Street Fighter™ 6

Street Fighter™ 6

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How to piss off Guile players.
By BangusSG
For today's lesson, I will be teaching you to piss off Guile players.

In what way you ask?

By shutting down his whole purpose of existence.
   
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Guile's game plan.
If you’ve ever played against Guile, you should at least know a little bit about his game plan. Seriously, his whole image is being a zoner. He is the ZONER. Though originally, he wasn’t much of a zoner — but that doesn’t count, because Street Fighter 2 is like a hundred years old.

But how does he do zoning?
If you can believe it, Guile has NINE different kinds of fireballs, which help him change the rhythm of his zoning. Not to mention, he also has FOUR different kinds of blades, which further mess with your timing.

Guile’s zoning, just like any other zoner’s, relies on messing up your timing — and punishing it. However, you could argue that zoning in this game is at its weakest compared to other games in the series. Thanks to parrying and Drive Impact.

Think of it like this: Zangief wants to approach you because his whole point is to grab you. Guile wants you to approach him — because you have to. Otherwise, how is he going to damage you?

Guile needs you to approach him. The fireballs aren’t there just to keep you away — they’re there to entice you to come closer. He needs you to jump mindlessly so he can punish you with his hundred different anti-airs. He has all the tools to block your way in. Just don’t mistake his intention. HE is the one who wants you to approach — and try.


Just look at him. His face is literally begging you to punch and kick it.
The anti-Guile game plan.

Oooh, just look at him. Does this guy make you mad? Does he beat you 2-0 every time? Do you think playing against him just isn’t fun? You hate his zoning, huh?
Well, I’m going to teach you why fireballs in this game are actually weak — or at least, not as scary as you think.










Zoning and parrying

Guile is actually the one who wants you to approach.
But wait—why? Isn’t he the one who’s pushing me away?

To start off, every Street Fighter game ever made has zoning as part of its META.
But the exceptions? Third Strike and Street Fighter 6.
I'll give you a second to guess why.............................................
YES! It’s because of the existence of parrying.

Theoretically, for zoning to work, the zoner needs to have the health lead. Otherwise, there's no real reason for the opponent to approach.
That’s why chip damage is a thing in most Street Fighter games — because even if the opponent does nothing, the zoner can slowly secure a health advantage by chipping them out.
But in Third Strike and SF6, parry systems remove that factor entirely. Chip damage? Gone, or at least extremely nerfed.

Take Remy from Third Strike — my favorite fighting game character ever.
He’s also the best zoner in the entire series....
Except for his own game.
If Guile had the same ♥♥♥♥♥ tools that Remy had, he’d be just as bottom tier.

In Third Strike, Remy has no real way to get in. Every single move he has is easily parried. Even his only "get in" — the dollar-store Tiger Knee — is a joke.
And since zoning gets neutralized by parries, Remy ends up as a punching bag.

Luckily for Guile, SF6 actually gave him real tools. He has good normals, drive mechanics, and ways to push forward if needed.

But here’s the thing: Guile’s zoning shouldn’t work against someone who can consistently parry.
That’s my whole point. Learn to parry his fireballs, and his entire gameplan begins to crack.

Parrying the fireballs

This part should be easy to learn.
Just record all of Guile’s fireballs with a dummy and randomize them. Practice recognizing and reacting to each one.
The key is to identify the fireball after it’s thrown — don’t pre-emptively mash the parry. And don’t just hold the button either. You’ll lose all your Drive gauge fast, which defeats the entire purpose of this playstyle.

Remember: the idea is to deny Guile the ability to chip you down and build Drive pressure. If you’re the one wasting your Drive Gauge trying to mindlessly parry, you’ve already lost the zoning battle.

A good Guile will intentionally mess up his rhythm to throw off your timing — so don’t get cocky. Even pros can get baited into a mistimed parry. Stay sharp.

Conditions

Now, this whole strategy depends on the kind of Guile you're fighting. Not every Guile plays the same. Here are the conditions that affect whether this approach will work:

The patience of the Guile
If the Guile stays disciplined, it might be harder to bait him into overextending. But if he’s the type to get impatient? That’s your opening.

His rhythm control
Some Guile players are really good at mixing up their fireball timings. If you’re up against that, your reactions better be on point.

Whether you get the health lead
This is crucial. Try to jump in once early on and land a clean combo to get the life advantage. Then stop approaching. Let him come to you for once. Parry his fireballs. Drain his Drive Gauge. Force him to take risks.

Your matchup knowledge
You need to know exactly what tools Guile has, and how he uses them. The more familiar you are with his gameplan, the easier it is to dismantle it.

Mid-close range ability.
This playstyle also depends on how strong your character is up close — and how confident you are in that range. Really crucial.

The meat and bones

Step 1: Get the health lead.
At round start, your only mission is to land one clean hit.
Preferably a jump-in. Or a Drive Rush combo.
Just anything to get a small life lead.

Once you’re ahead — congrats. You win. Guile has to do the approaching now.

Important: Don’t keep jumping. Guile will flash kick you into next week.
Just one clean jump. That’s all you need. This is also why this play style is extremely situational and does not offer you the win on a plate.

Step 2: Activate your parry mode
Back off. Mid-screen or full-screen. Don’t engage.
Guile will start throwing Sonic Booms like it’s eventually going to work.

Good. Let him.

You? You’re just gonna parry. Every. Single. One.

No chip. No pressure. You’re just chilling.

Don’t hold parry like a scrub. Tap it with intention.
If you get burnt out while holding parry, that’s on you.

Step 3: Let him taste his own medicine
Guile can’t help himself. When you don’t take the bait, he gets desperate.

He might start:

Running up with Drive Rush bazooka knees

Throwing out 5LK pressure

Tossing random Spinning Back Knuckles

Or just panic-jumping in (yes, it happens)

Let him. This is your moment. Whiff punish. DI crush. Trip guard. Grab.
Whatever. Just hit him for panicking.

Step 4: If he burns out — go nuts
Burnout Guile has no reversal nor parry.
No Drive Rush. No nothing.

That’s your green light. Go in.
Strike/throw, meaty setups, drive pressure — whatever fits your character.

He can’t zone without Drive. He can’t zone while burning.

Guile's get in tools

4LK – Bazooka Knee
This normal lets Guile move forward while keeping his charge, making it useful for closing distance without losing access to Sonic Boom or Flash Kick. He typically uses this from mid to far range. On block, it's -4, with -8 start up, so your fastest button can trade or even beat it if you're fast enough — but it's generally low risk for him.
It only becomes really threatening when you're in burnout or when he uses it during a Drive Rush, where it gains better frame advantage and can lead to pressure.

6HP – Spinning Back Knuckle
This is plus on block, but it has a slow startup, making it easy to react to — especially at close range. It’s not especially scary if you’re alert, but don’t ignore it, especially when paired with Drive Rush.

5LK – Standing Light Kick
This one's easy to overlook, but 5LK becomes a problem when combined with Drive Rush. On its own, it's just a fast poke, but with DR it leads into frame traps, strike/throw pressure, and potential tick throws or mixups. The best defense is to block and wait it out — trying to press can get you with his 5MP to strong conversion.

Light Sonic Blade
This is arguably his most consistent tool for safely approaching.
It stays in front of him, enhancing his next Sonic Boom and creating a projectile wall that’s difficult to jump over or parry cleanly. Guile can walk or Drive Rush behind it, and unless you're extremely sharp, you often won’t be able to contest him during the setup.
Your best option is to parry the fireball, but be careful: Guile may try to strike or throw you right before or after it hits. You’ll need to read both the projectile and his follow-up — it’s a layered guessing game.

Bonus

If you are behind
Then yeah, this doesn’t work.
You’ll be the one who has to go in, and Guile wins that game. You can also just aim for equal health, but that is boring because Guile is not that desperate. It can work— it just gets boring.

This strat only works if you get the lead first.
If he’s the one with the life lead, you’re playing SF2 again. Sorry.

Also please note that this strat does not hand you the win.

TL;DR: Guile doesn’t zone — you let him.
Get the lead.
Stop approaching.
Parry every Sonic Boom.
Wait for him to break.
Then punish him for playing like a zoner in a game where zoning doesn’t work.

Let Guile zone himself into a loss.

Note: this does not work with JP and Ryu. They respectively have better zoning and close range power.
Goodbye notes
Again, I want to remind you — this is not the optimized gameplan.
It’s just one of the hundred ways you can play against him.

Maybe it won’t win every match. Maybe it won’t work against every Guile.

But there’s one thing I can promise you:
This will piss them off.

And be honest — that is all we wanted.



Oh and yeah. Makoto for year 3!
1 Comments
Acel 20 Jul @ 9:56pm 
Nice guide