- 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. Specific normals allow him to move while maintaining charge, but you'll still be slower than most.
- Defensive Bias: Since he loses access to his specials when moving 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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