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Lance.
Guard is your bread and butter defense - but more specifically - it is your reactive defense. It's fast, can interrupt thrusts to an extent, and has great followups. If you see an attack coming at the last second, Guard should be your instinct.
This is different from World and 4, where Counter Thrust was your go-to defense. In Wilds, Guard is essentially the spiritual successor to Counter Thrust.
Charge Counter, despite sharing the same input and animation as Counter Thrust, has a different function, and this can be misleading. You shouldn't use it to simply block attacks and continue poking, as Perfect Guards are easier to perform and offer more reward.
Charge Counter is your hard-read, your call-out to the monster that you know exactly when they will hit you. If you release the button and initiate the attack as the monster is hitting you, you get a bigger payout than Guard. But because the move is less flexible than Guard, you have to plan to use it in advance of a monster's attack.
TLDR: Guard on reaction, Charge Counter preemptively
Edit: I may not have specifically answered your question: If you are hit with an attack during the startup of Charge Counter, you will negate all damage (guard point) and do a powerful double thrust instead of the regular high thrust you get if the enemy hits you before you release.
I think this will help me a lot. I know what Charge Counter does now, but I have been relying on that way too much instead of just using regular/perfect guard as well.