[SF6] Guile Countermeasures Guide [Win Just by Reading]
Comprehensive Guile countermeasures for SF6 (Street Fighter 6).
Categories:
Basic Info
Neutral (Awareness Priority)
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
- When Parrying up close, always buffer a heavy attack
- Just Parry
- 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
- 2MK
- 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
- Guile has strong pokes, so many Guiles throw out normals even if they whiff
[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
Neutral (Awareness Priority)
Parrying while approaching is recommended. Also aim for Just Parry while always buffering a move. By buffering, the move comes out automatically on Just Parry.
- When Parrying [4]6P up close:
- Buffer a long-range heavy attack
- When Parrying [4]6LP from far:
- Buffer forward jump
- From far, it’s often a safe fireball and Guile tends to buffer [4]6P, so aim for return with forward jump
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
Neutral (Awareness Priority)
- Don’t take recovery and stay close
- If raw Rush is used, strikes and throw are meatied so counter with 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
Neutral (Awareness Priority)
- Don’t take recovery and stay close
- If raw Rush is used, strikes and throw are meatied so counter with invincible