Capcom vs SNK 2/Guile
- 1 Introduction
- 2 Moves List
- 3 Advanced Strategy
Well, here he is, the army guy of fighting games, Guile.
Guile was first introduced in Street Fighter 2: The World Warrior. Chronologically, he made his debut in Street Fighter Alpha 3.
Street Fighter Alpha 3:
Guile, a Lieutenant of the United States Air Force, is being ordered to find his best friend Charlie who got lost during a secret mission (Charlie is searching for Bison). Guile meets the Interpol investigator Chun-Li who tells him to go back home because it would be too dangerous for Guile to follow Charlie. Guile refuses to leave and explains that he has to find Charlie under any circumstances, as a friend and as a soldier. Chun-Li understands and teams up with Guile.
They find Charlie in Thailand, the place where the base of the crime organisation Shadaloo lies. Bison shows up. Charlie and Guile fight him outside while Chun-li is investigating the base. Shortly after the battle Bison gets back to the base. The two friends enter the base. They find the Psycho Drive, the generator that stores Bison's evil energy, and begin to set explosives around the Psycho Drive.
Out of nothing Bison attacks Charlie with a Psycho Shot. Then he tries to kill Guile with a Psycho Crusher but Charlie grabs Bison from behind and saves Guile. Charlie tells Guile to leave the base because the explosives would blow up in any minute. Guile does so while Charlie is fighting Bison within the base. The base explodes.
Days later Guile stands on a hill with Charlie's dog tag in his hands. Chun-li appears and tells Guile that all facilities of Shadaloo have been destroyed. Guile doesn't respond. Chun-Li tries to console Guile by saying that she still believes that her father (he was also killed by Bison) is alive just like Charlie and that the only death occurs when you stop believing.
Street Fighter 2:
Somehow Bison survives the explosion.
Guile swears revenge for what Bison did back then. Guile leaves his family and enters the second World Warrior Tournament after he got an invitation (Bison holds the tournament in order to get revenge on everybody who hindered his plans to dominate the world ).
Guile gets his fight with Bison and wins. The defeated Bison tells Guile to kill him but suddenly Guile's wife Jane and his daughter Amy appear and beg him not to kill Bison because it could make Guile a murderer just like Bison and that killing him wouldn't bring back Charlie.
Guile understands and together with his family he "goes back home and is a family man".
|b or f +Forward||n||n||n||+1||+1||11||5||14||700|
|f + Fierce||n||n||n||+0||+0||8||5||19||1300|
|b or f +Short||n||n||n||-12||-5||6||5||20||600|
|(close) b or f +Roundhouse||n||n||n||+1||+1||15||6?||17||1300|
- back charge, forward punch
- down charge, up kick
- back charge, forward ,back, forward kick
- down-back charge, down-forward, down-back, up-forward kick
Sonic Hurricane (only level 3):
- back charge, forward, back, forward punch
Guile is a charge character. You will have to be patient if you want to become a (true) Guile player. Patient means: Charge.
Start charging right after you have done a special move. Having charge will prepare you for the unexpected, i.e. mix-ups, sometimes throws and even cross-ups. Of course, just charging won't prevent all these things but it seizes your reaction window by far; you'll just have to tap forward/up and the corresponding button to get the special move. This makes mindgames less risky and dangerous... at least for you...
In many situations Guile has to rely on his special moves. THERE ARE ONLY TWO!! But they're very useful and can save your butt in many situations. Especially the Sonic Boom is of great importance. It limits your opponent's mobility and it gives you time enough for jump-ins; never do a jump-in without a Sonic Boom in front of you. The Sonic Boom is useful in (little) mindgames, for example you're throwing one at your opponent. He's blocking and thinks that you would go for a 2-in-1...Now throw him. Then do a cross-up or something else.
The Sonic Boom is not only a combo-ender, it can also lead into combos. Guile's impeccable recovery after he has thrown a Sonic Boom keeps him in safe distance (helpful when fighting one of the wrestler dudes).
Guile's second special move is the Flash Kick. It's a good anti-air attack with pretty decent damage. The Flash Kick is a great move with the ability to prevent cross-up attempts by your opponent and its reversal version hits very fast. The priority is pretty good, too. But it's possible that you could trade hits when executing the Flash Kick too late (doesn't happen always, just sometimes). In such a situation you should use one of Guile's normal anti-air attacks instead of his Flash Kick. His c.Fierce is always a good option. It comes out fast and the damage is good. His s.Strong is faster but weaker. Your choice. However, these are normals, so they won't floor your opponent but you can throw a Sonic Boom to slow him down.
Guile is one of few characters (if not the only one) without an overhead attack, not even an instant overhead. This is, if you think about, a big minus to Guile's mix-up game. I'll explain it:
Lacking mixup game (in this case overheads) means less effective offensive gameplay/rushdown and as we all know Guile needs all the offense he can get. This means you can't be as devastating as you'd like to be. Why? Simple. The only way to force your opponent to block high is to jump at them. A good opponent will always be prepared for a jump-in, be it normal or even low. This severely decreases your openings, I mean, a successful overhead gives you great opportunities and is a great tool for mind games. Guile misses this important mindgame; this doesn't mean that he can't have any good mindgames-he's good at ticking, so don't worry-but he has only little mindgames. You have to make up for this by using cross-ups followed up by his low attacks. The best option in such a case would be his c.Short. It's combo-able into his c.Jab and another c.Short. Now you've got several choices. Flash Kick, Sonic Hurricane led into by his c.Short... or you can go for a tick throw. Do as you like, just keep it fresh.
There's another problem that I'd like to talk about. As a Guile player you might develop a habit that every Guile player has: to block attacks low... often, very often...It's understandable and seems logic if you look at Guile's commands you have to input to get a special move. This habit can turn out to be a real pain in the butt and can end the match very early if your opponent notices this habit and takes advantage of it. The only advice I can give you is: Don't let him fool you!! If you get mad and lose your patience then you'll lose anyway. Be patient if you want to get good with Guile.
I'll try to be as precise as possible concerning his gameplay. I find it very important to note every movement of Guile and its properties during a match as this guide is dedicated to the ones who are new to Guile and would like to pick him up as a character. I've found out that it can be very difficult and sometimes even frustrating for beginners to understand this. That's why I also consider to post some match videos of Guile because its very important to get a visualization of this lengthy guide I'm about to write.
(On its way...)
This is the Groove that suites Guile the best but it's not his only good Groove.
Due to the fact that Guile players always keep charging they benefit a lot from air-guarding, making jump-ins less risky. Guile's combo-ability is great and he can take more advantage of his low punches and low kicks as they can lead into quick but yet damaging combos. His level 2 cancels aren't difficult to execute and the additional damage is good, too. The counter-attack/-movement option (maximal 3 in a row) is nice but in C-Groove it's not as advanced as in other Grooves and Guile's super combos are 100 times more useful when playing him in C-Groove than his counters.
Well, I don't like this Groove for Guile.
His real damaging Custom Combos can only be done in the corner and even when you perfectly Custom-Combo your opponent the overall damage is bad, considering that Any-other-Groove Guile has more damaging level 3 super combos that can be combo'ed into (not possible in competitive play with A-Guile). There isn't anything worth mentioning about A-groove that could make up for the missing air-guard option except that Guile is good for building quickly meter but this advantage should be exploited in Grooves where GUILE is the damaging one, not Bison or Sakura...
Master parrying... That's the first and most important step in order to play P-Groove successfully.
And even after having mastered parrying there are many negative aspects that make this Groove a bad choice for Guile. Guile's offensive gameplay is pretty bad in P-Groove simply because of the fact that you will lose charge when parrying. This decreases Guile's combo-ability a lot, for example you would like to punish your opponent pretty badly but because you parried his attack you can't do a c.Jab, c.Jab, Flash Kick combo. Another big limitation of Guile's combo-ability is the only level 3 available super combo. His mobility suffers from the missing roll. You can't escape if your cornered (bad, if your fighting Zangief) and you won't be able to move forward while charging (rolling makes this possible).
In general, S-Groove is bad because it's just too risky and it does take lots of devotion until it can be exploited to its extent. This counts for P- and K-Groove as well. Only if you're willing to take this huge step use S-Groove.
You only benefit from S-Groove when you are about to die... Additionally, you can only get meter when you are charging up Roundhouse and Fierce. This will leave you wide open. Level 3 super combos are only possible when your stamina is low AND when your meter is full. Dodging is useless in the corner. Compared to rolling, which can also be used to avoid getting hit by the opponent, dodging has only defensive use (though Guile can set up a juggle with his "dodge" kick).
This Groove is the most versatile one and therefore great for Guile.
Guile gains a lot of mobility from running and counter movements, making him even more offensive. Cross-ups are easier to set up. When you've got meter you can power-up any time you want to strengthen Guile's quick pokes.
Guile can combo his level 3 Total Wipeout into a level 1 Somersault Justice for great damage.
Guile's 3rd best Groove.
Although the Groove doesn't feature rolling it makes up this deficit with offense, power and just defense. Guile's pokes will get more dangerous, thanks to the rage mode and the quick recovery of his normal attacks. Quick standing (Safe Fall) is a great tool in K-Groove. But don't do it too often. Just defending is easier to accomplish than parrying despite the fact that you won't gain much meter/stamina when just defending. The run option also adds more offense to Guile's gameplay.
Bread and Butter Combos
These are Guile's main combos:
with meter (you can substitute the c.Jab for a c.Short for some high-low mix-ups):
- J.Fierce, c.Jab, c.short, Sonic Hurricane
- J.Fierce, c.Jab, c.Short, level 2 Total Wipeout, Flash Kick
- cross-up j.Short ,c.Jab ,c.Jab ,c.short ,Sonic Hurricane
- counter far s.Roundhouse, Sonic Hurricane
- J.Fierce, s.Fierce, Sonic Boom, forward Fierce
- J.Fierce, c.Jab (not possible in corner), c.Strong, Flash Kick
- c.Jab, c.Strong, Sonic Boom
The Sonic Boom is very important in the corner. It avoids wake-up attempts by your opponent, making Dragon Punches useless, and the quick recovery gives you enough time to do a jump-in so that you can follow up with some strings.
Guile's main mixups start with a Jab Sonic Boom. Here's what you can do afterwards:
- jump at your opponent.
This is the best option for Guile because it's safe and offers the largest options of setups for Guile, such as throws and especially 2-in-1s for guard crush strings. End his strings with a far s.Roundhouse if you're sure you'll get your opponent's guard crushed.
- walk up to your opponent and throw him
- If your opponent rolls out try to hit him with c.Jab, c.Jab, c.Short
(don't do it too fast, you have to gain charge), Sonic Hurricane or throw him.
Guard crushing, mainly used when in corner
Here are some Guard crush strings I've come up with in matches. These strings are quick and pretty safe and can also be used as normal attack patterns.
These aren't 100% strings. That would be too difficult to accomplish with Guile anyway. Guile mainly guard-crushes at long intervals that happen throughout the entire match. So, don't expect to guard-crush your opponent all the time. This occurs rarely when using Guile but I'll list some strings because they can apply to normal gameplay as well. The second reason for listing these strings is that such a situation is yet possible and I want you to be prepared for this situation.
- Jab Sonic Boom, j.Fierce, c.Strong, c.Forward, s.Strong, Sonic Boom, c.Forward, s.Roundhouse,Jab Sonic Boom
- Jab Sonic Boom, j.Fierce, c.Short, tick throw (opponent floored), Jab Sonic Boom, j.Short, c.Strong, c.Forward, Sonic Boom
- Jab Sonic Boom, j.Fierce, up-close s.Fierce, Sonic Boom, forward s.Fierce, s.Roundhouse,Fierce Sonic Boom
There are lots of variations... after the last Sonic Boom you can either repeat your attack or walk up and attempt a throw. You'll be able to know whether your movements are safe or not if you play Guile long enough. Don't worry.
First off all, I would like to note that Guile shouldn't be played in A-Groove simply because he'd lack juggle opportunities in mid-stage if the Custom Combo mode was activated. But since he's a good battery you can use him in A-Groove (as lead character, of course).
The only time he has A-groove activated should be in the corner:
c.Roundhouse (to set up the juggle), s.Roundhouse,
c.Fierce, Short Flash Kick, c.Fierce, Short Flash Kick, c.Fierce, Short Flash
... when meter depletes, Somersault Justice
Be sure to use CROUCHING Fierce, not STANDING Fierce because the c.version does more damage.
close s.Roundhouse, Sonic Boom, Sonic Boom, Sonic Boom,...
...when meter depletes, Somersault Justice
You can also start with a Jab Sonic Boom (on the other side of the stage), high-jump towards the opponent, activate CC mode in mid-air, followed by a j.Roundhouse, s.Roundhouse, Sonic Boom over and over, finished by a Somersault Justice.
The damage is a lot higher but this setup is too unreliable (and too hard to pull off) in competitive play.
You should focus on using Guile's long-ranged normal attacks by using the Sonic Boom-jump-in pattern to get up-close as you've got the advantage to do save jump-ins compared to them. If they block finish your string with his c.Forward. Guile's c.Forward is one of his best normals in almost ANY situation because it's safe and has got decent priority. This move can't be used wrong. It's only wrong not to use it.
Fireball fights shouldn't be a problem. Guile has got less lag. Punish their projectiles with your forward Fierce or, if you're close enough, c.Roundhouse, afterwards you can try to cross-up. It's also possible to roll. Then throw or do a combo.
Try to avoid jump-ins, they will get you with a Shoryuken or c.Fierce if you're NOT in C-Groove.The only time to ever jump-in is when they have been floored or after you have thrown a Sonic Boom-and even then it's possible for them to escape: Keep in mind that the Shoryuken is invincible on start-up. In order for his jump-ins to be safe you have to throw a Sonic Boom before attampting to do them. You can also try to do an empty jump-in (no attack during a jump) if you're far enough away from them, then punish them if they whiff with their Shoryuken, but don't rely on it as attacking the opponent is still the best option to gain room.
-Guile hasn't got any overheads
-he can charge for a Flash Kick during his run, though it hasn't got any valuable use in competitive play