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Guile

ガイル

Guile — 对策

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

Counter-strategy for ソニッククロス2 — punish frames, blocking direction, yomi paths — to be added.

H Sonic Cross(音速刃中)→P

Getting hit or blocking from far range leads to a guaranteed Drive Rush follow-up — always maintain close distance to Guile's blade.

Blocking from far away makes Guile's Drive Rush continuation safe.

Recommended counters

When you see Drive Rush after Sonic Cross, be ready to punish — guard the Sonic Cross up close so that the Rush timing puts you in range to use an OD reversal.

Sonic Break(Variation)(实心重拳中)(音速波动或音速破裂中)P

Sonic Break(Variation)

Counter-strategy for Sonic Break(Variation) — punish frames, blocking direction, yomi paths — to be added.

OD Sonic Break(实心重拳中)P

Counter-strategy for Sonic Break — punish frames, blocking direction, yomi paths — to be added.

Sonic Break(Single shot)(实心重拳中)P+P

Sonic Break(Single shot)

Counter-strategy for Sonic Break(Single shot) — punish frames, blocking direction, yomi paths — to be added.

Sonic Blade (Guile's placement move) sets a vertical slash and can be sent as a Sonic Cross with a follow-up input.

  • 214LP — close placement
  • 214MP — mid-range placement
  • 214HP — far placement
  • 214PP — OD version, 2-hit

Recommended counters

  • Walk forward when you see the setup — approach during the placement animation
  • Watch for Sonic Cross follow-up (additional P): walk-guard to deal with the combined projectile
  • If blade is layered at the corner on wakeup, Drive Reversal is an option — Parry also reduces risk

Guile's long-range low normal.

Recommended counters

On block, Guile is -5F — punish with your best 5F or faster move.

Even after a Drive Rush cancel, Guile is only -1F — press a 4F normal immediately on reaction.

After blocking 2MK, there is a 5F gap — punish with a 4F or faster move. When Guile uses the 2MK→6MP target combo, the gap between the two hits is also 5F.

If your move hits as a Punish Counter during this gap, use your Punish Counter combo immediately.

Recommended counters

After blocking 2MK, immediately press a 4F normal — the gap before 6MP is 5F so your 4F move will trade as a Punish Counter, enabling a full punish combo.

ダブルバレット↓MPthen↓MP

ダブルバレット

A special-cancel target combo — Guile will often cancel the second hit to avoid being punished on full execution (which is -6F).

Recommended counters

Because Guile hides behind a special-cancel (usually Sonic Boom), use a reversal with projectile invincibility (6F or faster) to interrupt the cancel.

If you have no projectile-invincible reversal, just-parry the Sonic Boom follow-up and punish.

After this throw, Guile is +13F. Throw oki is not especially threatening.

  • On back-roll: distance opens up — no oki
  • On no-roll (in-place): Drive Rush is possible, covering both strike and throw

Recommended counters

  • Do not back-roll — stay in place and watch for Drive Rush
    • On Drive Rush, strike and throw are both covered — use OD reversal to escape

Leaves Guile at +3F on block — he acts first, so avoid mashing.

Recommended counters

  • After blocking, Guile is +3F — do not reversal-attempt rashly
  • Common Guile follow-ups after 6HP:
    • 2MK — long-range low; expect it
    • Throw — walk-up grab after the advantage frames
    • Another 6HP — fishing for continued advantage
  • Whiff-punish 6HP at close range with a vertical jump anti-air; the move has poor recovery when missed
  • At the right spacing, a whiff-punish with a fast poke is also viable

After this throw, Guile is +15F. Throw oki is not especially threatening in itself.

  • On back-roll: distance opens up — oki requires Drive Rush to reach
  • On no-roll (in-place): Drive Rush covers both strike and throw; use OD reversal
  • On punish-counter throw: 6HP which normally whiffs crouching hits even crouching opponents

Recommended counters

  • On no-roll: when Drive Rush arrives, use OD reversal — strike and throw are both covered
  • On back-roll: Drive Rush-OD reversal still escapes the throw; watch spacing for 214P — stuff it with a light low, not a sweep
  • On punish-counter throw: reversal with a crouching attack to avoid 6HP hitting you

Guile's reversal anti-air with invincibility on all versions. Used as a combo ender and anti-air.

Normal versions

  • [2]8LK (Light Somersault Kick)
    • 5F startup, anti-air invincible
    • Guile is -30F on block — large punish window
  • [2]8MK (Medium Somersault Kick)
    • 6F startup
    • Guile is -31F on block — large punish window
  • [2]8HK (Heavy Somersault Kick)
    • 7F startup, higher damage
    • Guile is -32F on block — large punish window
  • [2]8KK (OD Somersault Kick)
    • 7F startup, full invincibility
    • Guile is -33F on block — largest punish window

Recommended counters

  • All versions are -30F or worse on block — always punish with your biggest combo
  • Meaty setups are very effective because [2]8LK starts in 5F
    • If a 5F meaty is possible, you can block [2]8LK and confirm the punish
  • After [2]8KK hits
    • Mid-screen: oki is possible; quick-rise into drive rush has a strike buried
    • Corner: positions may swap, leaving Guile in the corner

All three normal versions of Sonic Boom leave Guile at the same frame disadvantage on block; only the OD version leaves him plus.

Normal versions

  • [4]6LP (Light Sonic Boom)
    • Guile is -3F on block — slightly minus, only a 3F move punishes
    • Slow projectile speed; Guile uses it to set up drive rush from behind
    • Do not back-step after blocking — it makes the rush safe
  • [4]6MP (Medium Sonic Boom)
    • Guile is -3F on block — same as the light version
    • Intermediate projectile speed
  • [4]6HP (Heavy Sonic Boom)
    • Guile is -3F on block — same as light/medium
    • Intended as a straight damage tool; don't take the hit
  • [4]6PP (OD Sonic Boom)
    • Guile is +3F on block — he acts first, don't mash

Recommended counters

Walk forward and parry — just-parry if possible, and always buffer a move so something comes out automatically on success.

  • When parrying close: buffer a heavy normal with long reach
  • When parrying far against [4]6LP: buffer a forward jump — at range the projectile is "safe" so Guile often holds it, making a forward jump the highest-reward option

Caution

Never reversal-jump after blocking a Sonic Boom. If Guile is playing a safe projectile, he will anti-air the jump with [2]8K. Only jump when you actually land the just-parry.