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CvS2 Guile Basics Guide (08.02.03)
Artavan "Maj" Mkhikian
(originally posted on Shoryuken.com forums)
Page 2: Anti Airs
Of course the next thing to discuss is anti-airs. Since you will be throwing a lot of Sonic Booms, and more importantly since you will be
staying at a range where most opponents are ineffective, your Guile will have to deal with a lot of jumpins. Unfortunately, Guile has no
absolute anti-air. The only good Flash Kick for anti-air is the HK version, which has horrible recovery and requires you to be charged.
On top of this, the Flash Kick is only one hit and can always be air blocked, parried, and just defended easily. On top of this, it doesn't
have very good horizontal range, so it's not very good short jump defense either.
Thankfully, Guile has one of the most extensive arsenals of normal anti-airs in the game. Unfortunately, you have to take the time to learn
what range each and every one of these works on. Doing the s.MP antiair from too close a distance for example will give you the close s.MP
attack which will most likely wind up getting you killed.
The most versatile of Guile's anti-airs is the c.HP uppercut. This move has pretty good priority, and trades against almost everything that
it doesn't hit cleanly. The best part is that in order to counter it clean, your opponent has to do their air attack early, meaning they can't
combo you when they land. Also, since the c.HP can be done from down/back, this still leaves you with charge to counter throw attempts and loose
pressure strings. The best position to use this from is under your opponent. Walk forward if you have to, but if you get under them, this move
will almost always hit clean. Another thing to keep in mind is that you have to keep track of your opponent's tendencies and play mindgames
carefully. If your opponent does their attack early to counter your c.HP, you can wait crouching until the high priority part of their attack
finishes and then hit them clean with the c.HP. Be careful though, because if an opponent knows you will wait for them and does their attack
late to counter your late c.HP, they will be able to combo when they land.
This actually explains why the s.MP anti-air is Guile's best. Since it reaches so high up, the far s.MP anti-air forces your opponent to reveal
their intent early on. Once you know what ranges you can safely use s.MP from, your air defense will become nearly impenetrable. To do this
though, you need to keep your ground ranges carefully. If you let your opponent come too close, you won't be able to do the far s.MP anti-air
when they jump. The best antiairs for the threatening airborne Grooves (P-Groove, K-Groove, and A-Groove) is to counter with an airborne antiair
such as jump back j.HK or jump up j.MK if you know you've got your spacing right. This greatly reduces their opportunity to hurt you since the
most they can do after parrying an air attack from the air is to get you with a jumping hard attack. But this doesn't mean you should be scared
to use ground based anti-airs against these Grooves. Remember that they are only threatening if they can predict what you are going to do.
Also, with C-Groove Guile, using his airthrows as anti-air is an excellent strategy. Since airthrows are zero-frame, you can jump at your opponent
holding back and push the button to throw them when you are in range. If they attack before then, you will block it. But there's no such thing as
getting hit while attempting an airthrow since airthrows have no startup. This comes in very handly against P-Groove and K-Groove since neither of
those Grooves can defend against airthrows. Just watch out for characters with air supers since you can't airblock those.
Guile's best anti-crossup attacks are his lvl2 or lvl3 Somersault Justice, his c.MP to hit poorly spaced crossups, and his fully extended c.HP
uppercut. The c.HP is the best of the three, but you rarely have enough time to get it out there fast enough. Therefore, the best anti-crossup
defense Guile has is his excellent ground game. Don't let people get in range to cross you up. If you aren't expecting it and you don't have
an anti-crossup ready, just use the roll to get out of the situation and regain your positioning. Guile is perfectly capable of using his
ground game to prevent opponents from getting in range to cross him up. So don't try to deal with crossups in a sloppy way, because that will
cost you way too much damage for no reason. Just roll out and don't let it happen again.
And finally, with Roll Canceling, Guile has an excellent anti-air in the form of RC Sonic Boom. Basically this is an excellent way of hitting
short jumps and defending against Grooves that can defend in the air (C-Groove, P-Groove and K-Groove) without any guesswork. The RC Sonic Boom
will always hit the short jump attack because it is a horizontal move. C-Groove can't punish you after airblocking an RC Sonic Boom and neither
can K-Groove. By using good zoning, you can make sure that P-Groove never gets close enough to punish you after air parrying the RC Sonic Boom.
And the best part is that you never have to worry about trading hits with air attacks. But this isn't absolute anti-air for Guile either. It
covers one angle very well, but it still only covers one angle. Learn to use all of them.
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