[SF6] Guile Countermeasures Guide [Win Just by Reading]

Comprehensive Guile countermeasures for SF6 (Street Fighter 6).

Neutral Basics (Awareness Priority)

  • [4]6P
    • Just Parry
      • When Parrying up close, always buffer a heavy attack
        • By buffering, heavy attack comes out automatically on Just Parry
      • From far, try jumping — buffer forward jump
        • Guile may anti-air if he’s doing nothing, but since he often thinks it’s a safe fireball, jumps tend to land
  • Raw Rush
    • 2MK
      • A Low Guile frequently uses — if it’s not sustained, Guile is -1F so press a button
    • 6MP
      • Guile’s Overhead option
      • Guile is +1F after Block
  • 214LP
    • Blade has no low hitbox, so when 214LP is used, a long-range Low attack can Punish
  • Whiff punish
    • Guile has strong pokes, so many Guiles throw out normals even if they whiff
      • It’s worth making time to whiff punish 2MK and 6HP

[4]6P

Speed and projectile speed change based on strength

  • [4]6LP
    • Slow projectile — easy to start offense from here
    • If you retreat the moment it’s fired, Rush becomes safe
    • Don’t walk backwards
  • [4]6MP
    • Role between [4]6LP and [4]6HP
  • [4]6HP
    • A fireball aimed at dealing damage
    • Getting hit gives Guile an excuse to play defense, so try not to eat it

LPLK

Guile has +15F Advantage The situation after throw is not very strong.

  • With Back Rise, distance opens up so no Oki
  • Without Back Rise, confirm raw Rush for guaranteed OD invincible

4LPLK

Guile has +13F Advantage The situation after throw is not very strong.

  • With Back Rise, distance opens up so no Oki
  • Without Back Rise, confirm raw Rush for guaranteed OD invincible

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