ガイル
Guile — 대책
Key Info
- Overhead into combo
- 6MP
- Defense
- OD invincible with 6F startup: [2]8KK (Flash Kick)
- Anti-air invincible with 4F startup: [2]8LK (Flash Kick)
- SA1 (236236P) has 8F startup — no projectile invincibility
- SA3 (214214K) has 10F startup
- SA2 (236236K) has 8F startup
- Moves that are plus on block
- 6HP: +3F
Neutral Game (Focus Points)
- Dealing with [4]6P (Sonic Boom)
- Walk forward while Parrying — this is the recommended approach
- Always buffer an attack alongside your Parry so it comes out automatically on Just Parry
- At close range, buffer a heavy attack with long reach
- At far range, buffer a forward jump
- At long range Guile often throws a safe Sonic Boom, making jump-ins easier to land
- Dealing with Raw Rush
- Blocking 2MK when not hitting on late frames leaves Guile at -1F — press a button
- Keep moving forward
- Guile wants to back up and throw projectiles
- Walking back plays into his gameplan — always maintain forward momentum
- After blocking a Sonic Boom, always take a small step forward
- Look for whiff punishes
- Guile is strong with preemptive normals — many Guile players place them even on whiff
- Create windows to whiff punish his 2MK and 6HK
- Adjust your whiff punish normal depending on whether they are standing or crouching
- Dealing with 236P (Sonic Blade)
- When you see Sonic Blade being placed, walk forward to close distance
[4]6P (Sonic Boom)
Sonic Boom — speed and projectile velocity vary by strength.
- [4]6LP
- Slow speed. Guile uses this as a shield to build his offense
- Back-walking the moment it is thrown makes Rush safe for Guile
- Do not walk back
- [4]6MP
- Mid-range performance between LP and HP versions
- [4]6HP
- Intended to deal damage as its primary goal
- Getting hit gives Guile an excuse to play defensively — try not to eat it
- [4]6PP
- OD version is combo-able on hit
- Guile is +2F on block
Recommended Counter
Walk forward while Parrying — this is the recommended approach. Buffer an attack at the same time so it auto-executes on Just Parry.
- When Parrying close to Guile against [4]6P:
- Buffer a heavy attack with long reach
- When Parrying far from Guile against [4]6LP:
- Buffer a forward jump
- At long range it is often a safe Sonic Boom and Guile tends to commit to it, so forward jump has good return
Warning
Reversal jumping after blocking a projectile is dangerous. If Guile threw a safe Sonic Boom, [2]8K (Flash Kick) will anti-air you clean. Only jump when you land a Just Parry.
[2]8K (Flash Kick)
Guile's invincible anti-air special. Used as a combo ender and anti-air.
- [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
- Flash Kick ([2]8LK) has 4F startup — meaty jump-ins are extremely effective
- A 5F meaty jump-in lets you block [2]8LK and punish immediately
- After [2]8KK hits:
- In midscreen, okizeme is available
- In-place wakeup gets caught by Rush meaty attacks
- In the corner, positions can swap — Guile may end up cornered
236P (Sonic Blade)
Sonic Blade — Guile's placement special. Places a vertically-rising projectile. An additional input fires it forward as Sonic Cross.
- 236LP
- Places close
- 236MP
- Places at mid-range
- 236HP
- Places far
- 2368PP
- OD version, 2-hit
Recommended Counter
- When you see the placement, walk forward to close distance
- There is a window to approach during Sonic Blade's placement animation
- Watch out for Sonic Cross (additional P) follow-up
- After placing Sonic Blade, Guile fires Sonic Cross — walk and guard to handle it
- If Sonic Blade is placed on your wakeup in the corner:
- Blocking gives Guile a huge frame advantage — Drive Reversal on wakeup is a valid option
- Holding Parry reduces the risk
6HP
Guile is +3F on block. Does not hit crouching opponents.
Recommended Counter
- Guile is +3F after this — avoid mashing
- Common Guile follow-ups after 6HP:
- 2MK — low, long reach
- Walk throw — from +3F
- 6HP — taking another frame advantage hit
- Neutral jump is effective against Guile players who repeatedly use 6HP
- Whiff punish if you are at the right distance
6MP
Guile is +1F on block. Used as a mid-range poke.
Recommended Counter
- +1F on block — do not mash
- Just Parry if you can manage it
- Guile often continues with Raw Rush after 6MP
2MK
Guile's long-range low normal. Strong in combination with Cancel Rush and Cancel [4]6P.
Recommended Counter
- Guile is -1F on block when not hitting on late frames — press a button
- Drive Impact is effective when he Cancel Rushes
- Many Guile players aim for the tip of 2MK — fight at a range closer than the tip to keep him uncomfortable
6MK
Guile's overhead. Combos on hit — see it and stand-block.
Recommended Counter
- Relatively slow startup — if you see it, switch to stand guard
- Guile is minus on block — punish
- Commonly used as okizeme — pay close attention to Guile's movement on your wakeup
Rush
Guile's Rush from behind a Sonic Boom is a powerful pattern.
Recommended Counter
- Rushing behind [4]6LP is the standard setup
- Block the boom and confirm the Rush, then press a button
- At long range the Rush will not reach — stay calm
- Raw Rush into 2MK is common
- -1F on block — always press a button
- Raw Rush into 6MP:
- Guile is +1F on block
- Be patient and do not mash
On Your Wakeup (Guile's Okizeme)
Key notes when defending against Guile's pressure on your wakeup.
- SA1 (236236P)
- 8F startup
- No projectile invincibility
- SA2 (236236K)
- 8F startup
- OD Flash Kick ([2]8KK)
- 7F startup
- Drive Reversal
- Universal system option
Recommended Counter
- OD reversal has 7F startup — 8F meaty jump-ins are extremely effective
- An 8F meaty lets you block the OD reversal while your attack is still landing
- If SA gauge is stocked:
- SA2 (236236K) has 8F startup — any meaty 9F or slower beats it
- If no gauge:
- Standard frame meaty is fine
LPLK (Throw)
Guile is at +15F advantage. Post-throw situation is not particularly strong.
Back wakeup: distance increases, no okizeme
In-place wakeup: if Guile uses Raw Rush, OD reversal is guaranteed — confirm it
On Punish Counter throw:
- 6HP, which normally whiffs on crouchers, will connect even while crouching
Recommended Counter
- In-place wakeup:
- If Guile uses Raw Rush on your in-place wakeup, OD reversal is guaranteed — do not miss it
Back wakeup:
- Distance opens up so Rush alone does not start okizeme
- However, the distance causes OD reversal to whiff against throws — be careful
On Punish Counter throw:
- Using a crouching attack as a reversal lets you duck under 6HP and land a Punish Counter
4LPLK (Back Throw)
Guile is at +13F advantage. Post-throw situation is not particularly strong.
- Back wakeup: distance increases, no okizeme
- In-place wakeup: if Guile uses Raw Rush, OD reversal is guaranteed — confirm it
Recommended Counter
- Stay in-place and close distance
- If Guile uses Raw Rush, both strike and throw land — respond with OD reversal
- Like the forward throw, post-throw advantage is not strong — stay calm and return to neutral
Corner Defense
How to handle being cornered by Guile.
Recommended Counter
- The corner is where Guile truly comes alive
- He will mix up projectiles and Rush to break your defense
- Do not panic when cornered — hold your guard steady
- Use Drive Reversal
- If your Drive Gauge has room, use Drive Reversal to create distance
- Be aware that a read Drive Reversal will be blocked
- Jump through Sonic Boom gaps
- If you can jump forward through a gap between Sonic Booms, you can swap positions
- Risk of being anti-aired — read the timing carefully
- Raw Rush to escape
- Parrying a Sonic Boom then Raw Rushing to close distance is also effective
