Blanka
Blanka
Cammy
Cammy
Chun-Li
Chun-Li
Dee Jay
Dee Jay
Dhalsim
Dhalsim
E. Honda
E. Honda
Guile
Guile
JP
JP
Jamie
Jamie
Juri
Juri
Ken
Ken
Kimberly
Kimberly
Lily
Lily
Luke
Luke
Manon
Manon
Marisa
Marisa
Rashid
Rashid
Ryu
Ryu
Zangief
Zangief
Guile
Street Fighter 6Guile
Platform
Moves
Click moves when in Tag mode to toggle them on or off.
Control scheme
Hover
May not be available for some moves.
Disabled in Tag mode.

Move List

Common Moves
Drive Impact
Blitz Combination
Costs 1 Drive Gauge stock
Drive Reversal
Strike Eagle
Costs 2 Drive Gauge stocks
Drive Parry
Drive Parry
Costs Drive Gauge
Parry Drive Rush
Costs 0.5 Drive Gauge stock
Cancel Drive Rush
Costs 3 Drive Gauge stocks
Throws
Dragon Suplex
Judo Throw
Flying Mare
Flying Buster Drop
Unique Attacks
Full Bullet Magnum
Burning Straight
Spinning Back Knuckle
Knee Bazooka
Rolling Sobat
Reverse Spin Kick
Guile High Kick
Double Shot
Recoil Cannon
Drake Fang
Phantom Cutter
Special Moves
Sonic Boom
Costs 2 Drive Gauge stocks
Somersault Kick
Costs 2 Drive Gauge stocks
Sonic Blade
Costs 2 Drive Gauge stocks
Sonic Cross
Costs 2 Drive Gauge stocks
Sonic Break
Sonic Break
Super Arts
Sonic Hurricane
Costs 1 Super Art stock
Solid Puncher
Costs 2 Super Art stocks
Crossfire Somersault
Costs 3 Super Art stocks

Advanced Combos

Library (0)

Guides

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FGMoves
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Basic Info: How to play Guile Armed with an arsenal of easy-to-use moves to counter anything the opponent throws at him, Guile is all about executing a solid, no-nonsense game plan on both offense and defense. Guile has fast-recovering projectiles and exceptional anti- airs, allowing him to fight a well-rounded game at virtually any range. Many of his attacks move him forward or have long reach. Master these to hinder your opponent's gameplan, and you'll always have the advantage. Sonic Boom is both a spacing tool to disrupt your opponent from afar, and the bedrock Guile's offense is built upon. Special Move: Sonic Boom (HoldBF+P) Cross your arms with such speed that you fire a rotating aerial slash. Useful for checking distant opponents or as a way to start offensive pressure. My combat experience refined this move into what you see today. It's practically my partner. Light Sonic Booms are slow, and will serve as your shield. From there, determine if you should go on the offensive, or if you should prepare to anti-air your opponent. (Overdrive) Faster projectile speed and improved power. Effective at neutralizing your opponent's fireballs and generally frustrating them. Special Move: Somersault Kick (HoldDU+K) Perform a backwards somersault while unleashing a devastating kick. It is invincible against jumping attacks, making it useful as an anti-air technique. A move designed to intercept jumping opponents. It can also serve as a key move in combos. At mid-range, don't be afraid to crouch and wait for them to jump in. Up close, you can combo into it from light attacks if you spot an opening. (Overdrive) This version is invincible to your opponent's strikes and throws. Use it to get out of dicey situations. In live combat, always be prepared for your opponent to attack. Calmly use this move to strike back and push the odds in your favor. Special Move: Sonic Blade (QCB+P) Place a stationary, vertically rotating aerial slash in front of you. Use the follow-up Sonic Boom command to execute a Sonic Cross. This move places a stationary aerial slash in front of you. Throw a Sonic Boom into it to transform it into a Sonic Cross. Sonic Cross is a powerful, multi-hit projectile that will give you the advantage when dogfighting with opponents, so be sure to make it a part of your arsenal. (Overdrive) Executes faster and stays in place longer. You can also act sooner afterwards, further increasing its versatility. Use it to limit your opponent's movement options, or attack them while they're getting up off the ground. Firing off a Sonic Cross will massively up the projectile's speed. Ideal for catching your opponent off guard. Super Art: Sonic Hurricane (HoldBFBF+P) Fire a massive aerial slash directly ahead. An extremely versatile move that can be used in combos, to counter projectiles, or as a way to turn the tables when being pressured. The angle of the attack can be changed depending on the command input. Has long reach, and is invincible at the start. If you use a move that knocks your opponent away, you can use Sonic Hurricane to combo from it. It's also effective when used in response to your opponent's projectiles. The heavy version fires upward at a diagonal, inflicting solid anti-air damage and discouraging your opponent's jumps. Super Art: Solid Puncher (QCBQCB+P) Envelop both arms in aerial slashes and enables the use of Sonic Break. Activate this technique to enhance your Sonic Booms, enabling the use of up to four Sonic Breaks. It lasts for a limited period of time, represented by a timer, but is useful for combos, space control, and more. With a little creativity, you can suit it to your tastes. If you launch a Sonic Break after an Overdrive Sonic Boom, the Break won't consume any Drive Gauge. The damage it does is no joke, either, so don't be shy about using it in combos. Super Art: Crossfire Somersault (HoldBFBF+K) Launch your opponent into the air and follow up with a mighty somersault kick. It has invincibility at the beginning, making it useful as an anti-air attack or as a way to turn the tables on your opponent. This powerful move deals a ton of damage, and can alter the course of a fight in an instant. Best used in combos where you're guaranteed to land it, or as an anti-air. Connecting at the start of the move will register as a clean hit, but don't sweat it too much—even if you don't land a clean hit, the move still deals serious damage. Strategy: Fundamentals 1 It goes without saying, but mastering the basics is essential for any soldier. Get the fundamentals down, make it second nature, then polish until perfect. The basics, in my case, revolve around Sonic Boom. At a distance slightly greater than your initial starting position, throw out a light Sonic Boom and gauge your opponent's reaction. If they block or Drive Parry it, throw another Sonic Boom, and follow behind it to go on the attack. This is my fundamental game plan. All the while, remember your ABCs—Always Be Charging. Moves like Knee Bazooka (B+LK) let you move forward while maintaining charge for your specials. Strategy: Fundamentals 2 Next, let's discuss what to do if your opponent moves in reaction to your Sonic Booms. They're not a stationary target, remember. Predict their actions and react accordingly, ensuring no blind spots exist in your strategy. Keep an especially close eye on jumping opponents. If you're holding a crouching charge, a Somersault Kick will be your most consistent and effective anti-air option. If you're walking behind a Sonic Boom and don't have a charge, you can make do with a crouching heavy punch or standing medium kick. Or you can meet the opponent in the air and throw them. Strategy: Advanced 1 There are a few other situations you need to be aware of. If your opponent is closing in on you while defending against your Sonic Booms, use normal and unique attacks to keep them at bay and push them back. Crouching medium kick and standing heavy kick both let you attack while building a charge. You can also cancel out of crouching medium punch and Burning Straight (B+HP). All of these moves make for a very potent arsenal. If your opponent uses Drive Impacts against your Sonic Booms, there's no harm in blocking and biding your time. Given the opportunity, you can also respond with Drive Impacts and Drive Parries of your own. Strategy: Advanced 2 Here's a little technique that applies to Sonic Boom and Somersault Kick. If you press the button at exactly the same time you make the command string's final directional input, they'll do more damage. In Sonic Boom's case, you'll also have more of an advantage after the move connects. Master this, and you'll be able to pull off combos that wouldn't be possible with the normal version. The enhanced Somersault Kick has increased damage as an anti-air and combo extender. On the battlefield, even the slightest advantage can mean the difference between victory and defeat. Keep that in mind when practicing these.
Created 2023.06.04