Learn to Keep Out Every Character in Street Fighter V with this Guile Zoning Guide

While Guile’s corner loops and offensive pressure when stocked with V-Trigger and a full Critical Art are well-documented, many players have found it difficult to mount the defensive, zoning-based gameplan that he is known for in previous iterations, despite Combofiend declaring that he would be a “moving fortress.”

After logging in 400+ games with the “Air Slasher” in SFV, known content creator LiangHuBBB has created a guide offering some helpful zoning tips for anyone looking for more of a keep away style of play with their Guile.

He notes that, of the other available characters in the cast, Zangief, Rashid, Bridie, Ken, F.A.N.G and Necalli are “Easy to Keep Away&#8221$$ M. Bison, Chun-Li, Nash, Ryu and Alex, are “Medium” to Keep Away&#8221$$ while Karin, R. Mika, Laura, Vega and Dhalsim are ‘Hard to Keep Away.”

First, he recommends using Guile’s V-Skill, Sonic Blade, to bait jump-ins, which will allow you to land an anti-air Flash Kick afterwards, which will also juggle into Sonic Hurricane, if you have the meter.

Next, he notes that Guile’s air throws, Flying Mare and Flying Buster Drop, both have high priority, which will allow him to jump and air throw any jump-in on reaction after forcing movement with a Sonic Boom, despite the move’s increased recovery from Street Fighter IV. He can also use his Bazooka Knee command normal to move forward and keep up pressure, while maintaining a charge.

He also mentions that, during a fireball war, Guile’s Sonic Booms will always recover faster, allowing him to jump in over a Hadoken for a full-combo punish while his foe is still in recovery frames. Additionally, Guile’s Flash Kick possesses more range than any Shroyuken-like special move in the game, making it perfect for AAing the opponent’s neutral jumps, especially if they’re trying to escape your corner pressure.

Guile even has an answer against movement options like Nash’s V-Trigger, Sonic Move, which he can AA with an auto-correct Flash Kick every time, as long as he’s pre-charging it by holding down, even after throwing a Sonic Boom.

Though you may not be able to punish as many things with Guile’s Spinning Back Knuckle in SFV compared to USFIV, it is still a great tool to stop an enemy’s forward movement, and will still connect on hit after a Sonic Boom.

Source: LiangHuBBB


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