- 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.
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- 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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