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Guile

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

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