ガイル, Guile | |
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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 |
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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. |
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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | - | - | - | 10 | 7 | 14 | 31 | -1 | -3 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 13 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 13 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 11 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 8 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 8 | - | - | - | - | - | |
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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 | - | - | - | - | 8 | 5 | - | - | - | - | - | |
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Command 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[d]~u B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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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) | |
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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 |
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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 |
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(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). |