Capcom vs SNK 2/Guile: Difference between revisions

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==Corner Pressure==
==Corner Pressure==
The Sonic Boom is very important in the corner .
It avoids wake-up attempts by the enemy (making Dragon Punches useless) and the quick recovery gives you enough time to do a jump-in so that you can follow up with a 2-in-1 (for example j.Fierce ,close Fierce ,Sonic Boom) .
Your goal is to break your opponents guard and to get an opening .
Corner Mix-ups :
Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to the enemy ,wait until their block stun is over and throw them .
Guile's far Roundhouse is good as well as his forward Fierce (though the charge gets lost) .
If your enemy is blocking high do a c.Forward .
Use his long-range attacks .They will keep your opponent in their defensive state because they can't get close to you .
==Openings==
==Openings==
== Super Combos ==
== Super Combos ==

Revision as of 18:21, 24 June 2007

Introduction

Guile.gif

Moves List

Normal Moves

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Standing y y y +5 +5 3 4 6 200
Crouching y y y +5 +5 3 4 6 200
Jumping - - - - - 8 22 - 500
Strong Close n y y +2 +2 3 3 16 700
Far n/n y/n y/y +2 +2 4 5 16 800,600
Crouching n y y +5 +5 4 5 10 700
Jumping - - - - - 8 16 - 700
Fierce Close n y y -9 -9 4 3 30 1100
Far n n y +4 +4 6 6 18 1200
Crouching n/n n/n y/n -3 -3 5 16 11 1200,700
Jumping - - - - - 8 8 - 1200
Short Standing y y y +4 +4 4 4 7 300
Crouching y n y +2 +2 6 4 9 300
Jumping Neutral - - - - - 4 22 - 500
Jumping Diagonal - - - - - 4 22 - 400
Forward Close n y y +0 +0 4 6 14 800
Far n n n +1 +1 11 5 14 700
Crouching n n y +6 +6 7 5 9 700
Jumping Neutral - - - - - 9 5 - 800
Jumping Diagonal - - - - - 8 16 - 700
Roundhouse Close n n n +0 +0 8 8 16 1300
Far n n n +4 +4 15 6 14 1100
Crouching n/n n/n y/n down +8 7 5(28)5 11 1300,1200
Jumping - - - - - 7 5 - 1200
Command Normals
b or f +Forward n n n +1 +1 11 5 14 700
f + Fierce n n n +0 +0 8 5 19 1300
b or f +Short n n n -12 -5 6 5 20 600
(close) b or f +Roundhouse n n n +1 +1 15 6? 17 1300

Special Moves

Sonic Boom :
- back charge ,forward punch



Flash Kick :
- down charge ,up kick

Supers

Total Wipeout :
- back charge ,forward ,back ,forward kick


Somersault Justice :
- down-back charge ,down-forward ,down-back ,up-forward kick


Sonic Hurricane (only level 3) :
- back charge ,forward ,back ,forward punch

The Basics

Bread and Butter Combos

These are Guile's main combo opportunities :

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

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

Corner Pressure

The Sonic Boom is very important in the corner .

It avoids wake-up attempts by the enemy (making Dragon Punches useless) and the quick recovery gives you enough time to do a jump-in so that you can follow up with a 2-in-1 (for example j.Fierce ,close Fierce ,Sonic Boom) .

Your goal is to break your opponents guard and to get an opening .

Corner Mix-ups :

Due to Guile's minimal lag after throwing a Sonic Boom you can walk up to the enemy ,wait until their block stun is over and throw them .

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

If your enemy is blocking high do a c.Forward .

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

Openings

Super Combos

Custom Combos

First off all ,I would like to note that Guile shouldn't be played in A-Groove simply because he'd lack juggle opportunities in mid-stage if the Custom Combo mode was activated .

The only time he has A-groove activated should be in the corner :


- c.Roundhouse ,s.Roundhouse ,
  c.Fierce ,Short Flash Kick ,c.Fierce ,Short Flash Kick ,...
  ...when meter depletes ,Somersault Justice


 NOTE : Be sure to use CROUCHING Fierce ,not STANDING Fierce because the c.version     
        does more damage .




- close s.Roundhouse ,Sonic Boom ,Sonic Boom ,Sonic Boom ,...
  ...when meter depletes ,Somersault Justice

Advanced Strategy

Matchups

Random Tricks/Notes