
ガイル
Guile — Counter-Guide
Key Info
- Overhead with combo potential
- 6MP
- Defense options
- 6F startup OD invincible reversal: [2]8KK
- 4F startup anti-air invincible: [2]8LK
- 236236P startup 8F, no projectile invincibility
- 214214K startup 10F
- 236236K startup 8F
- Moves that are plus on block
- 6HP
- +3F
- 6HP
Neutral Play (Mindset)
- Dealing with [4]6P
- Parrying while walking in is recommended
- Aim for perfect parry too and always buffer a move
- At close range when pressing parry, buffer a long-reaching heavy attack
- At long range when pressing parry, buffer a forward jump
- Safe fireball patterns are common and a forward jump punish lands often
- Dealing with raw rush
- If you block 2MK and the active frame doesn't connect, Guile is -1F — press a button
- Keep walking forward
- Guile wants to walk back and throw projectiles
- If you walk back too, you're playing into Guile's game — always maintain forward walk intent
- After blocking a projectile, always walk forward a bit
- Look for poke counterhits
- Guile is strong at placing moves, and many Guile players place normals even if they might whiff
- Look for moments to counterhit 2MK and 6HK
- When going for a counterhit, change which move you use depending on whether Guile is crouching or standing
- Dealing with 214P
- When you see Sonic Blade planted, walk forward to close the gap
Sonic Boom
Sonic Boom — speed and projectile velocity vary by strength
- [4]6LP
- Slow projectile speed — Guile creates offense from this
- Retreating the moment it's thrown makes his rush safer
- Don't back off
- [4]6MP
- Performance between L and H
- [4]6HP
- Aimed at dealing damage
- Getting hit by this gives Guile a defensive excuse — avoid getting hit if possible
- [4]6PP
- OD version is plus on block: +2F for Guile
- Follow-up combo possible on hit
Recommended Counter
Parrying while walking in is recommended. Aim for perfect parry while parrying and always buffer a move — buffering means the move comes out automatically if you land a perfect parry.
- At close range when pressing parry against [4]6P
- Buffer a long-reaching heavy attack
- At long range when pressing parry against [4]6LP
- Buffer a forward jump
- At long range it is often a safe fireball and Guile tends to auto-input the next Sonic Boom — a forward jump is a good way to score return
Warning
Reversal jump after blocking a projectile is dangerous. If Guile has made it a safe fireball, [2]8K will knock you out of the air. Only jump if you land a perfect parry.
Somersault Kick
Guile's anti-air invincible special — Somersault Kick Used for anti-air and as a combo ender
- [2]8LK
- 4F startup, anti-air invincible
- [2]8MK
- 5F startup
- [2]8HK
- 7F startup, higher damage
- [2]8KK
- 7F startup, OD invincible
- Core combo tool
Recommended Counter
- [2]8LK is 4F startup, making safe jumps very effective
- A 5F meaty safe jump can guard [2]8LK and get a punish combo
- After [2]8KK hit
- Oki is possible in midscreen
- In-place recovery means a meaty strike lands when Guile uses rush
- In the corner, position can swap so Guile may end up in the corner himself
Sonic Blade
Sonic Blade — Guile's planted projectile Plants a vertically rising projectile, which can be thrown as Sonic Cross with additional input
- 236LP
- Plant close
- 236MP
- Plant mid range
- 236HP
- Plant far
- 2368PP
- OD version, 2-hit property
Recommended Counter
- Walk forward to close the gap when you see the plant
- There is an opportunity to close in during the Sonic Blade plant motion
- Watch out for Sonic Cross (additional P) combinations
- After planting, Guile will launch Sonic Cross — walk-guard to handle it
- When cornered with Sonic Blade planted
- Blocked version gives Guile significant frame advantage — if he plants on your wakeup, Drive Reversal is an option
- Pressing parry reduces the risk
Spinning Back Knuckle
+3F for Guile on block. Crouching means it will not hit you.
Recommended Counter
- After block, Guile is +3F — be conservative with mashing
- Guile's common options after 6HP
- 2MK → Crouching Medium Kick — long reach, low
- Throw → walking throw from +3F
- 6HP → going for frame advantage again
- Neutral jump is effective against a Guile who keeps using 6HP
- If you can counterhit from that range, go for it
Full Bullet Magnum
+1F for Guile on block Used as a mid-range poke
Recommended Counter
- After block, +1F — don't mash
- If you can aim for perfect parry, go for it
- A common pattern is continuing offense with raw rush after 6MP
Crouching Medium Kick
Guile's long-range low attack Strong in combination with cancel rush or cancel [4]6P
Recommended Counter
- If the active frame doesn't connect, Guile is -1F — press a button
- Drive Impact is effective if he cancel rushes
- Many Guile players try to hit 2MK at tip range — try to maintain a range closer than that to fight on better ground
Overhead
Guile's overhead move Leads to a combo on hit — block it if you see it
Recommended Counter
- It has slow startup — if you see it, switch to standing guard
- After block, Guile is disadvantaged — punish combo
- Commonly used during oki (wakeup pressure), so watch Guile's movement carefully on your wakeup
Rush
Guile's rush following a projectile is a powerful pattern
Recommended Counter
- The classic pattern is rushing from behind [4]6LP
- Block the projectile and confirm the rush, then press a move
- If you blocked the projectile from long range, the rush usually won't reach — stay calm
- Raw rush 2MK is common
- It's -1F on block — always press a button after
- When raw rush 6MP comes in
- After block, Guile is +1F
- Be patient and don't mash
Wakeup Pressure Against Guile
Key points when applying oki to Guile
- 236236P startup 8F
- No projectile invincibility
- 236236K startup 8F
- [2]8KK — 7F startup
- Drive Reversal — universal system mechanic
Recommended Counter
- OD invincible is 7F startup so an 8F safe jump is very effective
- An 8F meaty safe jump lets you block OD invincible and land a meaty strike
- When SA gauge is stocked
- SA3 Crossfire Somersault is 8F startup — 9F-or-later meaty attacks can make a safe jump valid
- When no meter
- Normal frame meaty is fine
Forward Throw — Dragon Suplex
Guile at +15F advantage The situation after a throw is not particularly strong
Back-roll recovery: distance too far for oki
No back-roll recovery: OD invincible is guaranteed if you confirm raw rush
On panic counter throw
- 6HP that normally whiffs on crouching will now hit as guard on crouching
Recommended Counter
- Without recovery
- If Guile raw rushes during your in-place recovery, invincible is guaranteed — don't be lazy
Back-roll recovery
- Distance increases so no oki without rush
- However, you are now at the range where a throw will make OD invincible whiff — be careful
On panic counter throw
- Using a reversal crouching attack lets you whiff the 6HP and score a punish counter
Back Throw — Judo Throw
Guile at +13F advantage The situation after a throw is not particularly strong
- Back-roll recovery: distance too far for oki
- No back-roll recovery: OD invincible is guaranteed if you confirm raw rush
Recommended Counter
- Stay without recovery and close the gap
- If Guile raw rushes, a strike and throw will be meaty — use an invincible reversal
- Same as forward throw, the situation after the throw is not strong — calmly return to neutral
Dealing with Corner Pressure
How to handle being cornered by Guile
Recommended Counter
- Guile is at his strongest once he gets you in the corner
- He mixes projectile and rush to open you up
- If you get cornered, don't panic — hold your guard firm
- Use Drive Reversal
- If you have Drive Gauge, use Drive Reversal to create distance
- Be careful — if Guile reads Drive Reversal and guards it you lose advantage
- Jump between projectiles
- A forward jump between Sonic Booms can swap positions
- Anti-air risk exists — time your jump carefully
- Raw rush escape
- Parrying the projectile then raw rushing to close the gap is also effective