, 2 Quick Rise Adv, 2 Back Rise Adv.
FATonline.png

Special Moves

3
Faultless Move
3
SFV Guile 3.png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
Fun fact! This was meant to be called 'Fortress Move' in English, but the translator messed it up because Fortress and Faultless sound similar in Katakana #themoreyouknow
FATonline.png
46LP
LP Sonic Boom
46LP
SFV Guile 46P.png
Normal
SFV Guile 46P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 0
  • Cancel options: su vt1
1-hit projectile
Projectile Speed: 0.046
Takes 45 frames to charge
Not cancelable into V-Trigger 2
FATonline.png
VT1 Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 2
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.046
Takes 45 frames to charge
Does not consume any V-Meter
46MP
MP Sonic Boom
46MP
SFV Guile 46P.png
Normal
SFV Guile 46P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 0
  • Cancel options: su vt1
1-hit projectile
Projectile Speed: 0.064
Takes 45 frames to charge
Not cancelable into V-Trigger 2
FATonline.png
VT1 Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 2
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.064
Takes 45 frames to charge
Does not consume any V-Meter
46HP
HP Sonic Boom
46HP
SFV Guile 46P.png
Normal
SFV Guile 46P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 0
  • Cancel options: su vt1
1-hit projectile
Projectile Speed: 0.079
Takes 45 frames to charge
Not cancelable into V-Trigger 2
FATonline.png
VT1 Startup Active Recovery Hit
10 - 30 7
Damage Stun Attack Block
60 50 H 2
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.079
Takes 45 frames to charge
Does not consume any V-Meter
46PP
EX Sonic Boom
46PP
SFV Guile 46PP.png
Startup Active Recovery Hit
10 - 26 KD
Damage Stun Attack Block
50*50 (100) 50*50 (100) H 4
  • Knockdown: 107 KD Adv, 48 Quick Rise Adv, 53 Back Rise Adv.
  • Cancel options: vt1 vt2
2-hit projectile
Projectile Speed: 0.135
Takes 45 frames to charge
FATonline.png
28LK
LK Somersault Kick
28LK
SFV Guile 28K.png
Normal
SFV Guile 28K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
130 (100) 200 H -28
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su
Small hurtbox on frames 1-2
Invincible to airborne strikes on frames 1-7
Airborne from frame 4
Takes 45 frames to charge
Slightly reduced damage if Guile connects on 3rd active frame or later
Cannot hit crossups
Guile is in counterhit state during move duration
FATonline.png
VT2 Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
90*40 (130) 150*50 (200) H -14
  • Knockdown: 98 KD Adv, 39 Quick Rise Adv, 44 Back Rise Adv.
  • Cancel options: su
Small hurtbox on frames 1-2
Invincible to airborne strikes and projectile-attribute attacks (but not air throws or actual projectiles) from frames 1-7
Airborne from frames 4-38
Takes 45 frames to charge
Spawns a slow forward moving projectile on whiff that does 40 damage / 50 stun
The projectile is actually the second hit after the Flash Kick up close, but if the Flash Kick whiffs, the projectile comes into play
Guile is in counterhit state during move duration
The projectile spawned can make Flash Kicks safe or even + on block if spaced, and can hit cross-ups (behind Guile)
Spends 700 V-Timer (~23% V-Timer)
28MK
MK Somersault Kick
28MK
SFV Guile 28K.png
Normal
SFV Guile 28K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
5 12 23+13 KD
Damage Stun Attack Block
130 (100) 200 H -28
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strike attacks on frames 1-8
Small hurtbox on frames 1-3
Airborne from frame 5
Takes 45 frames to charge
Slightly reduced damage if Guile connects on 3rd active frame or later
Cannot hit crossups
Guile is in counterhit state during move duration
FATonline.png
VT2 Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
90*40 (130) 150*50 (200) H -14
  • Knockdown: 98 KD Adv, 39 Quick Rise Adv, 44 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strikes and projectile-attribute attacks (but not air throws or actual projectiles) on frames 1-8
Small hurtbox on frames 1-3
Airborne from frames 4-38
Takes 45 frames to charge
Spawns a forward moving projectile on whiff that does 40 damage / 50 stun
The projectile is actually the second hit after the Flash Kick up close, but if the Flash Kick whiffs, the projectile comes into play
Guile is in counterhit state during move duration
The projectile spawned can make Flash Kicks safe or even + on block if spaced, and can hit cross-ups (behind Guile)
Spends 700 V-Timer (~23% V-Timer)
28HK
HK Somersault Kick
28HK
SFV Guile 28K.png
Normal
SFV Guile 28K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
6 12 25+13 KD
Damage Stun Attack Block
130 (100) 200 H -30
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su
Projectile invincible only from frames 3-9
Upper body invincibility on frames 1-4
Airborne from frame 6
Takes 45 frames to charge
Slightly reduced damage if Guile connects on 3rd active frame or later
Cannot hit crossups
Guile is in counterhit state during move duration
FATonline.png
VT2 Startup Active Recovery Hit
4 12 23+13 KD
Damage Stun Attack Block
90*40 (130) 150*50 (200) H -14
  • Knockdown: 98 KD Adv, 39 Quick Rise Adv, 44 Back Rise Adv.
  • Cancel options: su
Projectile invincible only from frames 3-9
Upper body invincibility on frames 1-4
Airborne from frames 4-38
Takes 45 frames to charge
Spawns a fast forward moving projectile on whiff that does 40 damage / 50 stun
The projectile is actually the second hit after the Flash Kick up close, but if the Flash Kick whiffs, the projectile comes into play
Guile is in counterhit state during move duration
The projectile spawned can make Flash Kicks safe or even + on block if spaced, and can hit cross-ups (behind Guile)
Spends 700 V-Timer (~23% V-Timer)
28KK
EX Somersault Kick
28KK
SFV Guile 28KK.png
Normal
SFV Guile 28KK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
4 12 27+17 KD
Damage Stun Attack Block
90*60 (60*60) 100*100 H -37
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
Fully invincible on frames 1-9
Airborne on frame 7
Takes 45 frames to charge
Slightly reduced damage if Guile connects on 3rd active frame or later
Cannot hit crossups
Guile is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
FATonline.png
VT2 Startup Active Recovery Hit
4 8(11)4(1)4 29+30 KD
Damage Stun Attack Block
40*30x4 (160) 50x4 (200) H -45
  • Knockdown: 69 KD Adv, 10 Quick Rise Adv, 15 Back Rise Adv.
Fully invincible on frames 1-11
Airborne on frames 5-60
Takes 45 frames to charge
Spends 700 V-Timer (~23% V-Timer)
Can hit cross-up (behind Guile) during later active frames of the first hit onwards
Does 10 less damage (30) on later active frames of first hit
Guile is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)

Critical Art

4646P
Sonic Hurricane
4646P
SFV Guile 4646P 1.png
SFV Guile 4646P 2.png
Startup Active Recovery Hit
7 50 39 KD
Damage Stun Attack Block
40x5*120 (320) 0 H -31
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
Fully invincible on frames 1-6
If knocked out of recovery from frame 7 onwards, projectile continues to hit opponent for full duration
Projectile invincible during startup and throughout active frames of attack
Takes 40 frames to charge
VT1 Enhanced Version is a separate move called Sonic Tempest
FATonline.png
4646P (VT1)
Sonic Tempest
4646P (VT1)
SFV Guile 4646P (VT1) 1.png
SFV Guile 4646P (VT1) 2.png
Startup Active Recovery Hit
7 50 49 KD
Damage Stun Attack Block
18x14*98 (350) 0 H 5
  • Knockdown: 107 KD Adv, 48 Quick Rise Adv, 53 Back Rise Adv.
Fully invincible on frames 1-6
If knocked out of recovery from frame 7 onwards, projectile continues to hit opponent for full duration
Takes 40 frames to charge
Depletes all remaining V-Meter
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Guile 5PPPKKK.png
"You won't win just standing there."
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Sonic Blade
MPMK (VS1)
SFV Guile MPMK (VS1).png
Startup Active Recovery Hit
18 - 35 -9
Damage Stun Attack Block
40 50 H -14
  • Cancel options: sp
1-hit projectile
Can be performed from crouching
Can be canceled into Sonic Cross (boom)
Base Projectile lasts 42 frames
Base projectile by itself builds 50/25 V-Gauge on Hit/Block
FATonline.png
MPMK > 46LP
LP Sonic Cross
MPMK > 46LP
SFV Guile MPMK 46P.png
Startup Active Recovery Hit
18 27(1)1 23 KD
Damage Stun Attack Block
40*40 (80) 50*50 (100) H 12
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
Puts opponent into a free juggle state on hit
Recovery from Sonic Cross varies depending on when Sonic Blade was canceled into Sonic Boom
2-hit projectile hitbox
Projectile Speed: 0.046
Takes 45 frames to charge
Builds 80/40 V-Gauge on Hit/Block (does not build any V-Gauge if the prior V-Skill projectile hit)
FATonline.png
MPMK > 46MP
MP Sonic Cross
MPMK > 46MP
SFV Guile MPMK 46P.png
Startup Active Recovery Hit
18 27(1)1 23 KD
Damage Stun Attack Block
40*40 (80) 50*50 (100) H 14
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
Puts opponent into a free juggle state on hit
Recovery from Sonic Cross varies depending on when Sonic Blade was canceled into Sonic Boom
2-hit projectile hitbox
Projectile Speed: 0.064
Takes 45 frames to charge
Builds 80/40 V-Gauge on Hit/Block (does not build any V-Gauge if the prior V-Skill projectile hit)
FATonline.png
MPMK > 46HP
HP Sonic Cross
MPMK > 46HP
SFV Guile MPMK 46P.png
Startup Active Recovery Hit
18 27(1)1 23 KD
Damage Stun Attack Block
40*40 (80) 50*50 (100) H 14
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
Puts opponent into a free juggle state on hit
Recovery from Sonic Cross varies depending on when Sonic Blade was canceled into Sonic Boom
2-hit projectile hitbox
Projectile Speed: 0.079
Takes 45 frames to charge
Builds 80/40 V-Gauge on Hit/Block (does not build any V-Gauge if the prior V-Skill projectile hit)
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MPMK > 46PP
EX Sonic Cross
MPMK > 46PP
SFV Guile MPMK 46PP.png
Startup Active Recovery Hit
46 27(1)1 21 KD
Damage Stun Attack Block
40*50*50 (140) 50*25*75 (150) H 21
  • Knockdown: 117 KD Adv, 58 Quick Rise Adv, 63 Back Rise Adv.
3-hit projectile hitbox
Projectile Speed: 0.135
Takes 45 frames to charge
Builds 100/50 V-Gauge on Hit/Block (does not build any V-Gauge if the prior V-Skill projectile hit)
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V-Skill 2

MPMK (VS2)
Dive Sonic
MPMK (VS2)
SFV Guile MPMK (VS2).png
Startup Active Recovery Hit
25(22) - 19+15(19+13) 4
Damage Stun Attack Block
40 50 H -7
1-hit Projectile
Airborne from frames 10-41
Can be performed from crouching
Unsafe if used up close but can be spaced to be up to +26 on block
Faster startup and recovery if canceled into from target combo
Builds 50/25 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 2 / 1 / 1
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V-Trigger 1

HPHK (VT1)
Solid Puncher
HPHK (VT1)
SFV Guile HPHK (VT1).png
Startup Active Recovery Hit
1 - 8 -
Damage Stun Attack Block
- - - -
3 bar V-Trigger
Duration of 2000 frames (~33 seconds)
Enables use of Sonic Break
Grants access to an improved Critical Art, Sonic Tempest
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4 or 5 or 6HPHK
Sonic Break
4 or 5 or 6HPHK
SFV Guile 4 or 5 or 6HPHK.png
Startup Active Recovery Hit
10 - 30 5
Damage Stun Attack Block
40 40 H -2
Initial Sonic Break can be used without any charge
Can choose speed of the initial Sonic Break by holding either back / neutral / forward when pressing HP+HK (Projectile Speed 0.036 / 0.064 / 0.079)
Cancels into follow-up Sonic Breaks on frames 18-20
Spends 350 V-Meter (17.5% V-Timer)
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46P or HPHK > P
Sonic Break Follow-up
46P or HPHK > P (up to 5 times)
SFV Guile 46P or HPHK P.png
Startup Active Recovery Hit
10 - 26 5
Damage Stun Attack Block
50 40 H -2
Can choose speed of the Sonic Break follow-ups by inputting either LP/MP/HP strengths (Projectile Speed 0.036 / 0.064 / 0.079)
Cancels into follow-up Sonic Breaks on frames 17-21
Can throw up to 5 Sonic Breaks follow-ups in a row
1-hit projectile
Cancelable from all VT Sonic Booms and Sonic Break
Spends 500 V-Meter (25% V-Timer) on first Sonic Break and 350 V-Meter (17.5% V-Timer) on follow-up Sonic Breaks
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46PP > P
EX Sonic Break Follow-up
46PP > P (up to 2 times)
SFV Guile 46PP P.png
Startup Active Recovery Hit
10 - 26 KD
Damage Stun Attack Block
30*40 (70) 50*50 (100) H 11
  • Knockdown: 109 KD Adv, 50 Quick Rise Adv, 55 Back Rise Adv.
Can throw up to 2 EX Sonic Break follow-ups after the initial EX Sonic Boom
2-hit projectile
Projectile Speed 0.135
Spends 450 V-Meter (22.5% of V-Timer)
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V-Trigger 2

HPHK (VT2)
Knife Edge
HPHK (VT2)
SFV Guile HPHK (VT2).png
Startup Active Recovery Hit
1 - 8 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Improves the properties of Flash Kicks and makes the non-EX Flash Kicks spawn projectiles as well
Can perform Flash Kick without charge when canceled from normal kick based attacks (st. LK, st. MK, st. HK, cr. LK, cr. MK)
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V-Shift

5MKHP
V-Shift
5MKHP
SFV Guile 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Ambush Kick
5MKHP
SFV Guile 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Reverse Back Knuckle
6PPP
SFV Guile 6PPP.png
Startup Active Recovery Hit
17 2 23 KD
Damage Stun Attack Block
- - H -2
  • Knockdown: 75(78) KD Adv, 16(19) Quick Rise Adv, 21(24) Back Rise Adv.
Strike and Projectile invincible on frames 1-30
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