Marvel vs Capcom 2/Guile: Difference between revisions

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{{MvC2Header}}
{{MVC2 Character Intro|char= guile|full=Guile|short=GUI|content=
= Introduction =
== Introduction ==
[[image:MvC2guile.png]]
Coming Soon.


= Colors =
'''TO-DO''': Add frame data, as well as missing sprites
First row: LP, HP, A1. Second row: LK, HK, A2.
== Gameplay ==
 
{{2 Column Flex|flex1=6|flex2=4
[[Image:Mvc2-guile.png]]
|content1=
 
{{Content Box|content='''Guile''' is an all-American zoner. His main strengths are solid normals and his Somersault, and his main weakness is lack of movement options.
= Moves List =
{{ProConTable
 
|pros=
== Normal Moves ==
|cons=
{|border="1"
}}
!width="6%"|
}}
! Frames
|content2=
! Advantage
{{Content Box|content=
! Cancel
<center><youtube>https://youtu.be/2HpZjJbLhm8?si=xvQ38TNBcBazB_jL</youtube></center>
! Block
}}
!colspan="3"| Hitbox
! Notes
|-
|colspan="9" align="center"| '''Standing'''
|-
! [[File:Lp.png]]
|align="center"| 3/2/9
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|colspan="3" | [[File:Guile-mvc2-lp.png|center]]
|align="left"|
|-
 
== Special Moves ==
{{MvC3MoveListHeader}}
{{MoveListRow | Sonic Boom
| Charge {{b}} , {{f}} + {{p}}
|
|
}}
}}
{{MoveListRow | Flash Kick
| Charge {{d}} , {{u}} + {{k}}
|
| {{airok}}
}}
}}
{{MoveListFooter}}


== Super Moves ==
== Character Summary ==
{{MvC3MoveListHeader}}
{{3 Column Flex
{{MoveListRow | Sonic Hurricane
|content1=
| {{qcf}} + {{lp}} + {{hp}}
{{Content Box|header=Special Moves |content=
|
;Sonic Boom
|
* Charge {{b}}, {{f}}+{{p}}
;Somersault Kick
* Charge {{d}}, {{u}}+{{k}}
;Air Somersault Kick {{aironly}}
* {{d}}, {{u}}+{{k}}
}}
|content2=
{{Content Box|header=Hyper Combos |content=
;Sonic Hurricane
*{{qcf}}+{{lp}}{{hp}}
;Somersault Strike
*{{qcb}}+{{lk}}{{hk}}
;Crossfire Assault {{aironly}}
* {{qcf}} + {{lk}}{{hk}}
}}
}}
{{MoveListRow | Somersault Strike
|content3=
| {{qcb}} + {{lk}} + {{hk}}
{{Content Box|header=Assist Types |content=
|
;Type α - Anti-Air Type
|
*Assist: {{hk}} Somersault Kick
*Counter:  {{hk}} Somersault Kick
*Combination: Somersault Strike
;Type β - Projectile Type
*Assist: {{hp}} Sonic Boom
*Counter: {{hp}} Sonic Boom
*Combination: Sonic Hurricane
;Type γ - Balance Type
*Assist:  {{hp}} Sonic Boom
*Counter: {{hk}} Somersault Kick
*Combination: Sonic Hurricane
}}
}}
{{MoveListRow | Crossfire Assault
| {{qcf}} + {{lk}} + {{hk}}
|
| aironly
}}
}}
{{MoveListFooter}}


== Assist Moves ==
== Moves List ==
{{MvC2CharacterAssists
 
  |[[file:hk.png]] Flash Kick
=== Assists ===
  |
{{MoveData
  |Somersault Strike
|image=
  |[[file:hk.png]] Flash Kick
|caption={{hk}} Somersault
  |  
|name=Anti-Air
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hk}} Somersault
|TeamHyperCombo=Somersault Strike
|description= Classic flash kick Anti-Air Assist. Controls a wide space in front of the point character at a 45 degree angle. Projectile goes all the way up. Damage is weaker when only the projectile hits.
 
By far his preferred assist.
}}
}}<br>
 
{{MoveData
|image=
|caption={{hp}} Sonic Boom
|name=Projectile
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Sonic Boom
|TeamHyperCombo=Sonic Hurricane
|description= Standard projectile assist.
}}
}}<br>
 
{{MoveData
|image=
|caption={{hp}} Sonic Boom
|name=Balance
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Sonic Boom
|TeamHyperCombo=Sonic Hurricane
|description= Standard projectile assist but the alpha counter is a flash kick.
}}
}}<br>
 
=== Normal Moves ===
-When grounded, Guile has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
==== Ground Normals ====
 
{{MoveData
|image= MVC2_Guile_5LP_01.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


  |[[file:hp.png]] Sonic Boom
{{MoveData
  |
|image=
  |Sonic Hurricane
|caption=
  |[[file:hp.png]] Sonic Boom
|name= Crouching Heavy Punch
  |  
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{launch}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


  |[[file:hp.png]] Sonic Boom
{{MoveData
  |
|image=
  |Sonic Hurricane
|caption=
  |[[file:hk.png]] Flash Kick
|name= Crouching Medium Kick
  |  
|linkname= 2MK
}}
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2 part sweep. Can be cancelled but the first hit is rollable.
}}
}}<br>
 
 
==== Air Normals ====
-When in the Normal Jump state, Guile has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
 
{{MoveData
|image=
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
 
 
==== Command Normals ====
 
{{MoveData
|image=
|caption=
|name= Bazooka Knee
|linkname= Bazooka Knee
|input= {{b}}+{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Classic knee that moves forward with a back input.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Straight Punch
|linkname= Straight Punch
|input= {{b}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Can be cancelled into specials or supers.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Spinning Back Knuckle
|linkname= Spinning Back Knuckle
|input= {{f}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Classic backfist poke. Can be cancelled into specials or supers.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Hop Kick
|linkname= Hop Kick
|input= {{b}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Strong poke with good range on his magic series, but not cancellable.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Upside-Down Kick
|linkname= Upside-Down Kick
|input= {{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Classic kick. Not an overhead. Slightly slower than the 4HK hop kick.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= 8HP
|linkname= 8HP
|input= While airborne: {{u}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A slightly different j.HP
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= 8LK
|linkname= 8LK
|input= While airborne: {{u}}+{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A good high light kick in the air.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= 8MK
|linkname= 8MK
|input= While airborne: {{u}}+{{mk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A slightly different j.MK
}}
}}<br>
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2HP
}}
}}<br>


= The Basics =
{{MoveData
|image=  
|caption=  
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Can combo off throw in corner but it is rollable.
}}
}}<br>


== Combos ==
{{MoveData
|image=  
|caption=  
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Not rollable.
}}
}}<br>


-Jump LP (charge d) > LP \/ c.LK > c.LK XX u + HK
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Away Charge b,f + LP (f,f, uf) /\ Jump LP > LP \/ d.s.LP > s.LP > f + HP
{{MoveData
|image=
|caption=
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Can combo in the corner but it is rollable.
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX d,u + HK
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LP > HP \/ d.s.LP > s.LP > c.HK XX u + HK
{{MoveData
|image=
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= Spinning backfist.
}}
}}


-Jump HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK
=== Special Moves ===
====Specials====
{{MoveData
|image=
|caption=
|name= Sonic Boom
|linkname= Sonic Boom
|input= Charge {{b}}, {{f}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<br>


-Jump HP \/ d.c.LK > c.LK > c.HK XX qcf + PP
{{MoveData
|image=
|caption=
|name= Somersault
|linkname= Somersault
|input= Charge {{d}}, {{u}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<br>


-d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + KK
{{MoveData
|image=
|caption=
|name= Air Somersault
|linkname= Air Somersault
|input= {{d}},{{u}}+{{k}}
|input2=
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Does not require charge. If you try to charge it will probably not come out.
}}
}}<br>


-Corner Jump HK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK \/ d.s.LK > s.LK > s.HK
=== Hyper Combos ===
{{MoveData
|image=
|caption=
|name= Sonic Hurricane
|linkname= Sonic Hurricane
|input= {{qcf}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
  |description= It's a giant Sonic boom.
}}
}}<br>


-Jump LK > HP \/ d.s.LP > s.LP > b + HP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Somersault Strike
|linkname= Somersault Strike
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property=  {{otg}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A bunch of flash kicks.
}}
}}<br>


-Jump HP \/ d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + KK


-Jump HP \/ d.s.LP (charge b) > s.LP > b + HP XX f + HP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Crossfire Assault
|linkname= Crossfire Assault
|input= {{a1}}{{a2}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Air attack autocombo super. Can function as a psuedo air dash if needed.
}}
}}<br>


= Advanced Strategy =
== Other ==


= Fun Stuff =
=== Colors ===
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


== Somersault Strike THC Glitch ==
[[Image:Mvc2-guile.png]]


Perform an A2 snapback with Guile.  Then, as soon as you recover, perform a Team Hyper Combo (A1 + A2).  The somersault 'blades' will stay on-screen as stationary projectiles, and your opponent will not be able to walk/dash backwards, as that will put them into block animation.  They can use this to [[Suki Cancel]] moves.  The 'blades' can be destroyed by any projectile.  You can repeat this glitch as many times as you would like in a match, provided that you have at least two levels (one for the snapback, one for the THC) every time.  This glitch is not banned in tournament play, but is not really useful.


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]
[[Category: Guile]]

Latest revision as of 14:41, 18 September 2024

Introduction

Coming Soon.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Guile is an all-American zoner. His main strengths are solid normals and his Somersault, and his main weakness is lack of movement options.

Strengths Weaknesses
  • Coming soon
  • Coming soon
MVC2 guile art.png

Character Summary

Special Moves

Sonic Boom
  • Charge B.png, F.png+P.png
Somersault Kick
  • Charge D.png, U.png+K.png
Air Somersault Kick Aironly.png
  • D.png, U.png+K.png
Hyper Combos

Sonic Hurricane
  • Qcf.png+Lp.pngHp.png
Somersault Strike
  • Qcb.png+Lk.pngHk.png
Crossfire Assault Aironly.png
  • Qcf.png + Lk.pngHk.png
Assist Types

Type α - Anti-Air Type
  • Assist: Hk.png Somersault Kick
  • Counter: Hk.png Somersault Kick
  • Combination: Somersault Strike
Type β - Projectile Type
  • Assist: Hp.png Sonic Boom
  • Counter: Hp.png Sonic Boom
  • Combination: Sonic Hurricane
Type γ - Balance Type
  • Assist: Hp.png Sonic Boom
  • Counter: Hk.png Somersault Kick
  • Combination: Sonic Hurricane

Moves List

Assists

Anti-Air
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Somersault Somersault Strike

Classic flash kick Anti-Air Assist. Controls a wide space in front of the point character at a 45 degree angle. Projectile goes all the way up. Damage is weaker when only the projectile hits.

By far his preferred assist.


Projectile
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Sonic Boom Sonic Hurricane

Standard projectile assist.


Balance
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Sonic Boom Sonic Hurricane

Standard projectile assist but the alpha counter is a flash kick.


Normal Moves

-When grounded, Guile has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

Ground Normals

Light Punch
5Lp.png
MVC2 Guile 5LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launch.png - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

2 part sweep. Can be cancelled but the first hit is rollable.



Air Normals

-When in the Normal Jump state, Guile has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Bazooka Knee
B.png+Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Classic knee that moves forward with a back input.


Straight Punch
B.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Can be cancelled into specials or supers.


Spinning Back Knuckle
F.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Classic backfist poke. Can be cancelled into specials or supers.


Hop Kick
B.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Strong poke with good range on his magic series, but not cancellable.


Upside-Down Kick
F.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Classic kick. Not an overhead. Slightly slower than the 4HK hop kick.


8HP
While airborne: U.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

A slightly different j.HP


8LK
While airborne: U.png+Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

A good high light kick in the air.


8MK
While airborne: U.png+Mk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

A slightly different j.MK


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

2HP


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Can combo off throw in corner but it is rollable.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Not rollable.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Can combo in the corner but it is rollable.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Spinning backfist.

Special Moves

Specials

Sonic Boom
Charge B.png, F.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Somersault
Charge D.png, U.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Somersault
D.png,U.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Does not require charge. If you try to charge it will probably not come out.


Hyper Combos

Sonic Hurricane
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

It's a giant Sonic boom.


Somersault Strike
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Otg.png - - - -

A bunch of flash kicks.



Crossfire Assault
A1.pngA2.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Air attack autocombo super. Can function as a psuedo air dash if needed.


Other

Colors

First row: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-guile.png



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