Guile Moves and Hitboxes

Guile moves, stats and hitboxes

How to play Guile in Street Fighter 5

Guile is the go to zoning character of Street Fighter 5. When alternating between his Sonic Blade and Sonic Boom the opponent will have a hard time getting in on Guile or matching him with projectiles.

If the opponent tries to jump in Guile can use crouching heavy punch at close to mid-range with medium kick being a great anti-air for far ranges, you can use his Flash Kick when you see the jump in coming and have a charge.

In mid-range for when you’re too close for Sonic Boom make good use of his poking normals.
Back and forward light kick and medium kick also help you move around while keeping his Sonic Boom charge up.
Don’t be too eager to push buttons at this range so you can punish failed reversal attempts with a crush counter to deal heavy damage.

While Guile is a zoning character at heart you can still deal high damage in combos.
Guile also has his target combos and standing heavy punch for hit confirms when pressuring opponents on mid range.

Stats:

Vitality: 950
Stun: 950
V-Gauge: 900
Forward Walk Speed: 5.2
Backward Walk Speed (Pixels Per Frame): 3.3
Dash Duration (Total Frames): 18
Dash Distance (Total Pixels): 155.979
Backdash Duration (Total Frames): 2 throw invincible, 11 airborne, 12 recovery (25 total)
Backdash Distance (Total Pixels): 109.8
Pre-Jump Frames: 3 forward, 4 vertical or backward
Jump Duration (Total Frames): 38
Forward Jump Distance (Total Pixels): 212.8
Backward Jump Distance (Total Pixels): 182.4

Normal Moves

Guile Light Punch Hitbox - Normal Move

Light Punch

  • Great range for a jab
  • Startup: 4
  • Active: 2
  • Recovery: 8
  • On hit: 4
  • On block: 3
  • Damage: 30
  • Cancels into: CH/SP/VT
Guile Medium Punch Hitbox - Normal Move


Medium Punch

  • Great for starting pressure from up close as it’s his only +2 normal.
  • Startup: 6
  • Active: 3
  • Recovery: 13
  • On hit: 6
  • On block: 2
  • Damage: 60
  • Cancels into: VT
Guile Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Crush Counter properties.
  • Forces the opponent to stand up.
  • Startup: 8
  • Active: 3
  • Recovery: 18
  • On hit: 7
  • On block: -4
  • Damage: 80
  • Cancels into: VT
Guile Light Kick Hitbox - Normal Move


Light Kick

  • Slightly more recovery then Standing Light Punch but still a great way to escape pressure.
  • Startup: 4
  • Active: 3
  • Recovery: 9
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: VT
Guile Medium Kick Hitbox - Normal Move


Medium Kick

  • One of his best pokes.
  • Startup: 7
  • Active: 3
  • Recovery: 15
  • On hit: 3
  • On block: -1
  • Damage: 60
  • Cancels into: VT
Guile Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Startup: 14
  • Active: 3
  • Recovery: 18
  • On hit: 2
  • On block: -3
  • Damage: 80
  • Cancels into: VT
Guile Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Decent range.
  • Startup: 4
  • Active: 3
  • Recovery: 7
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: CH/SP/VT
Guile Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Combo filler.
  • Startup: 6
  • Active: 2
  • Recovery: 13
  • On hit: 3
  • On block: 1
  • Damage: 60
  • Cancels into: SP/VT


Crouching Hard Punch

  • Great meaty tool.
  • Startup: 8
  • Active: 5
  • Recovery: 9
  • On hit: 2
  • On block: -4
  • Damage: 90
  • Cancels into: VT
Guile Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Hit confirm if followed by crouching LP.
  • Startup: 4
  • Active: 3
  • Recovery: 8
  • On hit: 2
  • On block: 0
  • Damage: 20
  • Cancels into: CH/VT
Guile Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Can be used to poke.
  • Startup: 7
  • Active: 2
  • Recovery: 15
  • On hit: 1
  • On block: -4
  • Damage: 60
  • Cancels into: VT


Crouching Hard Kick

  • Crush Counter properties.
  • Can only be cancelled into V-Trigger on first hit.
  • Startup: 7/0
  • Active: 2/0
  • Recovery: 20/0
  • On hit: KD/KD
  • On block: -13/0
  • Damage: 90/70
  • Cancels into: VT/~
Guile Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Great air to air.
  • Startup: 4
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Guile Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Air to air option if the opponent jumped earlier/higher.
  • Startup: 5
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Guile Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • One of his better jump in attacks.
  • Startup: 8
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Guile Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Cross up.
  • Startup: 4
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Guile Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Startup: 7
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~
Guile Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • One of his better jump in attacks.
  • Startup: 10
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Guile Dragon Suplex Hitbox - Throw

(Neutral or Forward)

Dragon Suplex

  • Creates 3/4 screen distance.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 120
  • Cancels into: ~
Guile Judo Throw Hitbox - Throw


Judo Throw

  • Opponent lands close on succesful hit.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 120
  • Cancels into: Self, Special, CA
Guile Flying Mare Hitbox - Throw

(During Jump)

Flying Mare

  • Drops the opponent straight down.
  • Lands close to opponent with a lot of advantage on frames.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 130
  • Cancels into: ~
Guile Flying Buster Chop Hitbox - Throw

(During Jump)

Flying Buster Chop

  • Creates half screen distance.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 140
  • Cancels into: ~

Unique Moves

Guile Knee Bazooka Hitbox - Unique Move

    
Knee Bazooka

  • Dashes forward.
  • Need to space it correctly from max range.
  • Good footsie tool.
  • Great mix-up tool.
  • Startup: 8
  • Active: 5
  • Recovery: 16
  • On hit: -1
  • On block: -3
  • Damage: 50
  • Cancels into: ~
Guile Full Bullet Magnum Hitbox - Unique Move

  
Full Bullet Magnum

  • Overhead.
  • Startup: 21
  • Active: 2
  • Recovery: 19
  • On hit: 1
  • On block: -6
  • Damage: 60
  • Cancels into: ~
Guile Rolling Sobat Hitbox - Unique Move

    
Rolling Sobat

  • Can dodge and crush most lows.
  • No foot hurtbox during frames 11 to 19.
  • Startup: 11
  • Active: 2
  • Recovery: 17
  • On hit: 2
  • On block: -2
  • Damage: 60
  • Cancels into: ~
Guile Burn Straight Hitbox - Unique Move


Burn Straight

  • Crush Counter properties.
  • Gives 100 V-Gauge on hit.
  • Startup: 8
  • Active: 3
  • Recovery: 20
  • On hit: 2
  • On block: -1
  • Damage: 80
  • Cancels into: VT
Guile Spinning Back Knuckle Hitbox - Unique Move


Spinning Back Knuckle

  • Crush Counter properties.
  • Gives 150 V-Gauge on hit.
  • Startup: 10
  • Active: 3
  • Recovery: 16
  • On hit: 4
  • On block: -1
  • Damage: 90
  • Cancels into: ~
Guile High Kick Hitbox - Unique Move


Guile High Kick

  • Launches opponent.
  • Causes juggle state on hit.
  • Startup: 12
  • Active: 2
  • Recovery: 25
  • On hit: KD
  • On block: -3
  • Damage: 80
  • Cancels into: ~
Guile Reverse Spin Kick Hitbox - Unique Move


Reverse Spin Kick

  • Has throw invincibility frame 8 to 32.
  • No foot hurtbox frame 10 to 32.
  • Can dodge and crush most lows.
  • Startup: 16
  • Active: 3
  • Recovery: 18
  • On hit: 6
  • On block: -2
  • Damage: 90
  • Cancels into: ~

Special Moves


  
Sonic Boom

  • Light, Medium and Hard punch are 1 hit projectiles.
  • EX version is a 2 hit projectile.
  • Projectile speed is based on button strength.
  • One of his most important moves.
  • Great pressure tool.
  • Startup: 10/10/10/10
  • Active: 1/1/1/1
  • Recovery: 28/28/28/26
  • On hit: 7/7/7/KD
  • On block: 2/2/2/1
  • Damage: 60/60/60/50*50
  • Cancels into: VT/CA
    (EX does not cancel in CA)


 
Somersault Kick

  • Light version has upper-body invincibility frame 1 to 3.
  • Light version is airborne on frame 4.
  • Light version has full invincibility frame 4 to 6.
  • Medium version has upper-body invincibility frame 1 to 4.
  • Medium version airborne on frame 5.
  • Medium version has full invincibility frame 5 to 7.
  • Hard version has upper-body invincibility frame 1 to 5.
  • Hard version is airborne on frame 6.
  • Hard version has full invincibility frame 6 to 8.
  • EX version has full invincibility frame 1 to 9.
  • EX version is airborne on frame 7.
  • All versions do less damage from frame 3.
  • Great anti-air move.
  • Startup: 4/5/6/4
  • Active: 12/12/12/12
  • Recovery: 37/37/38/44
  • On hit: KD/KD/KD/KD
  • On block: -28/-28/-30/-37
  • Damage: 120/120/120/
    90*60
  • Cancels into: CA


  
 
Sonic Cross

  • Recovery depending on if Sonic Blade was canceled into Sonic Boom.
  • Projectile hits 2 times.
  • EX version projectile hits 3 times.
  • Startup: 18/18/18/46
  • Active: 27(1)1 for all
  • Recovery: 23/23/23/21
  • On hit: KD/KD/KD/KD
  • On block: 13/16/15/21
  • Damage: 40*40/40*40/
    40*40/40*50*50
  • Cancels into: ~

(During V-Trigger)

Sonic Break

  • Can be fired rapidly after each-other.
  • Can also be fired with any punch button after each Sonic Boom or Sonic Break.
  • Startup: 10
  • Active: ?
  • Recovery: ?
  • On hit: 5
  • On block: 1
  • Damage: 40
  • Cancels into: VT

V-Skills

  
Sonic Blade

  • Projectile is active for 42 frames.
  • Creates the ability to use Sonic Cross.
  • Startup: 18
  • Active: 1
  • Recovery: 31
  • On hit: -5
  • On block: -10
  • Damage: 40
  • Cancels into: SP
Guile Reverse Back Knuckle Hitbox- V-Reversal

(During Guard)

Reverse Back Knuckle

  • Startup: 16
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~


Solid Puncher

  • Increases Sonic Boom recovery for 2000 frames.
  • Increases Sonic Hurricane range for 2000 frames.
  • Makes it possible to use Sonic Break.
  • Critical Art becomes Sonic Tempest.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

  
Sonic Hurricane

  • Has full invincibility frame 1 to 5.
  • Projectile is active for 49 frames.
  • Startup: 6
  • Active: ~
  • Recovery: ~
  • On hit: KD
  • On block: -41
  • Damage: 320
  • Cancels into: ~

(During V-Trigger)
  

Sonic Tempest

  • Has full invincibility frame 1 to 5.
  • Projectile is active for 49 frames.
  • More horizontal range then Sonic Hurricane.
  • Startup: 6
  • Active: ~
  • Recovery: ~
  • On hit: KD
  • On block: 5
  • Damage: 350
  • Cancels into: ~

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