FIGHTER GUIDE IORI'S STRATEGY

GUILE
ガイル

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for GUILE.

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Home›Fighter Guides›GUILE›Combos & Okizeme
COMBO ROUTES

GUILE Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (23)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = Parry Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit J Sonic = Just Sonic Boom

Sonic Boom = [4]6P Somersault Kick = [2]8K Sonic Blade = 214P Sonic Cross = 6P after Sonic Blade

SA1 Sonic Hurricane = [4]6・4・6P SA2 Solid Puncher = 214214P SA3 Crossfire Somersault = [4]6・4・6K

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

st.HK

Startup changed from 13F to 12F.

OD Sonic Blade

Block advantage changed from -4F to +1F, improving block pressure as well as combo applications.

SA1 Sonic Hurricane

The horizontal version gained improved combo utility and coverage higher up. The upward HP version connects more reliably against standing opponents. Against a standing opponent, HP SA1 (upward) can now combo into LP/MP SA1 (horizontal).

cr.HP

The March 2026 adjustments made cr.HP cancelable into special moves and Super Arts.

Because st.HK's startup changed, older corner Sonic Boom loops may need different timing.

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COMBO ROUTES03

10 essential starter combos

1. cr.LK starter

cr.LK > cr.LP > H Somersault Kick

If the extra light attack reaches: cr.LK > cr.LP > st.LK > H Somersault Kick

Return the direction to neutral before st.LK, or you may get 4LK Knee Bazooka instead.

2 Basic st.MP route

st.MP > cr.MP > H Somersault Kick

Start charging down immediately after pressing st.MP.

3. Basic target combo

st.MP > 4HP > H Somersault Kick

A basic Recoil Cannon route. Begin the down charge from st.MP.

4. Single cr.MP starter

cr.MP > H Somersault Kick

cr.MP starts in 6F. It is useful for close-range confirms and punishes.

5. cr.HP combo

cr.HP > H Somersault Kick

An important route since March 2026: cr.HP can cancel into special moves and Super Arts.

6. Reliable DR MP route

DR > st.MP > cr.HP > H Somersault Kick

7. Higher-damage DR MP route

DR > st.MP > st.MP > cr.MP > H Somersault Kick

8. Drive Rush overhead

DR > 6MP > cr.MP > H Somersault Kick

6MP is an overhead. Drive Rush's added advantage lets it start a combo.

9 st.HP Punish Counter

st.HP PC > st.MP > 4HP > H Somersault Kick

Use after blocking an invincible reversal, after a successful shimmy, or in similar punish situations.

10 6HP Punish Counter

6HP PC > st.MP > cr.MP > H Somersault Kick

6HP is +3F on block. It whiffs against crouching opponents, so this route requires a standing opponent.

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COMBO ROUTES04

SA3 Combo

basic

cr.MP > H Somersault Kick > SA3

Easy route

st.MP > 4HP > SA3

Note: st.MP > 4HP > H Somersault Kick > SA3

That route may not give all of SA3's hits. Also learn the direct cancel from 4HP into SA3.

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COMBO ROUTES05

New SA1 combo: August 2026 version

Standing opponents only

st.MP > 4HP > HP SA1 (upward) > LP/MP SA1 (horizontal)

Uses 2 Super bars. A new damage route in the version described here.

Earlier option

st.MP > 4HP > HP version SA1 > OD Somersault Kick

HP SA1 can miss a crouching opponent, so confirm that the opponent is standing.

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ESSENTIAL ROUTES06

2 HK Punish Counter

cr.HK PC > 3HK > H Somersault Kick

Then

> L/M SA1

The combo can extend this far.

cr.HK > 3HK only combos when the first hit is a Punish Counter.

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ESSENTIAL ROUTES07

6HK Punish Counter

6HK PC > L or M SA1

6HK Punish Counter causes a large stagger, allowing an efficient direct combo into SA1.

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ESSENTIAL ROUTES08

High-damage st.HP / 6HP Punish Counter routes

st.HP PC

st.HP PC > st.HP > CDR > st.HK > cr.MP > H Somersault Kick > SA3

6HP PC: high-damage option

6HP PC > st.HP > CDR > st.HK > st.HP > CDR > st.HK > cr.MP > H Somersault Kick > SA3

st.HK starts in 12F in this version, so input timing may differ from older videos.

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COMBO ROUTES09

Corner combos

Stable route

6HP PC > st.MP > 4HP > L Sonic Blade > H Somersault Kick

Using OD Sonic Blade

6HP PC > st.HP > OD Sonic Blade > Sonic Cross > H Somersault Kick

OD Sonic Blade is +1F on block in the version described here.

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ESSENTIAL ROUTES10

Just Sonic Boom

After completing the charge, press forward and P within 2F of each other to get Just Sonic Boom.

The Just version has 1F more advantage on hit and block than the regular version.

On hit, this can allow a follow-up normal in some situations.

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COMBO ROUTES11

Practical Just Sonic Boom combos

Midscreen

6HP PC > cr.MP > L Just Sonic Boom > cr.LP > H Somersault Kick

Corner: relatively reliable route

j.HP > cr.HP > L Just Sonic Boom > cr.LP > st.LK > H Somersault Kick

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ESSENTIAL ROUTES12

Sonic Boom loops

Example against a standing opponent

st.MP > cr.MP > delayed L Just Sonic Boom > cr.MP > delayed L Just Sonic Boom > 3HK > H Somersault Kick

Requirements: recognize standing versus crouching hits, use Just inputs, connect on later active frames, and maintain charge.

An advanced option.

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COMBO ROUTES13

SA2 Solid Puncher

easy

st.HK > SA2 > OD Sonic Boom > Sonic Break

Example of a long corner-carry route

st.HK > SA2 > 6HP > st.LP > cr.LP > st.LK > H Sonic Boom > repeated Sonic Break > forward dash > late-active 6HP > cr.MP target combo > H Somersault Kick

SA2 also serves corner carry, Drive recovery, and chip damage against a burned-out opponent.

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SETPLAY14

Key Frame Advantage by Ender

L Somersault Kick > +36F…

M Somersault Kick > +37F…

H Somersault Kick > +37F…

OD Somersault Kick > +29F…

cr.HK > +34F

OD Sonic Boom > at least approximately +48F

OD Sonic Blade > +54F or more

forward throw > +15F

back throw > +18F

Horizontal SA1 > +41F

Upward HP SA1 > +70F

SA3 > +16F

Somersault Kick's advantage varies with hit height. H Somersault Kick does not always leave +42F.

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SETPLAY15

Setplay

1. Midscreen: after H Somersault Kick

After H Somersault Kick: approximately +39–41F in common situations.

Midscreen

H Somersault Kick > L Sonic Blade

This is a reliable option.

From there:

Options: L Sonic Cross, crouch and wait, or anti-air a jump.

At midscreen, instead of forcing your way into point-blank range:

Score a knockdown > set Sonic Blade > resume your game plan behind the projectile.

These are your basic options.

2. Midscreen H Sonic Blade setup

H Somersault Kick > H Sonic Blade

If the opponent stays grounded, fire Sonic Boom to produce Sonic Cross.

If the opponent jumps, do not fire Sonic Boom; anti-air instead.

basic

Set Sonic Blade, then anti-air a jump or use Sonic Cross against a grounded opponent.

3 corner / H Somersault Kick > Guile High Kickwhiff

corner

H Somersault Kick > 3HK whiff

> +4F

From there:

• throw • strike • walk-back shimmy

An important corner setplay sequence.

4 corner / H Somersault Kick > Sonic Blade meaty

H Somersault Kick > L or H Sonic Blade

Make the later active frames overlap the opponent's wake-up.

Afterward

Follow-up options: strike, throw, shimmy, or Sonic Cross.

Continue into these options.

Sonic Blade is a projectile, so it can also cover some strike-invincible SA1 moves and counters.

Watch out for Perfect Parry.

5. Important Year 4 change: OD Sonic Blade at +1

OD Sonic Blade > +1F even on a regular block

From there:

cr.LP makes it easier to beat a 4F interrupt.

Other options:

OD Sonic Blade > Sonic Cross

OD Sonic Blade > throw

OD Sonic Blade > wait and observe

Choose among these options to match the opponent's response.

6. H Somersault Kick into a late-active overhead

corner

H Somersault Kick > st.LK whiff > 6MP

Connect 6MP on a later active frame.

On hit, this can leave enough advantage to combo into cr.LP.

An overhead option against opponents watching for a throw.

7. Midscreen: Drive Rush after M Somersault Kick

cr.MP > M Somersault Kick

Afterward

• DR > cr.MP • DR > 6MP • DR > throw

Choose among these options to match the opponent's response.

At midscreen, recovery choices change the spacing. Setting Sonic Blade is often more reliable.

8 forward throw after

forward throw > +15F

This does not give a meterless throw loop.

Options

Options: L Sonic Boom; whiff LP and check for an invincible reversal; DR into throw; or DR into a strike.

Repeating DR throw every time is vulnerable to an invincible reversal on reaction to the rush.

9 HP version SA1 after +70F

HP version SA1 > +70F

two forward dashes > 70 - 21 - 21 > +28F

From there:

Prepare Sonic Blade, Drive Rush, or a meaty projectile.

These options can be prepared from this situation.

10 +42F approximately safe jump

If the combo's hit height leaves approximately +42F after H Somersault Kick or a similar ender:

> immediateforward jumpattack

An immediate forward jump attack is the basic safe-jump timing.

Somersault Kick's advantage varies with hit height. Always confirm +42F using Training Mode's frame meter.

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ESSENTIAL ROUTES16

After Drive Rush MP is blocked

Key sequence

4HP > CDR > st.MP

If the opponent blocks through st.MP:

You are point-blank, at approximately +4F, and within throw range.

From there:

throw

An immediate throw leaves no gap for an interrupt.

st.MP

At +4F, the 7F move beats a 4F interrupt.

walk back

Walk back to bait a throw tech with a shimmy.

An important part of Guile's pressure.

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ESSENTIAL ROUTES17

After 6HP is blocked

6HP > block +3F > hit +5F

From there:

• cr.LP • st.MP • throw

Continue into these options.

This whiffs against a crouching opponent.

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ESSENTIAL ROUTES18

Pressure against a burned-out opponent

When the opponent is in Burnout, normals and projectiles give more advantage on block.

Example

DR Knee Bazooka > cr.LP > Sonic Boom

Sequences like this more easily form true blockstrings.

In the corner, make the opponent block L Sonic Boom on a later active frame, then use:

cr.LP > another Sonic Boom

This is also strong for chip damage.

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COMBO ROUTES19

Invincible-Reversal Punishes

stable route

st.HP PC > st.MP > 4HP > H Somersault Kick

lethal route

st.HP PC > st.HP > CDR > st.HK > cr.MP > H Somersault Kick > SA3

In the corner, continue with:

H Somersault Kick > 3HK whiff > shimmy

Practice the follow-up situation as part of the sequence.

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ESSENTIAL ROUTES20

10 Practical Starter Routes

1. cr.LK > cr.LP > H Somersault Kick

2. st.MP > cr.MP > H Somersault Kick

3. st.MP > 4HP > H Somersault Kick

4. DR st.MP > cr.HP > H Somersault Kick

5. DR 6MP > cr.MP > H Somersault Kick

6. cr.MP > H Somersault Kick > SA3

7. st.HP PC > st.MP > 4HP > H Somersault Kick

8. corner H Somersault Kick > 3HK whiff > +4F > throw / strike / shimmy

9. H Somersault Kick > set Sonic Blade > anti-air a jump, or use Sonic Cross if the opponent stays grounded.

10. 4HP > CDR > st.MP block > +4F > throw / st.MPframe trap / shimmy

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ESSENTIAL ROUTES21

Current Game Plan

Make the opponent move with Sonic Boom > anti-air jumps with Somersault Kick > combo from medium attacks > set Sonic Blade at midscreen > use +4F shimmies or meaty Sonic Blade in the corner > land strikes and throws > return to Sonic Boom pressure.

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ESSENTIAL ROUTES22

Notes for Older Guides

Use the following current-version replacements.

OD Sonic Blade is +1F on block.

st.HK starts in 12F.

HP SA1 can be followed by horizontal SA1.

cr.HP can cancel into special moves and Super Arts.

Older Sonic Boom loops using st.HK may require different input timing.

Advantage after Somersault Kick varies with hit height; do not treat it as a fixed value.

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ESSENTIAL ROUTES23

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; Year 4 Guile combo material; Guile-specific setplay testing; 2026-8-3 adjustment information.

Combo and setplay conditions can vary with spacing, late-active hits, hit height, recovery choice, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.