Street Fighter 6/Guile/Introduction: Difference between revisions

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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''Great Zoning:''' Sonic Boom recovers lighting fast, and Guile's pokes can easily take control on the ground.
* '''Great Zoning:''' Sonic Boom recovers lighting fast, and Guile's strong pokes can easily take control on the ground.
* '''Anti-Airs''': Flash Kick is huge, and pairs well with Sonic Booms. Jumping at Guile is suicide.
* '''Anti-Airs''': Flash Kick has a large hitbox, and pairs well with Sonic Booms. Jumping at Guile is suicide.
* '''Simple Gameplan:''' Guile only needs two Special Moves to win.
* '''Simple Gameplan:''' Guile's strategy of zoning and then hitting impatient opponents out of the air when they try to jump over booms is a simple but often very effective gameplan.
| cons=
| cons=
* '''Few Tools:''' Being a charge character, all of Guile's best moves require him to stay still. A few normals allow him to move while maintaining charge, but this doesn't make playing the ground game much easier.  
* '''Few Tools:''' Being a charge character, most of Guile's special moves require him to limit hot movement in some way. A few normals allow him to move while maintaining charge, but his ground game can take getting used to.
* '''Defensive Bias:''' Guile is objectively weaker whenever he walks forward.
* '''Defensive Bias:''' Guile loses access to most of his specials when walking forward/ being offensive.
* '''Simple Gameplan:''' Guile can be very predictable. When opponents stop jumping, he needs to get creative to open people up.
* '''Simple Gameplan:''' Guile can be very predictable. When opponents stop jumping, he needs to get creative to open people up.
}}
}}

Revision as of 11:46, 18 October 2022

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.

Strengths Weaknesses
  • Great Zoning: Sonic Boom recovers lighting fast, and Guile's strong pokes can easily take control on the ground.
  • Anti-Airs: Flash Kick has a large hitbox, and pairs well with Sonic Booms. Jumping at Guile is suicide.
  • Simple Gameplan: Guile's strategy of zoning and then hitting impatient opponents out of the air when they try to jump over booms is a simple but often very effective gameplan.
  • Few Tools: Being a charge character, most of Guile's special moves require him to limit hot movement in some way. A few normals allow him to move while maintaining charge, but his ground game can take getting used to.
  • Defensive Bias: Guile loses access to most of his specials when walking forward/ being offensive.
  • Simple Gameplan: Guile can be very predictable. When opponents stop jumping, he needs to get creative to open people up.

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