ガイル, Guile | |
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Difficulty | Mostly Easy |
Max Mode Needed? | Almost Useless |
Tier Placement | Very Strong (A) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
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 |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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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.
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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.
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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.
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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.
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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)
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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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Command Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Special Moves
Sonic Boom (aka Sonic)
- Charge b, f+P - 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 Kick (aka Flash Kick/Somersault)
- Charge d, u+K - 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
- Charge db, df, db, uf+P(One of the strange inputs) - 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
- Charge db, df, db, uf+K(Yeah, it is annoying) - 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
- Charge b, f, b, f+K(No problem with this one) - 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
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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The Basics
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.
Some Combos (Without Max Mode)
If you know more combos, you can share them here.
Links that you (maybe) need to know:
1- b/f+B, cr.A - 2 hits
This can be important for you(To add damage on your punish combos). It was mentioned before too. After the cr.A, you can do many things too. You'll see later.
Sonic Boom(Charge b, f+P) combos:
1- [Jump Attack](Charge db here) cr.C, (After the charge) f+C, f+C(Command Move; this part is corner only) - 3 hits; 4 with a Jump Attack
This is an easy combo. The A projectile won't connect due to the speed(I think it will connect against EQ).
2- (While fullscreen away) Charge b/db, f+A, walk forward, f+C - 2 hits
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.
3- (While fullscreen away) Charge b/db, f+A, Superjump forward/Dash forward and jump, Jump again(In case you need to), Jump Attack, begin your combo - More than 2 hits
This is to use just in case you stunned your opponent. The Sonic Boom does good damage here, so a little more damage for the combo can help, right?
Somersault(Charge d, u+K) combos:
1- [Jump Attack(Will work only on the corner)] (Charge d/db here) cr.C, (After the charge) u+K - 2 hits; 3 with a Jump Attack
Probably the easiest thing to do with the Somersault. This combo is mainly for punishing.
2- [Jump Attack] (Charge d/db here) cr.A, (After the charge) u+K - 2 hits; 3 with a Jump attack
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.
3- [Jump Attack(I think that only the j.C will help you)] (Charge d/db here) cr.B, cr.A, (After the charge) u+K - 3 hits; 4 with a Jump Attack
A combo starting with a low. Can help you, but it's very hard to add a Jump Attack before it.
4- b/f+B,(Charge d/db during the move) cr.A, (After the charge) u+K - 3 hits
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.
5- (Corner only; but near from the opponent) Charge db, f+A, (Charge db again), cr.C, (After the charge) f+A, (Charge db again) Dash, cr.A(2x), (After the charge) u+K - 6 hits
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.
Somersault Slash(Charge db, df, db, uf+P) combos:
1- [Jump Attack] (Charge d/db here) cr.A, (After the charge) df, db, uf+P(The shortcut is optional) - 9 hits; 10 with a Jump attack
Good combo. Basically, the things you can do with the Somersault Slash/Strike, are the same as the regular Somersault's, so I won't repeat combos here(Just go to the Somersault combo, and imagine this input instead of the regular one, and most combos will work).
Somersault Strike(Charge db, df, db, uf+K) combos:
1- [Jump Attack] (Charge d/db here) cr.A, (After the charge) df, db, uf+K(The shortcut is optional) - 11 hits; 12 with a Jump attack
Same as the above, but better(On combos, Strike>>Slash. On the defensive, Slash>>Strike. Just remember that).
Total Wipeout(Charge b, f, b, f+K) combos:
1- [Jump Attack](Charge db here) cl./cr.C, (After the charge) f, b, f+K - 7 hits; 8 with a Jump Attack
Useful combo. Easier than Somersault Slash/Strike combos, and it's damaging.
2- b/f+B,(Charge db here) cr.A, (After the charge) f, b, f+K - 8 hits
For punishing purposes. You can learn this one if you want. If you think that the Somersault punish is better, forget this combo.
Exceed(Charge b, f, b, f+PP) combos:
1- [Jump Attack] cl./cr.C, Exceed - 14 hits; 15 with a Jump Attack
Probably the only way to confirm the Exceed(If Guile has another one, it won't matter, because this one will be the best). This is a combo that you need to know, because confirming your Exceed is the best thing you can do in SvC.
Advanced Strategy
Some combos (With Max Mode)
Guile doesn't have many Max Mode options(He can only cancel part of his Command Normals, and non-cancelable normals). But he has some good ones. If you want to add a combo, you can share it here. Sadly, Guile can't confirm his Exceed with Max Mode combos(In a better way than in the Normal Mode combo).
Combos with Command Moves
1- cr.C, f+C, (max cancel into), df+B, (Cancel again) f+C - 4 hits
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).
Somersault combos:
1- (Corner only) (Charge d/db) [Jump Attack], cr.A,(max cancel into) df+B, (After the charge, max cancel into) u+K - 3 hits; 4 with a Jump Attack
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).