- 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 perfectly with his projectile. Jumping at Guile is suicide.
- Simple Gameplan: Guile zoning hasn't fundamentally changed since 1991. Baiting impatient players into jumps and netting a punish is a simple, but effective gameplan.
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- Few Tools: Being a charge character, Guile has limited movement. Certain normals allow him to move while maintaining charge for Sonic Booms, but this twist on the ground game makes Guile harder to pick up.
- Defensive Bias: Since he loses access to his specials when walking or dashing forward, Guile inherits the most committal offense in SF6.
- Simple Gameplan: Guile can be very predictable. When opponents stop jumping, he needs to get creative to open people up.
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