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= | {{TOClimit|3}} | ||
{{SVC Character Subnav|name=Guile}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | ガイル, Guile | |||
|- | |||
! align="center" colspan="2" | [[image:Guilesvc.gif|"You're pretty talented. I wouldn't want to meet you in the trenches: friend or foe."|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Turtle zoner | |||
|- | |||
| '''Difficulty''' || Mostly Easy | |||
|- | |||
| '''Max Mode Needed?''' || Almost Useless | |||
|- | |||
| '''Tier Placement''' || Very Strong (A) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:Guilefacesvc.png|right]] | |||
"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). | |||
{{ ProConTable | |||
| pros= | |||
* '''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. | |||
| cons= | |||
* '''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. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl/st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=2 | |||
|Active=3 | |||
|Recovery=7 | |||
|Total=12 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl/st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=5 | |||
|Recovery=12 | |||
|Total=23 | |||
|Hit Adv=-5 | |||
|Block Adv=-7 | |||
|Invulnerability= | |||
|description=* 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). | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
== | <font style="visibility:hidden" size="0"></font> | ||
: | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
== | |name=cl.C | ||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
== | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
== | |Meter= | ||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=12 | |||
|Total=23 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* An elbow. Can be normal canceled, but the cr.C is a better option for comboing(Thanks to Guile's charging moves). | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
:' | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=5 | |||
|Recovery=13 | |||
|Total=30 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* Guile performs a kick, but upside-down. Can't be normal canceled, but Guile will go over low-hitting moves. | |||
}} | |||
}} | |||
= | ====Far Normals==== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=7 | |||
|Recovery=14 | |||
|Total=31 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* 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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=7 | |||
|Recovery=11 | |||
|Total=30 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* Guile walks forward and performs a kick with good reach. Can't be normal canceled too. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=2 | |||
|Active=3 | |||
|Recovery=7 | |||
|Total=12 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=5 | |||
|Recovery=11 | |||
|Total=24 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=2, 2, 6 | |||
|Recovery=19 | |||
|Total=33 | |||
|Hit Adv=-9 | |||
|Block Adv=-11 | |||
|Invulnerability= | |||
|description=* 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). | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
= | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=3, (27), 3 | |||
|Recovery=13 | |||
|Total=58 | |||
|Hit Adv=SKD | |||
|Block Adv='''1st= -28''' ; '''2nd= +2''' | |||
|Invulnerability= | |||
|description=* 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==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=13 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=13 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* A kick aiming up. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Guile's j.B from the old games. It's like [[Ryu (SvC)|Ryu's]], but it's harder to crossup with it(Depending of the opponent's character). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* A j.A, but with less active frames, and more damage. I don't think you'll use this. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* A chop that can be used to begin your combos. Does great damage and hitstun. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=b/f.B | |||
|caption= | |||
|name=Knee Bazooka | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=b/f.D | |||
|caption= | |||
|name=Rolling Sobat | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.B | |||
|caption= | |||
|name=Slide Kick (cr.MK) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.C | |||
|caption= | |||
|name=Spinning Back Knuckle | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~f P | |||
|caption= | |||
|name=Sonic Boom | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[d]~u K | |||
|caption= | |||
|name=Somersault/Flash Kick | |||
|data= | |||
{{AttackData-SVC | |||
|version=[d]~u B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=[d]~u D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[db]~df,db,uf P | |||
|caption= | |||
|name=Somersault Slash | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=(12x7)+40 | |||
|Counter Dmg=16, 46 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=19 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[db]~df,db,uf K | |||
|caption= | |||
|name=Somersault Strike | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=37x10 | |||
|Counter Dmg=45 | |||
|Guard=Mid | |||
|G. Crush=2x10 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~fbf K | |||
|caption= | |||
|name=Total Wipeout | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=13x5 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=2x5 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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=== | |||
{{MoveData | |||
|image= | |||
|subtitle=Charge {{Motion|4}}~{{Motion|6}}{{Motion|4}}{{Motion|6}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Sonic Hurricane | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=64x13 | |||
|Counter Dmg=72 | |||
|Guard=Mid | |||
|G. Crush=1x13 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=3+10 | |||
|Active=51 | |||
|Recovery=20 | |||
|Total=84 | |||
|Hit Adv=SKD | |||
|Block Adv=-7 | |||
|Invulnerability=1F-14F (Full invul during startup and first active frame), 15F-68F (Upper body invul during active and first four frames of recovery) | |||
|description=* 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== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ 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 [[Earthquake (SvC)|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. | |||
|- | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ 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. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ 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). | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Guile]] |
Latest revision as of 02:31, 28 July 2024
ガイル, Guile | |
---|---|
Category | Normal |
Playstyle | Turtle zoner |
Difficulty | Mostly Easy |
Max Mode Needed? | Almost Useless |
Tier Placement | Very Strong (A) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
"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 |
---|---|
|
|
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, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
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.
|
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.
|
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.
|
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)
|
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.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
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 | - | |
|
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 | - | |
|
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 | - | |
|
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 | - | |
|
Far Normals
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 | - | |
|
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 | - | |
|
Crouch Normals
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 | - | |
|
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 | - | |
|
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 | - | |
|
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 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 13 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 13 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 5 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
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 | - | - | - | - | - | - | - | |
|
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 | - | - | - | - | - | - | - | |
|
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
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
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 | - | - | - | - | - | - | - | - | - | - | - |
|
Super Moves
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 | - | - | - | - | - | - | - | |
|
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 | - | - | - | - | - | - | - | |
|
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 | - | - | - | - | - | - | - | |
|
Exceed
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) | |
|
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 | |
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May change to numpad notation much later down the road. |
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. |
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.
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). |