SvC Chaos: SNK Vs Capcom/Guile

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"You're pretty talented. I wouldn't want to meet you in the trenches: friend or foe." - By: Guile, Family Man.

Introduction

Guilefacesvc.png

"Go home and be a family man!", that's a classic quote from one of the most popular fighting game characters. Guile is the father of two Special Moves(You know them) and a great turtling game, and why would it change in this game? Well, the Sonic Boom got nerfed here(Is probably Guile's worst projectile ever, but it is still good to use, no worries), but his anti-air game got extremely boosted(Yeah, you won't use the Somersault only). Now for the good and bad things.

The family man's Good and Bad Things

Good things:

  • He is easy to learn(You only need to charge db, anti-air the opponent when you need, and block every attack, if possible);
  • Is one of the few characters that can have a chance against the boss characters**(Watch out for Dan, it is a bad matchup for Guile. Okay, I'm joking.)
  • Has his cr.MK here;
  • His Sonic Boom does decent damage and its very fast to charge;
  • You can buffer his charging moves(By dashing), which is very useful for him;
  • Has many anti-airs to use(Even Super ones);
  • His Exceed is very damaging and is useful for cheap kills(You know, it's his Sonic Hurricane).

Bad things:

  • His Sonic Boom has slower recovery here(It's not a bad nerf, but it still is);
  • His anti-air supers are very unsafe on block/whiff(Watch out against certain characters) and their inputs are... A little strange(You'll see);
  • His command attacks are slower now, and they are very bad for pressuring;
  • Has not many MAXIMUM Mode options for comboing.

**I'm not saying that the boss characters are unbeatable, but most of them are broken(I think the only non-broken boss characters are Dan, Athena, and maybe Mars People).

Moves List

Normal Moves

You will know most of the moves here.

s.LP - The Far and the Close versions are the same. It's a punch. A regular LP. Will whiff on small characters only. Good for poking, can chain into itself and most of the other Lights, and can be normal canceled.
s.LK - The Far and the Close versions are the same. 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 LP normals(Only).
s.HP - (Far) 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). (Close) An elbow. Can be normal canceled, but the cr.HP is a better option for comboing(Thanks to Guile's charging moves).
s.HK - (Far) Guile walks forward and performs a kick with good reach. Better than the f.HP in my opinion. Can't be normal canceled too. (Close) Guile performs a kick, but upside-down. Can't be normal canceled, but Guile will go over low-hitting moves.

j.LP - The Diagonal and the Neutral versions are the same. 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.
j.LK - (Diagonal) Guile's j.LK from the old games. It's like Ryu's, but it's harder to crossup with it(Depending of the opponent's character). (Neutral) A kick aiming up. It's useless, and I know you will use the Somersault instead(But if you miss the timing, and pressed LK, you can end up getting this normal).
j.HP - (Diagonal) A chop that can be used to begin your combos. Does great damage and hitstun. (Neutral) A j.LP, but with less active frames, and more damage. I don't think you'll use this.
j.HK - The Diagonal and the Neutral versions are the same. You can use this move as a jump-in move(HP is better), or as an air-to-air move, thanks to its reach.

cr.LP - Like the s.LP, but better(You'll be charging during the move, that's why). Can chain into itself and most of the other Lights. Normally used to cancel into the Somersault.
cr.LK - 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.HP - 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.HK - 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.

Command Moves

Knee Bazooka

  • b/f+LK -

Rolling Sobat

  • b/f+HK -

Slide Kick(MC)''

  • df+LK -

Spinning Back Knuckle(MC)

  • f+HP -

Special Moves

Sonic Boom

  • Charge b, f+P -

Somersault Kick

  • Charge d, u+K -

Super Moves

Somersault Slash

  • Charge db, df, db, uf+P(One of the strange inputs) -

Somersault Strike

  • Charge db, df, db, uf+K(Yeah, it is annoying) -

Total Wipeout

  • Charge b, f, b, f+K(No problem with this one) -

Exceed

Sonic Hurricane

  • Charge b, f, b, f+PP -

The Basics

Its just Turtling and Sommersault Kick,Sonic Booms have a good damage but a bad start up and recovery,use it when you are too far from your opponent.

Combos


1.-[Jumping Attack],cr.LP/HP, Sommersault Kick

2.-[Jumping Attack],cr.HP/cl.HP , HP Sonic Boom

3.-[Jumping Attack],cr.HP/cl.HP , Total Wipeout

4.-cr.B,cr.A, Sommersault Kick / Sommersault Strike/ Sommersault Slash

5.-Jumping Attack,cl.C/cr.C, Sonic Hurricane

Advanced Strategy

His MAXIMUM Strategies are too limited sadly but he had nice normal to command cancels

Match-Ups