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.
- Health
- 10000
- Published data
- 3 sections
GUILE

FRAME DATA
GUILE Frame Data (SF6)
Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.
Move names use CAPCOM's official English Frame Data terminology.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 5 | 5-7 | 7 | 4 | -2 | C | 300 | Chain-cancelable. |
| Normal Attacks | Standing Light Kick | 5 | 5-6 | 12 | 3 | -1 | C | 300 | — |
| Normal Attacks | Standing Medium Punch | 7 | 7-9 | 15 | 6 | 0 | C | 600 | — |
| Normal Attacks | Standing Medium Kick | 7 | 7-11 | 18 | 1 | -4 | 700 | — | |
| Normal Attacks | Standing Heavy Punch | 7 | 7-9 | 23 | -1 | -6 | C | 900 | Counter Hit On hit: +14 |
| Normal Attacks | Standing Heavy Kick | 12 | 12-14 | 21 | 4 | -4 | SA | 800 | — |
| Normal Attacks | Crouching Light Punch | 4 | 4-6 | 8 | 5 | -2 | C | 300 | Chain-cancelable. |
| Normal Attacks | Crouching Light Kick | 5 | 5-6 | 12 | 1 | -3 | 200 | Chain-cancelable. | |
| Normal Attacks | Crouching Medium Punch | 6 | 6-8 | 13 | 4 | -2 | C | 600 | Note: On whiff: 3F additional recovery. |
| Normal Attacks | Crouching Medium Kick | 8 | 8-10 | 18 | 4 | -5 | 500 | — | |
| Normal Attacks | Crouching Heavy Punch | 9 | 9-13 | 20 | 0 | -9 | C | 900 | Forces stand only when active frame 1 connects. |
| Normal Attacks | Crouching Heavy Kick | 9 | 9-29 / 9-10, 27-29 | 21 | D | -12 | 900 | On Punish Counter: longer knockdown and hard knockdown. first hit Counter Hit On hit: launch knockdown | |
| Normal Attacks | Jumping Light Punch | 4 | 4-13 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 6 | 6-15 | landing recovery 3 | 300 | Cross-up property. | |||
| Normal Attacks | Jumping Medium Punch | 7 | 7-9 | landing recovery 3 | 700 | Causes a launch knockdown on airborne hit. | |||
| Normal Attacks | Jumping Medium Kick | 7 | 7-13 | landing recovery 3 | 600 | — | |||
| Normal Attacks | Jumping Heavy Punch | 9 | 9-12 | landing recovery 3 | 800 | On Counter Hit/Punish Counter: slam knockdown | |||
| Normal Attacks | Jumping Heavy Kick | 10 | 10-14 | landing recovery 3 | 800 | — | |||
| Unique Attacks | Full Bullet Magnum | 20 | 20-22 | 19 | 2 | -3 | 800 | Causes a slam knockdown on airborne hit. | |
| Unique Attacks | Burning Straight | 9 | 9-11 | 21 | 1 | -4 | C | 800 | — |
| Unique Attacks | Spinning Back Knuckle | 16 | 16-18 | 20 | 5 | 3 | 800 | — | |
| Unique Attacks | Knee Bazooka | 8 | 8-11 | 15 | 0 | -4 | 500 | — | |
| Unique Attacks | Rolling Sobat | 11 | 11-13 | 18 | 3 | -6 | 700 | 7-17F low-profile invulnerable | |
| Unique Attacks | Rolling Sobat | 11 | 11-13 | 18 | 3 | -6 | 700 | 7-17F low-profile invulnerable On whiff: recovery 21F/ 34F | |
| Unique Attacks | Reverse Spin Kick | 17 | 17-19 | 26 | -1 | -8 | 1000 | 4F-28F throw invulnerable/low-profile invulnerable Counter Hit On hit: launch knockdown Counter Hit On hit: crumple | |
| Unique Attacks | Guile High Kick | 10 | 10-12 | 23 | 0 | -9 | C | 1000 | Counter Hit On hit: launch knockdown On airborne hit:, Counter Hit or more launch knockdown18-19F special move Cancelable |
| Unique Attacks | Recoil Cannon | 16 | 16-18 | 26 | D | -9 | C | 600 | 8-9F special move, SA whiff Cancelable |
| Unique Attacks | Double Shot | 12 | 12-14 | 16 | D | -6 | C | 400 | — |
| Unique Attacks | Drake Fang | 20 | 20-22 | 21 | 1 | -5 | 800 | On Counter Hit/Punish Counter: ground bounce | |
| Unique Attacks | Phantom Cutter | 10 | 10-12 | 25 | D | -12 | C | 600 | — |
| Special Moves | L Sonic Boom | 10 | total 40 | 3 | -3 | SA3 | 550 | 12-20F normal version Sonic Break(SA2activateduringactivateavailablemove) Can follow up | |
| Special Moves | (Perfect timing) L Sonic Boom | 10 | total 40 | 4 | -3 | SA3 | 600 | 12-20F normal version Sonic Break(SA2activateduringactivateavailablemove) Can follow up | |
| Special Moves | M Sonic Boom | 10 | total 40 | 3 | -3 | SA3 | 550 | 12-20F normal version Sonic Break(SA2activateduringactivateavailablemove) Can follow up | |
| Special Moves | (Perfect timing) M Sonic Boom | 10 | total 40 | 4 | -3 | SA3 | 600 | 12-20F normal version Sonic Break(SA2activateduringactivateavailablemove) Can follow up | |
| Special Moves | H Sonic Boom | 10 | total 40 | 3 | -3 | SA3 | 550 | 12-20F normal version Sonic Break(SA2activateduringactivateavailablemove) Can follow up | |
| Special Moves | (Perfect timing) H Sonic Boom | 10 | total 40 | 4 | -3 | SA3 | 600 | 12-20F normal version Sonic Break(SA2activateduringactivateavailablemove) Can follow up | |
| Special Moves | OD Sonic Boom | 10 | total 38 | 3 | SA2 | 1000 | 12-20F OD version Sonic Break(SA2activateduringactivateavailablemove) Can follow up | ||
| Special Moves | L Somersault Kick | 5 | 5-10 | 26+landing recovery 15 | D | -30 | SA3 | ※1000 | 1-7F airborne strike; 8-36F airborne Note: active frames 3F onward Damage(800) |
| Special Moves | (Perfect timing) L Somersault Kick | 5 | 5-10 | 26+landing recovery 15 | D | -30 | SA3 | ※1200 | 1-7F airborne strike; 8-36F airborne Note: active frames 3F onward Damage(1000) |
| Special Moves | M Somersault Kick | 6 | 6-11 | 27+landing recovery 15 | D | -31 | SA3 | ※1100 | 1-8F airborne strike; 8-38F airborne Note: active frames 3F onward Damage(800) |
| Special Moves | (Perfect timing) M Somersault Kick | 6 | 6-11 | 27+landing recovery 15 | D | -31 | SA3 | ※1300 | 1-8F airborne strike; 8-38F airborne Note: active frames 3F onward Damage(1000) |
| Special Moves | H Somersault Kick | 7 | 7-12 | 28+landing recovery 15 | D | -32 | SA3 | ※1200 | 1-9F airborne strike; 8-40F airborne Note: active frames 3F onward Damage(800) |
| Special Moves | (Perfect timing) H Somersault Kick | 7 | 7-12 | 28+landing recovery 15 | D | -32 | SA3 | ※1400 | 1-9F airborne strike; 8-40F airborne Note: active frames 3F onward Damage(1000) |
| Special Moves | OD Somersault Kick | 6 | 6-11 | 26+landing recovery 20 | D | -33 | ※1600 | 1-11F fully invincible8-37F airborne Note: active frames 3-4F Damage(700) | |
| Special Moves | L Sonic Blade | 16 | 16-60 | total 42 | -3 | -4 | SA3 | 400 | 35-40F Sonic Cross Can follow up |
| Special Moves | M Sonic Blade | 21 | 21-105 | total 50 | -6 | -7 | SA3 | 400 | 40-46F Sonic Cross Can follow up |
| Special Moves | H Sonic Blade | 31 | 31-130 | total 54 | 1 | -1 | SA3 | 500 | 50-54F Sonic Cross Can follow up |
| Special Moves | OD L Sonic Blade | 15 | 15-114 | total 39 | D | 1 | SA2 | 600 | 34-39F ODSonic Cross Can follow up |
| Special Moves | OD M Sonic Blade | 15 | 15-114 | total 39 | D | 1 | SA2 | 600 | 34-39F ODSonic Cross Can follow up |
| Special Moves | OD H Sonic Blade | 15 | 15-114 | total 39 | D | 1 | SA2 | 600 | 34-39F ODSonic Cross Can follow up |
| Special Moves | L Sonic Cross | 10 | total 38 | D | -1 | 1000 | — | ||
| Special Moves | (Perfect timing)L Sonic Cross | 10 | total 38 | D | -1 | 1200 | — | ||
| Special Moves | M Sonic Cross | 10 | total 38 | D | -1 | 1000 | — | ||
| Special Moves | (Perfect timing)M Sonic Cross | 10 | total 38 | D | -1 | 1200 | — | ||
| Special Moves | H Sonic Cross | 10 | total 38 | D | -1 | 1000 | — | ||
| Special Moves | (Perfect timing)H Sonic Cross | 10 | total 38 | D | -1 | 1200 | — | ||
| Special Moves | OD Sonic Cross1 | 10 | total 38 | D | 6 | 1300 | — | ||
| Special Moves | OD Sonic Cross2 | 10 | total 38 | D | 6 | 1700 | hit afterwall splat | ||
| Special Moves | Sonic Break(Single shot) | 11 | total 36 | 2 | -2 | 600 | 13-21F normal version Sonic Break (SA2activateduringactivateavailablemove) Can follow up | ||
| Special Moves | Sonic Break(Variation) | 11 | total ※36 | 2 | -2 | 600 | 13-21F normal version Sonic Break (SA2activateduringactivateavailablemove) Can follow up(3 through) Note: follow-upfinal hit only, recovery 1F decrease | ||
| Special Moves | OD Sonic Break | 11 | total 35 | D | 3 | 1000 | 13-21F OD version Sonic Break (SA2activateduringactivateavailablemove) Can follow up(1 only) | ||
| Super Arts | SA1 Sonic Hurricane(Up) | 7 | 7-58 | total 75 | -2 | 1800 | Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change | ||
| Super Arts | SA1 Sonic Hurricane(Side) | 8 | 8-58 | total 89 | D | -26 | 2000 | 1-8F strike/throw invulnerable Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change | |
| Super Arts | SA2 Solid Puncher | total 6 | 0 | activateafter Sonic Break(SA2activateduring availablemove) activateavailable. | |||||
| Super Arts | SA3 Crossfire Somersault | 9 | 9-14 | 30+landing recovery 40 | D | -59 | 4000 | 1-14F fully invincible12-44F airborne Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: active frames 3F onward Damage(3000) Applies only when canceled into a special move. | |
| Super Arts | CA Crossfire Somersault | 9 | 9-14 | 30+landing recovery 40 | D | -59 | 4500 | 1-14F fully invincible12-44F airborne Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: active frames 3F onward Damage(3500) Applies only when canceled into a special move. | |
| Normal Throws | Dragon Suplex | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Judo Throw | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Flying Mare | 5 | 5-7 | landing recovery 3 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Flying Buster Drop | 5 | 5-7 | landing recovery 3 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Common System | Forward Dash | total 21 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact: Blitz Combination | 26 | 26-27 | 35 | D | -3 | 800 | 1-27F armor (2) Counter Hit, ー ー after hit properties change; hitcrumple; duringhit; SA Gauge3000increase | |
| Common System | Drive Reversal (while blocking): Strike Eagle | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Reversal (while recovering): Strike Eagle | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗