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Guile

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