STREET FIGHTER 6
MAX DATABASE
ガイル
59 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; SA2 cancel: +7/+1
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Main combo starter, can chain into 4HP Target Combo; SA2 cancel: +17/+11
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes Stagger effect makes it useful as a whiff punish; extends a hurtbox 1f before active that is vulnerable to projectiles; SA2 cancel: +18/+13
Standing Light Kick
5LK5L
Notes 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
Standing Medium Kick
5MK5M
Cancel -
Notes Solid anti-air
Standing Heavy Kick
5HK5H
Cancel SA
Notes SA2 cancel: +21/+13; can link into 2LP at point blank, 2MP on close range Counter-hit, or 5HP on mid-range Punish Counter
Crouching Light Punch
2LP2L
Notes 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)
Crouching Medium Punch
2MP2M
Notes 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)
Crouching Heavy Punch
2HP2H
Notes 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
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK
Crouching Medium Kick
2MK2M
Cancel TC
Notes 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)
Dragon Sweep
2HK2H
Notes 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
Somersault Kick
[2]8HK[2]8H
Cancel SA3
Notes 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)
[2]8KK
Notes 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)
[2]8LK[2]8L
Notes 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)
[2]8MK[2]8M
Notes 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)
Phantom Cutter
2HK~3HK2HK~3H
Notes (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 is delayed until after 5th recovery frame
Drake Fang
2MK~6MP2MK~6M
Notes () 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; 2nd hit maintains the CH/PC state from the initial 2MK
Double Shot
2MP~2MP2MP~2M
Notes 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
Recoil Cannon
5MP~4HP5MP~4H
Cancel Sp SA kara
Notes 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
Guile High Kick
3HK3H
Notes 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 cancel is delayed until after 5th recovery frame; extends a hurtbox 1f before active that is vulnerable to projectiles
Sonic Boom
[4]6LP[4]6L
Notes 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
[4]6MP[4]6M
Notes 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
[4]6HP[4]6H
Notes 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
Burning Straight
4HP4H
Notes Good buffer tool that allows Guile to maintain back charge; SA2 cancel: +18/+13
Knee Bazooka
4LK4L
Notes 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)
[4]6PP
Cancel SA2 SA3
Notes 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
Full Bullet Magnum
6MP6M
Notes Fast and high damage for a command overhead; spike knockdown vs. airborne opponents
Spinning Back Knuckle
6HP6H
Notes Whiffs vs. crouching opponents; has some juggle potential; long forward movement
Rolling Sobat
4MK or 6MK4MK or 6M
Notes 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
Reverse Spin Kick
6HK6H
Notes 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
Jump LP
j.LPj.L
Notes Can be used as a fuzzy instant overhead
Jump MP
j.MPj.M
Notes 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)
Jump HP
j.HPj.H
Notes 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)
Jump LK
j.LKj.L
Notes Cross-up
Jump MK
j.MKj.M
Notes Lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jump HK
j.HKj.H
Notes 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)
Sonic Blade
214HP214H
Notes 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
214LP214L
Notes 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
Sonic Cross
214P ~ 6PP
Notes 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
214P ~ 6P
Notes 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
214PP
Notes 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; SA2 cancel: KD+68/+11
214MP214M
Notes 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
214PP ~ 6P
Cancel SA2* SA3
Notes 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
214PP ~ 6PP
Notes 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
Sonic Hurricane
[4]646P
Notes 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)
Solid Puncher
214214P
Notes Gives access to Sonic Break follow-ups; remaining active time decreases by 200f with each Sonic Break use (maximum 7 uses)
Crossfire Somersault
[4]646K
Notes 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