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Street Fighter 6

🎯 Fuzzy Guard Guide

Fuzzy guard and delayed input techniques against mix-ups

Intermediate

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