- Great Zoning: Sonic Boom recovers lighting fast, and Guile's 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.
- Simple Gameplan: Guile only needs two Special Moves to win.
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- 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.
- Defensive Bias: Guile is objectively weaker whenever he walks forward.
- Simple Gameplan: Guile can be very predictable. When opponents stop jumping, he needs to get creative to open people up.
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