- Projectile Zoning: Sonic Boom recovers lighting fast. If he has time to set up Sonic Blade or Lv.2 Super, he becomes almost unbeatable in fireball wars. Many characters' anti-projectile options are simply not practical against Guile.
- Anti-Airs: Somersault Kick has a great hitbox with anti-air invincibility, pairing perfectly with Sonic Boom. His 2HP is also a consistent option when he lacks charge.
- Drive Gauge Depletion: Guile has many mid-range pokes with great hitboxes for harassing the opponent on block. The pushback makes them difficult to contest even if they have frame disadvantage. Combined with constant Sonic Boom pressure, the opponent can easily be put into Burnout. This will force opponents to hoard their Drive meter, or take more risks to prevent you from whittling down their resources.
- Simple Gameplan: Guile's zoning hasn't fundamentally changed since 1991. Baiting impatient players into your anti-airs is a simple but effective gameplan. If that doesn't work, Guile can tap into system mechanics like Drive Rush just as well as anyone.
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- Movement Speed: His walk speed and dash speed are mediocre relative to most of the cast.
- Charge Requirement: Guile's most useful moves are unavailable the moment you decide to walk or dash for better positioning. You can hide your charge behind other actions like Sobat or Bazooka Knee, but these are somewhat committal. You must also consider whether your combo strings will leave enough time to finish with a charge special.
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