Street Fighter 6
🎯 Fuzzy Guard Guide
Fuzzy guard and delayed input techniques against mix-ups
What Are Fuzzy and Delayed Inputs?
Fuzzy techniques overlap an input at a precise timing so that defensive moves (like blocking) are active when the opponent attacks, but your own action fires if there's a gap in their pressure. This makes a single input cover multiple situations — a highly effective defensive tool.
Delayed inputs (遅らせ) are offensive options that aim for big returns against any defensive technique the opponent uses, including fuzzies.
Terminology on this site:
- Fuzzy = Defensive option
- Delayed = Offensive option
Fuzzy Grab (Fuzzy Tech)
- Input: Hold back to guard; input a throw a few frames after the earliest moment the opponent could throw
- Effect: Blocks meaty strikes; tech (break) throws that come at throw range
Best Used When
- On wake-up
- When at frame disadvantage
Loses To
- Shimmy (walking out of throw range)
- Empty jump (late hit)
- Delayed strike
Fuzzy Light Attack
- Input: Hold back to guard; input a light attack as the opponent's strike would land
- Effect: Blocks meaty strikes; punishes gaps in pressure where no attack comes
Best Used When
- On empty jumps (cross-ups):
- Punishes empty jump → throw
- Punishes empty jump → low
- During light attack pressure:
- Punishes throws
- Punishes medium attacks
Loses To
- Empty jumps: aerial option changes
- During light pressure: delayed strike
Fuzzy Medium Attack
- Input: Hold back to guard; input a medium attack (usually low forward/crouching MK) as the opponent's strike would land
- Effect: Blocks meaty strikes; punishes shimmy and backdash
Best Used When
- On wake-up:
- Punishes shimmy
- Punishes delayed attacks
- At frame disadvantage:
- Punishes shimmy
- Punishes delayed attacks
Loses To
- Judo (OS tech)
- Neutral jump (some characters can anti-air with invincible moves)
Fuzzy Heavy Attack
- Input: Hold back to guard; input a heavy attack as the opponent's strike would land
- Effect: Blocks meaty strikes; punishes shimmy
Best Used When
- At frame disadvantage where a walk shimmy isn't possible:
- Punishes backdash and shimmy
Loses To
- Neutral jump
Fuzzy Forward Jump
- Input: Hold back to guard; input forward jump as the opponent's strike would land
- Effect: Jumps over shimmy; punishes delayed strikes
Best Used When
- Knocked down near the corner:
- Punishes delayed attacks
- Escapes corner against close-range shimmy
Loses To
- Delayed LP
- Shimmy
- Judo (OS tech)
Fuzzy Crouch Guard
- Input: While walking back, crouch guard at the moment medium forward's startup would hit
- Effect: Guards walk-up throws; can guard medium forward
Best Used When
- At frame disadvantage
Loses To
Nothing specific — you're just walking and guarding. If anything, overheads are a concern in terms of attention required.
Note: Each character has specific moves that can reach throw range even as you walk back, so character knowledge is needed.
Fuzzy Parry
- Input: When at significant frame disadvantage, parry as the opponent's next strike would land
- Effect: Avoids panic counter throws; aims for Just Parry on strikes
Best Used When
- At large frame disadvantage
Loses To
- Shimmy
- Delayed throw
Delayed Throw
- Input: Input a throw at the timing the opponent would block an OD invincible move
- Effect: Guards OD invincible moves; tech fuzzy grabs
Best Used When
- At frame disadvantage where shimmy isn't possible
Loses To
- Neutral jump
- Walking back (midscreen)
Delayed Heavy Attack
- Input: Input a heavy attack at the timing the opponent would block an invincible move
- Effect: Guards OD invincible moves; massive reward against fastest action or fuzzy grab
Best Used When
- When opponent is knocked down
Loses To
- Fastest forward jump (fuzzy forward jump may also punish depending on the delay)
- Fuzzy medium forward
Delayed Medium Attack
- Input: Input a medium attack at the timing the opponent would block an invincible move
- Effect: Guards OD invincible moves; massive reward against fastest action or fuzzy grab. Shorter recovery than heavy, allowing anti-air Shoryuken vs forward jumps
Best Used When
- When opponent is knocked down
Loses To
- Fastest reversal
Delayed Light Attack
- Input: Input a light attack at the timing the opponent would block an invincible move
- Effect: Guards OD invincible moves; reward against fastest action or fuzzy grab. Short recovery allows anti-air Shoryuken vs forward jumps. Best for characters without Shoryuken or those who get better returns with normals
Best Used When
- When opponent is knocked down
Loses To
- Fastest reversal