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"Let's go!"
Guile (Street Fighter V)

"Come on!"
—Guile (Street Fighter 6)

Solid Puncher is Guile's first V-Trigger in Street Fighter V and Level 2 Super Art in Street Fighter 6.

Input (Solid Puncher)
Appearance Function Input
Street Fighter V V-Trigger I Arcade-Button-HPunch+Arcade-Button-HKick
Street Fighter 6
(Classic)
Super Art
(Level 2)
Arcade Stick QCBArcade Stick QCB+Arcade Button Punch
Street Fighter 6
(Modern)
Super Art
(Level 2)
Neutral or Arcade-Stick-Right+Modern SP+Modern H
Input (Sonic Break)
Appearance Function Input
Ultra Street Fighter IV
(OMEGA Mode)
EX Sonic Boom Arcade-Button-2xPunch
(During Sonic Boom)
Street Fighter V V-Trigger Attack Neutral or Arcade-Stick-Left or Arcade-Stick-Right+Arcade-Button-HPunch+Arcade-Button-HKick
(During Sonic Boom)
(Only in V-Trigger I)
Street Fighter 6
(Classic)
Special Attack Arcade-Button-2xPunch
(During Solid Puncher)
Street Fighter 6
(Modern)
Special Attack Modern M+Modern H
(During Solid Puncher)

Description[]

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Executed by pressing Heavy Punch and Heavy Kick simultaneously, Guile channels sonic energy around his fists. By pressing any punch button or Heavy Punch and Heavy Kick simultaneously during Sonic Boom, Guile performs the Sonic Break, which allows him to throw smaller Sonic Booms continuously. To initiate, Guile first throws a Sonic Boom first, then follows on with rapid-fire projectiles by tapping punch or repeating the V-Trigger command to throw the rapid Sonic Booms without needing to lead with a normal Sonic Boom. Guile can throw up to four extra Sonic Booms in a single string, totaling five hits if led with a regular Sonic Boom first.

Tactics[]

14

This V-Trigger enhances Guile's zoning and pressure game. He can fire up to five Sonic Booms in one session before having to charge up again. When the projectiles are on the screen, Guile can use the string of Sonic Booms as a barrier to approach the opponent. Guile can stay behind the fireball as he walks toward his opponent. This will keep his opponent on their heels, forcing them to defend against two things at once, Guile and the oncoming fireballs. Meterless Sonic Booms also gain an extra +2 blockstun for the duration.

Single Sonic Breaks can be fired by pressing Heavy Punch and Heavy Kick together, and can have their speed controlled by holding forward or back. After a Sonic Boom or a starting Sonic Break, the speed of the following Sonic Breaks are determined by the strength of the punch button pressed. The Light Punch button travels the slowest while the Heavy Punch button travels the fastest. Depending on the speed and sequence of the punch buttons pressed, the mini projectiles serve as a great combo extender, allowing Guile to perform long-string combos that inflict big damage, overwhelming his opponent or and pushing them into the corner. Each extra Sonic Boom he throws whilst the V-Trigger is active will deplete the V-Trigger gauge slightly in addition to the gauge's normal rate of depletion while active.

After an EX Sonic Boom, the following Sonic Breaks are subsequently powered up to extremely fast EX Sonic Breaks without any extra meter or timer cost. Guile can only fire two EX Sonic Breaks at a time. It also leads to a knockdown, allowing Guile to create space to continue zoning his opponent or to reset the neutral game.

At the expense of all remaining V-Trigger power, Guile can execute the Sonic Hurricane while Solid Puncher is in effect in order to turn it into the Sonic Tempest, a larger version of the Sonic Hurricane that also does more hits and inflicts more damage, while also being safe on block.

Solid Puncher is slightly reworked in Street Fighter 6. Guile can throw up to seven Sonic Breaks total, with no difference in cost regardless if done in neutral or after a Sonic Boom. As a Level 2 Super Art, it can be cancelled from normal attacks and OD Special Attacks.

Trivia[]

Gallery[]

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