SvC Chaos: SNK Vs Capcom/Guile

From SuperCombo Wiki
ガイル, Guile
"You're pretty talented. I wouldn't want to meet you in the trenches: friend or foe."
Difficulty Mostly Easy
Max Mode Needed? Almost Useless
Tier Placement Very Strong (A)
Standing Hitbox ?
Crouching Hitbox Short

Introduction

Guilefacesvc.png

"Go home and be a family man!" Guile' whose theme song apparently fits with everything, is a classic Street Fighter character from SFII: World Warriors. As the father of the Sonic Boom and Flash Kick, he's just as annoying of a turtle to deal with here as he is in Street Fighter, only further amplified by SNK's 30 frame charge times, making his turtling game even more infuriating in the right hands as his opponents lose their patience (and sanity).

Strengths Weaknesses
  • Easy to learn, and straightforward: Guile's difficulty boils down to whether you can sit still and use his two special moves. Learning to use charge motions may take some time if you're new to fighting games, and knowing when you have enough charge, but outside of that Guile's kit is simple and self-explanatory, but very effective.
  • Solid set of buttons: Nearly all of Guile's buttons benefit him for poking, hit-confirming combos, air-to-airs, etc. He can safely rely on them for a ton of different scenarios.
  • Useful anti-airs: Most infamous of his anti-airs is his Flash Kick, a huge kick upwards that can catch anyone trying to jump in against him. His other anti-airs are very effective, too, when used in the right scenarios.
  • Fast and rewarding Sonic Boom: 30F Sonic Booms. Guile's already difficult to deal with in Street Fighter as it is, and now he can throw out Sonic Booms even faster, making him a fireball demon great at keeping the opponent out.
  • Exceptional turtle game: When Guile - a defensive character who normally requires about a second to charge his special moves - is suddenly given 30F charge times, opening him up proves a lot more difficult. Despite the NeoGeo charge input bug, Guile often has enough time to react accordingly to which special he needs to use. When bosses aren't accounted for, Guile is among the strongest characters purely for how difficult countering him is.
  • Forces players to be on top of their GCFS game: 30F Sonic Booms come out fast and Guile will ideally be throwing out as many as possible. Characters with poor mobility, few ways of getting in, or any sort of counter to zoning cannot afford to mess up their GCFS, let alone burn too much meter from using it. And while the opponent could attempt to jump the Sonic Boom instead, Guile still has access to 30F Flash Kicks.
  • Exceed is very difficult to counter: Guile's exceed summons a giant Sonic Boom in front of him that both comes out quick and packs a great hitbox. While still vulnerable and the hitbox lacks vertical reach, if Guile throws it out, chances are he's landing it, and even if it's blocked, it's not a guarantee he can be punished.
  • The only fully charge motion character to adjust well in SVC: The pace of the game fits perfectly for Guile's playstyle. If you're a Guile main from other games, you can rest easy that Guile has it great here.
  • 30F Charge Inputs: This point can't be overstated. 30F charge times elevate Guile so much higher, especially in a zoning, knowledge check heavy game. And no, his charge moves were not toned down to compensate this difference. They're still just as powerful.
  • Basic movement: Guile's a sitting duck and won't be moving around much to begin with. But when he does move, it's nothing impressive, albeit a minor flaw.
  • Forgettable Command Normals: Guile's command normals are replicas of his normals in the classic SF layout, to compensate the lack of 2 extra buttons. Though not even bad to begin with, as they make good pokes, they don't add much to Guile's oppressive gameplay. Unless maybe it's the rare time both players actually play footsies.
  • Bad recovery on Sonic Boom: Normally, the opponent has few chances to actually act upon the bad recovery of Sonic Boom since getting in in the first place is its own hassle. When the opponent does get such a chance, however, Guile can't recover fast enough to throw out a flash kick or otherwise block since the Sonic Boom animation is somewhat long.
  • Unsafe anti-air supers: Self-explanatory. Guile's anti-air supers propel him up into the air, so he runs the risk of being punished for it as a result.
  • Max Mode hardly helps him: Guile at most gets a couple combos he probably won't even have the chance to use in a match with max mode. Just use the meter up for something more important Guile may need instead.
  • Not suited for rushing the opponent: Guile's a turtle, so he'd rather the opponent approach him than the other way around, let alone not having access to any of his specials if he has to play aggressive - or limit himself only to movement that allows him to also buffer specials. For some matchups, notably some bosses, being forced to play the aggressor destroys many of his good points.
  • Is still a charge character in a game that is anti-charge characters: Guile's great kit is still plagued by the fact that he's a charge motion character in a game that hates charges motions. Charge characters are forced to use BC input for front step, which is a steep cost of meter to give up for a punish, unless they buffer super with dash input. Even with the benefit of 30F charge times, they're too committal in a game full of movement and punishes. In some MUs, having time to charge at all is a problem. Not to mention, the NeoGeo port's charge input bug limiting their options. For Guile specifically, this means picking between either Sonic Boom or Flash Kick at any given moment, which can backfire.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl/st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 2 3 7 12 +2 +0 -
  • It's a punch. Will whiff on small characters only. Good for poking, can chain into itself and most of the other Lights, and can be normal canceled.

cl/st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 5 12 23 -5 -7 -
  • Guile performs a very low kick, but it doesn't hits low(Unlike some other characters). Can be normal canceled, and can chain into the ground A normals(Only).

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 12 23 +4 +2 -
  • An elbow. Can be normal canceled, but the cr.C is a better option for comboing(Thanks to Guile's charging moves).

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 5 13 30 +2 +0 -
  • Guile performs a kick, but upside-down. Can't be normal canceled, but Guile will go over low-hitting moves.

Far Normals

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 7 14 31 -1 -3 -
  • A straight punch. Can't be normal canceled, but you can use it to poke the opponent(It won't whiff against most of the cast).

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 7 11 30 +2 +0 -
  • Guile walks forward and performs a kick with good reach. Can't be normal canceled too.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 2 3 7 12 +2 +0 -
  • Like st.A, but better since you'll be charging during the move. Can chain into itself and most of the other Lights. Normally used to cancel into the Somersault.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 5 11 24 -4 -6 -
  • A kick that hits low. Can't be normal canceled, and you can't chain Lights into it, thanks to the long startup(Long when compared to other Lights). Anyway, it's possible to link/chain(Dunno which one) into the Light Punches.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 2, 2, 6 19 33 -9 -11 -
  • An uppercut, and a great move to anti-air! You can normal cancel it as well, which can help on your turtling game(You'll attack the opponent while charging).

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 3, (27), 3 13 58 SKD 1st= -28 ; 2nd= +2 -
  • Guile'sclassic double sweep. Each one will knock the opponent down, meaning that they won't connect. You can't normal cancel those two, but they are great for poking. This move is very unsafe on whiff, so don't abuse of it.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 13 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Guile does a simple punch that won't do that damage. Can be used as an air-to-air move, it comes out very fast.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 13 - - - - -
  • Neutral Jumping Attack
  • A kick aiming up.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 11 - - - - -
  • Diagonal Jumping Attack
  • Guile's j.B from the old games. It's like Ryu's, but it's harder to crossup with it(Depending of the opponent's character).

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 8 - - - - -
  • Neutral Jumping Attack
  • A j.A, but with less active frames, and more damage. I don't think you'll use this.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 8 - - - - -
  • Diagonal Jumping Attack
  • A chop that can be used to begin your combos. Does great damage and hitstun.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • You can use this move as a jump-in move(C is better), or as an air-to-air move, thanks to its reach.

Command Normals

Knee Bazooka
b/f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A (Kind of Tiger) knee. You can't cancel normals into it(No matter the mode), which is sad. But this move is important for punishing, because you can combo with any ground A after the hit. You can practice something like: b/f+B(Charge d during the move), cr.A(You can do 2 if you're on the corner), (After the charge) u+D. I think Guile can go over low moves with this move.

Rolling Sobat
b/f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is a move for footsies. You can't cancel normals into it(Again, no matter the mode), but Guile will go over lows. The direction pressed will determine which direction Guile will move.

Slide Kick (cr.MK)
df.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Guile's cr.MK from the old games. You can't cancel normals into it(Outside of the Max Mode), and it can't be normal canceled(Again, outside of it), making it a great poking move.

Spinning Back Knuckle
f.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Classic move(It was Guile's f.C, I think). You can't cancel normals into it as well(Outside of Max Mode), but it can be max canceled into Special Moves(A very hard thing to do, I could cancel this move into the Somersault, and I don't even know how). Use it for poking. The A Sonic Boom > (Walk forward) > Spinning Back Knuckle still works here.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Sonic Boom
[b]~f P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • One of Guile's signature moves. You'll know how to use this projectile if you used Guile on any game. The button pressed will determine the speed of the projectile. If you're fullscreen away form the opponent, you can throw a A Sonic, walk forward, and wait for the opponent to do something. If he jumps, you know, just anti-air him/her with a cr.C. If he/she blocks/gets hit, you can use the f+C to get some more damage(You can superjump to begin a combo too, but the opponent will block the projectile, no matter what you try).

Somersault/Flash Kick
[d]~u K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u D - - Mid - - - - - - - - - - -
  • Another signature move, and Guile's (main) anti-air(Main because it is the easiest to perform). There are some basic combos with it too. The D version will make Guile go higher, and does more damage.

Super Moves

Somersault Slash
[db]~df,db,uf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
(12x7)+40 16, 46 Mid 0 19 0 X - - - - - - -
  • Damaging 10-hit move, can be used to anti-air(The Super below is better for that), and on combos(Better than the below), but it is unsafe on block. No difference between the versions. If you're having problems with the input, you can do: Charge db, HCB, uf.

Somersault Strike
[db]~df,db,uf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
37x10 45 Mid 2x10 0 0 X - - - - - - -
  • Guile's best anti-air. It does 8 hits, has a great vertical angle, does almost 50% damage(Of one bar), but it is unsafe on block, like the above. You'll probably save meter to use this move, because it is incredible. There is no difference between the two versions.

Total Wipeout
[b]~fbf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
13x5 18 Mid 2x5 0 0 X - - - - - - -
  • Guile will do a series of punches and kicks, doing 5 hits, and finishing with a Spinning Back Knuckle. This move is mainly used on combos, has some startup invincibility frames, and it is safe on block(Be happy).

Exceed

Sonic Hurricane
Charge B.png~F.pngB.pngF.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
64x13 72 Mid 1x13 0 0 X 3+10 51 20 84 SKD -7 1F-14F (Full invul during startup and first active frame), 15F-68F (Upper body invul during active and first four frames of recovery)
  • Detailed Active frame count: [1, (1),]x2, [2, (2),]x9, 2, (3), 2, (4)
  • Guile's Exceed, that would become his Critical Art on SFV. The Hurricane negates projectiles, does 13 hits, and it is Guile's most damaging move on this game. There are some easy confirms for it, so don't worry.

Strategy

Basic Strategy

Guile's gameplan

Guile is a turtling character, you probably know that. Most of the time, you'll be charging db/poking the opponent with the Command Moves/launching Sonic Booms. He isn't an offensive character, because he can't link many things(Which means, not many combo options, but his options are easy), and has almost no Max Mode options. Just know that you'll need to play on the defensive everytime during any match. Your best anti-airs are the cr.C(Easiest to perform, comes out fast, does good damage and has great angle, but has no invincibility frames), the Somersault(Not that hard to perform, does more damage than the cr.C, and has invincibility frames), and the vertical Super(Dangerous to perform thanks to the input, does great damage, and has invincibility frames). You can use his classic strategy too: Launch many A Sonic Booms from far away(You won't lose many projectile wars, so no worries), charge db as soon as possible, and if the opponent jumps over it, just Somersault him/her. That's it. Good luck on your matches.

Advanced Strategy

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
b/f.B, cr.A TBA TBA TBA TBA This is useful to learn for adding more damage to your punish combos, though it's a strict link. After the cr.A, you have several combo options.
(j.X,) cr.C, [b]~f C, f.C (corner only) TBA TBA TBA TBA This is an easy combo. The A projectile won't connect due to the speed(I think it will connect against EQ).
(While fullscreen away) [b]~f A, walk forward, f.C TBA TBA TBA TBA An easy and classic combo. That was mentioned before too. Remember that if the opponent jumps, you can do a cr.C to anti-air him/her.
(While fullscreen away) [b]~f A, dash forward/super jump, (j.X,) any combo TBA TBA TBA TBA This is to use just in case you stunned your opponent (or you're doing combo videos). The Sonic Boom does good damage here.
(j.X - corner only,) cr.C, [d]~u K TBA TBA TBA TBA Probably the easiest thing to do with the Somersault. This combo is mainly for punishing.
(j.X,) cr.A, [d]~u K TBA TBA TBA TBA This can be your BnB. It's easy to do, does good damage, and you don't need to be on the corner to add a Jump Attack to the combo. On the corner, you can add another cr.A for more damage. You can try that.
(j.C,) cr.B, cr.A, [d]~u K TBA TBA TBA TBA A combo starting with a low. Can help you, but it's very hard to add a Jump Attack before it.
b/f.B, cr.A, [d]~u K TBA TBA TBA TBA A great combo for punishing. It was mentioned before as well. Like the second combo, you can add another cr.A to get more damage, which is nice.
(Corner only) [b]~f A, cr.C, [b]~f A, dash forward, cr.A x2, [d]~u K TBA TBA TBA TBA While near the opponent. Not practical, but it is a cool combo. By using the Sonic Boom as a starter, you won't receive a push, which is good to know. On the last part, you'll need to dash, due to two things: The push(Thanks to the cr.C), and to buffer the charge(After the dash, you can continue charging with the cr.LPs). You won't use this combo on a match.
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cr.A, [db]~df,db,uf P TBA TBA TBA TBA Good combo. Basically, the things you can do with the Somersault Slash/Strike, are the same as the regular Somersault's combos.
(j.X,) cr.A, [db]~df,db,uf K TBA TBA TBA TBA Same as the above, but better for combos.
(j.X,) cl./cr.C, [b]~fbf K TBA TBA TBA TBA Useful combo. Easier than Somersault Slash/Strike combos, and it's damaging.
b/f.B, cr.A, [b]~fbf K TBA TBA TBA TBA For punishing purposes. You can learn this one if you want. If you think that the Somersault punish is better, forget this combo.
(j.X,) cl./cr.C, Exceed TBA TBA TBA TBA Probably the only way to confirm the Exceed. This is a combo that you need to know, because confirming your Exceed is the best thing you can do in SvC.

Max Mode Combos

Guile doesn't have many Max Mode options. He can only cancel part of his Command Normals, and non-cancelable normals. Sadly, Guile can't confirm his Exceed with Max Mode combos.

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
cr.C, f.C, (C)df.B, (C)f.C TBA TBA TBA TBA One of the few combos I found. Dunno if this is the best one too, but it can do some damage(Something like 30% of one bar).
(Corner only) (j.X,) cr.A, (C)df.B, (C)[d]~u K TBA TBA TBA TBA A cool combo, but it is corner only, which is sad. I think you can use b/f+B, to make the combo safer(Jumping is a very dangerous thing to do in SvC, depending of the opponent's character).

Game Navigation

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SNK Characters
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Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken