- Startup
- 5
- Active
- 3
- Recovery
- 7
- On hit
- +4
- On block
- -2
- Damage
- 300
- Guard
- LH
- Cancel
- Chn Sp SA
- Total
- 14
- Punish counter
- +8
- Drive dmg (block)
- 500
- Drive gain
- 250
Chains into 5LP/2LP/2LK; SA2 cancel: +7/+1
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 counter-zone 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 and 5MK get 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, requiring precise charge timing to loop a cornered opponent. 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.
Right to Bear Arms: The best fireball zoning in the entire game, coupled with one of the best anti-air specials in the game
Peacekeeper: Strong pokes to enforce yourself with alongside incredible anti-air buttons
He's Covered Wars, You Know?: Good pressure and brawling potential with an emphasis on draining Drive Gauge
Easy Operation: A simple, clean, and no-frills playstyle that rewards meticulous decision making
Reload!: Being a full on charge character, restricting your playstyle and inputs if you aren't holding down back
Phantom Pain: Most of your beat pokes aren't cancelable into Drive Rush or specials
Cold War: Playing patient, sometimes extremely so
Chains into 5LP/2LP/2LK; SA2 cancel: +7/+1
Main combo starter, can chain into 4HP Target Combo; SA2 cancel: +17/+11
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
Stagger effect makes it useful as a whiff punish; extends a hurtbox 1f before active that is vulnerable to projectiles; SA2 cancel: +18/+13
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
Solid anti-air
SA2 cancel: +21/+13; can link into 2LP at point blank, 2MP on close range Counter-hit, or 5HP on mid-range Punish Counter
Chains into 5LP/2LP/2LK; SA2 cancel: +9/+2; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-6 is vulnerable only to aerial strikes (preventing its use as an anti-air)
3f extra recovery on whiff; low pushback on hit; chains into itself for a launching Target Combo; has an extended hurtbox on whiff until the end of recovery; SA2 cancel: +13/+7; topmost hurtbox on frames 1-8 is vulnerable only to aerial strikes (preventing its use as an anti-air)
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
Good vertical anti-air (cannot hit cross-up); forces stand on hit (useful to create consistent spacing in Sonic Boom loops); SA2 cancel: +18/+9
Chains into 5LP/2LP/2LK
Good poke, especially when used from Drive Rush; significantly more range on 2nd active frame (may not work as an 8f punish at some ranges)
() refers to 20% scaled damage from 2MK combo starter; low into overhead string; has a 5f gap between hits on block that can lead to trade combos; causes spike knockdown vs. airborne opponents; Counter-hit/Punish Counter puts the opponent into a limited juggle OTG bounce state (juggle into [2]8LK is most consistent); 2nd hit maintains the CH/PC state from the initial 2MK
2 hits; both hits have juggle potential; 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
(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 on crouching opponents (works after Punish Counter 2HK due to juggle state); SA2 cancel: KD +47/+4; special/DR cancel/DI is delayed until after 5th recovery frame
Fast and high damage for a command overhead; spike knockdown vs. airborne opponents
Whiffs vs. crouching opponents; has some juggle potential; long forward movement
4-28f low crush/throw invuln (not airborne); Counter-hit causes knockdown vs. grounded/airborne opponents (KD +29~); Punish Counter causes crumple vs. grounded and limited juggle state vs. airborne; extends a hurtbox 1f before active that is vulnerable to projectiles
Good buffer tool that allows Guile to maintain back charge; SA2 cancel: +18/+13
7-17f low crush (not airborne); has some juggle potential; great approach option out of Drive Rush; the final active frame requires incredible precise spacing to connect (for practical purposes, the max frame advantage is +3/-1)
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
Whiffs on crouching opponents unless they extend a vertical hurtbox; puts airborne opponents into limited juggle state on CH; puts grounded/airborne opponents into free juggle state on PC; not a reliable anti-air; SA2 cancel: +12/+3; special/DR/DI cancel is delayed until after 5th recovery frame; extends a hurtbox 1f before active that is vulnerable to projectiles
Can be used as a fuzzy instant overhead
Puts airborne opponents into limited juggle state; lower body projectile invuln 7-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Spikes airborne opponents on counter-hit/Punish Counter; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Cross-up
Lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Decent horizontal jump-in; lower body projectile invuln 10-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Side switch; Drive Rush is required for throw/strike oki after back throwing opponent into corner; a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Side switch; if throwing opponent back into the corner, can Drive Rush for meaty strike (no true throw oki)
Higher air throw gives slightly better KD Adv.; gives oki if near the corner
No corner throw loop without Drive Rush (with frame-perfect timing, can throw loop vs. Blanka, E. Honda, and Zangief); a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
2 hits; [] refers to projectile active time (very slow forward movement); 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
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
1 hit; [] refers to projectile active time (very slow forward movement); 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
2-hit OD projectile; button combination determines forward movement speed of the projectile (LP+MP slowest, LP+HP mid, MP+HP fastest); [] refers to 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; gives slight advantage on block and can be extremely plus when used with meaty timing; SA2 cancel: KD+68/+16
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
No charge required to throw projectile; puts opponents into limited juggle state; costs 3 total stocks of Drive Gauge counting the initial Sonic Blade activation (4 stocks if you delay with a manual OD Sonic Boom); 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
No charge required to throw projectile; the 6P button strength determines projectile speed and Drive damage on block (LP 3500 / MP 5000 / HP 4000); 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); arm hurtbox appears 2f before active
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
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)
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)
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); 2nd active frame extends a wide combo-only hitbox (important for specific combo routes like CH/PC 2MK~6MP bounce or max range CH 2MP link)
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)
1-hit projectile; 45f charge (charge lasts 10f after releasing back direction); input 6+HP within 3f of each other for Perfect timing (better damage and Hit advantage); can follow up with Sonic Break (6P) during SA2; arm hurtbox appears 2f before active
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; arm hurtbox appears 2f before active
1-hit projectile; 45f charge (charge lasts 10f after releasing back direction); input 6+MP within 3f of each other for Perfect timing (better damage and Hit advantage); can follow up with Sonic Break (6P) during SA2; arm hurtbox appears 2f before active; has the most Drive Damage and Super Gain of all meterless versions, giving it a unique purpose
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-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
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
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
Gives access to Sonic Break follow-ups; remaining active time decreases by 200f with each Sonic Break use (maximum 7 uses)
45f charge (charge lasts 22f after releasing back direction); 7-hit Super projectile; primarily used in air juggles (whiffs on crouching opponents unless they extend a vertical hurtbox, 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; can follow up with a LP/MP SA1 after hitting a grounded opponent
45f charge (charge lasts 22f after releasing back direction); 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
45f charge (charge lasts 22f after releasing back direction); 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
45f charge (charge lasts 22f 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; active frames 1-3 only hits on the shorter-range hitbox in front of Guile, but extends a combo-only hitbox to its full range that connects if the opponent is in hitstun (essentially has 11f startup as a long-range punish tool, like when used against the opponent's projectile); the upper combo-only hitbox applies to strike-based hitstun (e.g. j.MP air-to-air) while the lower combo-only hitbox applies to projectile-based hitstun (e.g. anti-air Sonic Boom); can be juggled into after HP SA1 if the opponent was launched from a grounded state
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal.
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze except for a 12f freeze when interacting with the opponent's throw hitbox (this also refunds 1 Drive bar after punishing the throw); see Drive Reversal.
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.805 (min/throw), 1.898 (min/block), 3.461 (max/final DR frame)
"Come on!"
"This is a war, and I'm ready for you."
"Got you in my sights."
"You won't know what hit you."
Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.