Standard
Guile
Sonic Boom and Flash Kick. The zoner who makes you come to him.
Should you main Guile?
Charge characters punish impatience, and Guile is the textbook: Sonic Boom owns the ground, Flash Kick anti-airs the jump-in, Drive Rush converts when someone finally walks forward. Perfect Parry every boom and he has to start walking — that is the real test.
Charge management is everything. Whiffing Flash Kick on a fake jump or boom-happy patterns that get Perfect Parried will unravel the game plan. He is excellent for learning spacing and patience in Street Fighter 6 ranked play.
Pick Guile if you like keep-out and punishing mistakes more than nonstop mixups. Lab boom pressure into confirm, and a meaty Flash Kick setup. When opponents start Perfect Parrying every boom, walk and throw more.
Sonic Boom to control the ground, Flash Kick the jump, and Drive Rush only when you have already forced respect. If someone is dancing outside boom range forever, take a small walk-up risk rather than auto-piloting another fireball into a Perfect Parry crush.
Ratings
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