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CvS2 Guile Basics Guide (08.02.03)
Artavan "Maj" Mkhikian
(originally posted on Shoryuken.com forums)

I've been playing Guile for a while now (since CvS1 actually) on pretty much on every team I used. So in light of Guile's new popularity, I thought i'd share some of my strats and tricks for everyone to use so that we could get better as a community.

Page 1: Basics

Guile's crossup is j.LK and it's pretty much the only one he ever needs. His j.MK and j.HK have very weak crossup ability, so the only time they come in handly is as short jump crossups against some of the fatter characters like Blanka. Otherwise, j.LK is by far his best crossup.

Guile's basic combo off his crossup is c.LP, c.LP xx Flash Kick. The two jabs gives you enough time to decide whether or not you should do the Flash Kick. Against Grooves which have the Tech Roll ability, you want to use the LK Flash Kick since this gives you the ability to punish your opponent's Tech Roll with the s.HK kick. Against the other Grooves, using HK Flash Kick gives you slightly more damage so you may want to go with that instead.

Guile's basic super combos are c.LP, c.LP, c.LK xx Total Wipeout or Sonic Hurricane. There really is no reason to combo into his Somersault Justice super as that will usually miss some hits at the beginning. The Sonic Hurricane is the safer way to go, but the most damaging method is to go with lvl3 Total Wipeout followed by lvl1 Somersault Justice (if you are using N-Groove or S-Groove). C-Groove's best combo is using his lvl2 Total Wipeout canceled after the last hit to the Flash Kick. Again, use LK Flash Kick against Tech Roll Grooves to punish attempts. It's always best to use c.LK as the last attack before the super because c.LK is only cancelable into supers, not specials. So you won't get any accidental Sonic Booms messing up your combo.

When you have an open opportunity to punish an obvious mistake, the best combo to use without meter is a simple c.MP xx Flash Kick. The Flash Kick pretty much always connects, and the combo does the same damage as using two c.LP jabs.

Against people that roll, either use c.LP, c.LP xx Flash Kick (which gives you enough time to see if you successfully hit the roll) or throw them towards the corner with Guile's HK throw. The HK throw prevents any accidental Sonic Booms which happen if you get crossed up by the roll (and often get you owned by supers). Plus Guile has one of the scarriest corner traps in the game so that's where you want to get your opponent as often as possible.

For block strings following crossups or jumpins, Guile has too many options to count. If a short opponent blocks the two c.LP jabs following a crossup, the best thing to do is to tack on c.MP xx Sonic Boom and follow up with c.MK or c.HK for extra guard damage. If a tall opponent blocks the two c.LP jabs, follow up with a third c.LP and then link s.MP xx Sonic Boom, again following up with c.MP or s.HK for guard damage. It's very important to know which opponents can and can't duck under your s.MP from far range. Also, note that your opponent can Reversal after the far s.MP before the Sonic Boom hits them so make sure you don't do this string when your opponent has a capable lvl3 super ready. Since Guile recovers so quickly after his Sonic Booms, you don't have to worry about your opponent rolling after the s.MP because you can always throw them before they recover.

The best guaranteed block string Guile has is c.LP, close s.HP xx Sonic Boom, followed by c.MK, s.HK or F+HP if your opponent is really tall when crouching like Sagat. You can follow this up with another Sonic Boom, which will give you time to walk forward and add on another normal move. This sting should do around 50% guard bar damage and get your opponent in the danger zone where they have to worry about one more thing than you do.

Page 2: Anti Airs >>

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