Capcom vs SNK 2/Guile: Difference between revisions

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Well ,I don't like this Groove for Guile .
Well ,I don't like this Groove for Guile .
His "good" super combos can only be done in the corner and even if you perfectly Custom-Combo'ed your opponent the overall damage would be bad .A-Groove doesn't offer level 3 supers ,only level 1 supers .
 
Guile's level 3 supers are damaging AND you can combo into them (not possible in competitive play with A-Guile) .
His "good" 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 A-Groove only offers level 1 supers and that Any-other-Groove Guile can activate more damaging level 3 super combos that can be comboe'ed into (not possible in competitive play with A-Guile) .
There isn't anything worth mentioning in A-groove that could make up for the missing air-guard option .
There isn't anything worth mentioning about A-groove that could make up for the missing air-guard option .




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P-Groove :
P-Groove :


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).
S-Groove :
In general ,S-Groove is bad because it's just too risky .
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) .
N-Groove :
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 pokes and his Sonic Boom for block damage .
Guile can combo his level 3 Total Wipeout into a level 1 Somersault Justice for great damage .
K-Groove :


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 .


== Bread and Butter Combos ==
== Bread and Butter Combos ==

Revision as of 16:19, 30 June 2007

Guile.gif


Introduction

http://sfgalleries.net/art/sf2t/series2/guile.jpg

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 would 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 .

Moves List

Normal Moves

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Standing y y y +5 +5 3 4 6 200
Crouching y y y +5 +5 3 4 6 200
Jumping - - - - - 8 22 - 500
Strong Close n y y +2 +2 3 3 16 700
Far n/n y/n y/y +2 +2 4 5 16 800,600
Crouching n y y +5 +5 4 5 10 700
Jumping - - - - - 8 16 - 700
Fierce Close n y y -9 -9 4 3 30 1100
Far n n y +4 +4 6 6 18 1200
Crouching n/n n/n y/n -3 -3 5 16 11 1200,700
Jumping - - - - - 8 8 - 1200
Short Standing y y y +4 +4 4 4 7 300
Crouching y n y +2 +2 6 4 9 300
Jumping Neutral - - - - - 4 22 - 500
Jumping Diagonal - - - - - 4 22 - 400
Forward Close n y y +0 +0 4 6 14 800
Far n n n +1 +1 11 5 14 700
Crouching n n y +6 +6 7 5 9 700
Jumping Neutral - - - - - 9 5 - 800
Jumping Diagonal - - - - - 8 16 - 700
Roundhouse Close n n n +0 +0 8 8 16 1300
Far n n n +4 +4 15 6 14 1100
Crouching n/n n/n y/n down +8 7 5(28)5 11 1300,1200
Jumping - - - - - 7 5 - 1200
Command Normals
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

Special Moves

Sonic Boom :

- back charge ,forward punch


Flash Kick :

- down charge ,up kick

Supers

Total Wipeout :

- back charge ,forward ,back ,forward kick


Somersault Justice :

- down-back charge ,down-forward ,down-back ,up-forward kick


Sonic Hurricane (only level 3) :

- back charge ,forward ,back ,forward punch

The Basics

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 .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 !! Especially the Sonic Boom is of great importance .It limits your opponent's mobility and it gives you time enough for jump-ins and cross-ups .It's useful in (little) mindgames ,for example you're throwing a Sonic Boom at your opponent .He's blocking and thinks that you would go for a 2-in-1 ...Throw .Now 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 the opponent and its reversal version hits very fast . The priority is pretty good ,too .But it's possible that you could trade hits with your opponent 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 .


Groove selection

C-Groove :

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 (combo-starters) .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 .


A-Groove :

Well ,I don't like this Groove for Guile .

His "good" 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 A-Groove only offers level 1 supers and that Any-other-Groove Guile can activate more damaging level 3 super combos that can be comboe'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 .


P-Groove :

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).


S-Groove :

In general ,S-Groove is bad because it's just too risky .

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) .


N-Groove :

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 pokes and his Sonic Boom for block damage .

Guile can combo his level 3 Total Wipeout into a level 1 Somersault Justice for great damage .


K-Groove :

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 .

Bread and Butter Combos

These are Guile's main combos :

- J.Fierce ,c.Jab ,c.short ,Sonic Hurricane

- J.Fierce ,c.Jab ,c.Short ,level 2 Total Wipeout ,Flash Kick

You can do a c.Forward instead of the c.Jab and c.Short for more damage but therefore it's less hit-confirmable .


- cross-up j.Short ,c.Jab ,c.Jab ,c.short ,Sonic Hurricane


Non-meter combos :

- J.Fierce ,s.Fierce ,Sonic Boom ,forward Fierce

- J.Fierce ,c.Strong ,Flash Kick

Corner Pressure

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 a 2-in-1 (for example j.Fierce ,close Fierce ,Sonic Boom) .

If your opponent's guard is almost broken ,kick him with Guile's Roundhouse (now the guard is broken) and ...Sonic Hurricane .


Corner Mix-ups :


Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to your opponent ,wait until his block stun is over and throw him .

Ticking was helpful in the old days of Street Fighter ...and it still is ...


Guile's far Roundhouse is good as well as his forward Fierce (though the charge gets lost) .

Throw a Sonic Boom .If your opponent is blocking high do a c.Forward .

Use Guile's long-range attacks .They will keep your opponent in his defensive state because he can't get close to you .

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 you can throw your opponent .

Openings

Custom Combos

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 .

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

Kick ,...

...when meter depletes ,Somersault Justice


NOTE :

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 .

Advanced Strategy

Matchups

Shotos :

Their main weakness is their bad recovery from a fireball and their smaller range .Exploit this weakness by using Guile's pokes .Force them to throw a fireball by using blocking strings so that their normal attacks are out of range after you've been pushed back by their blocking ,leaving them the only option of a fireball.

Guile's c.Forward is one of his best normals .

Fireball fights shouldn't be a problem .Guile has got less lag . Do a forward Fierce or (if you're close enough) c.Roundhouse . 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 . Jump-in with a cross-up move ,tick and back throw them so that they end up in the corner .

Beware of their Hurricane kicks .If they activate it at the right spot they will make you block (or not if it comes very unexpectedly) and they will also recover fast .Now you could get thrown or get hit by a sweep and it's their turn .

Random Tricks/Notes