- 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, easily punishing anyone trying to get around his zoning. 2HP is also a consistent option when he lacks charge.
- Drive Gauge Pressure: 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.
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- N/A: Guile has no major weaknesses that aren't shared amongst the cast or other charge characters.
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