Street Fighter 6/Guile/Introduction

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Introduction

A US Air Force pilot who fights for his country, Guile succeeded in dismantling Shadaloo and avenging his friend Charlie. He enjoys living the family man life, but new battlefields await him.

Ever since his debut in 1991, Guile has been defined by his incredible projectile zoning and strong midrange presence. As the archetypal projectile zoner, Guile specializes in pestering the opponent with a barrage of projectiles before analyzing their next move and punishing accordingly.

The defining move for Guile is Sonic Boom. Easily the best projectile in the game, Sonic Boom does everything a fireball should do and more. It can be fired at variable speeds, can be used as a shield to protect Guile as he moves forward, has incredibly fast recovery, and even comes with a unique just frame version for better advantage on hit and damage. Guile's gameplan revolves entirely around throwing out Sonic Boom and observing what the opponent does in response. If they eat it, throw another one. If they block it, throw another one to chip away at their Drive Gauge. Opponents who begin using system mechanics like jumping or Drive Impact to get around Sonic Boom are where the games begin for Guile, as his strategy evolves into a classic fireball/uppercut gameplan.

Opponents who leap over Sonic Boom can be met with Flash Kick, a massive ascending uppercut with a huge hitbox. Opponents who choose to be patient and come close to Guile must contend with his incredible 5MK, 2MK, and 5HP. Guile also has a huge selection of excellent command normals, such as 4HP, 4MK and 6HK, which give him great brawling potential. Guile can also use system mechanics well, with a fast overhead and good throw reward making his Drive Rush quite strong. Opponents who try to counterzone Guile with their own fireballs give him the ability to use Sonic Blade to enhance Sonic Boom and turn it into a fireball-eating machine. Simply put, there is no real situation where Guile is at explicit disadvantage, and his strong kit makes him very scary at fullscreen and midscreen. Guile is the undisputed master of fireball wars and punishing jumpins, making him a complete wall to overcome for any opponent.

Guile has no major weaknesses that affect his gameplan, but instead must deal with several important quirks. First, Guile is a charge character, meaning he must always commit to certain actions if he wants to perform them. Flash Kick is an incredible anti-air for sure, but it requires charge and thus is impossible to be performed on reaction akin to Ryu's Shoryuken. However, Guile's 2HP gets the job done just as well, with far less reward as a tradeoff. Similarly, Guile's gameplan is highly consistent and variable, but lacks any major gimmicks to challenge wary opponents. While at low levels Guile is capable of steamrolling impatient opponents who don't understand him, high level Guiles must be very patient and equipped with nerves of steel. Lastly, Guile has some of the longest and highest execution (though rarely necessary) optimal combos in the game. Still, none of these quirks dramatically affect Guile in any negative way, making him into a very strong character overall. If you love projectile zoning, value versatility, and want a character who can punish risky plays without peer, sharpen your mind to a sonic edge with Guile.


Pick if you like: Avoid if you dislike:
  • The best fireball zoning in the entire game, coupled with one of the best anti-air specials in the game
  • Strong pokes to enforce yourself with alongside incredible anti-air buttons
  • Good pressure and brawling potential with an emphasis on draining Drive Gauge
  • A simple, clean, and no-frills playstyle that rewards meticulous decision making
  • Being a full on charge character, restricting your playstyle and inputs if you aren't holding down back
  • Pokes that aren't cancelable into Drive Rush or specials
  • Playing patient, sometimes extremely so


Classic & Modern Versions Comparison

List of differences with Modern Guile
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Heavy Punch (5HP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Full Bullet Magnum (6MP)
  • Reverse Spin Kick (6HK)
  • Guile High Kick (3HK)
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • Sonic Hurricane (level 1 super) changes angle based on input
    • Shortcut input [4]H+S = LP/MP version, horizontal
    • [4]646L = HP version, diagonally upward
  • The only character whose level 1 & 2 super shortcuts are swapped ([4]H+S for level 1, 5H+S or 6H+S for level 2)

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