Guile Synergy

I tried Marduk for a bit, but Hugo just seemed to outshine him imo

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:slight_smile: yeah I’m sure jin or some top tier would be a good choice. :wink:
I am kinda in the boat where I like the 2 characters, and I can’t pick my main, so I’m going to try and make it work :wink:
Guess if I just learn the two. Ill find out way to make them work better together :wink:

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I just picked up Guile last week and I’m pairing him with Bison. Judging by all the hate mail I’ve received over the last seven days for playing defensively, it must mean I’m doing something right lol. My only question is whether I should start Guile on point. Currently he’s my second character.

While I think Bison can work on point, he is better with meter; having access to EX Psycho and Devil’s reverse just helps him so much. I would definitely put Guile on point and Bison on anchor.

I actually started out with Guile x Bison as my first team, it’s definitely a good one.

I might have to experiment with using Bison as an anchor. I put Bison on point because I’ve been maining him for years, and I feel most comfortable using him. I’m fairly new to Guile (well, I dabbled with him in SF2 but that was 20 years ago) so I’m just starting to get a feel for the character.

loving Guile/Hugo. Been on this for the past week and its really strong imo.

Guile easily chips away at opponent while building meter whiffing s.hp at a distance while booms are on screen (even more meter gain if you use gems of course), AA’ing and zoning effectively. It gets to the point where if they haven’t tagged out and are below 500 health, a single cr.mk leads to their death (~s.hk~launcher [hugo] cr.lp xx lp.clap > super)

if its at the point where you have to get Guile out to heal, as long as you built enough meter your opponent can’t jump thanks to EX backbreaker, limiting them their safe options. If you’re fighting a zoner and somehow lost your optimal positioning, just bring Guile back into the fight to regain ideal space.

it can be real pain getting Guile back in since Hugo’s launcher can’t connect off lmhh, but I’ve found it realitively safe to raw tag after a backbreaker. there’s always the option to switch cancel out of an EX/charged lariat, which puts your opponent in enough hitstun to either try to combo/mixup for the kill or retreat to zone.

idk, this seems like a strong team imo. both balance each other out (zoning vs cqc) and there’s the option of that knockout punch thanks to Hugo’s incredible power (post launch/cancel combo to super)

EDIT: there’s also the option for Pandora set ups thanks to Hugo’s command grab that wall bounces

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Currently I’m on Guile/Julia.

Julia’s super is just nuts, so Guile’s battery function works really well for that. Also Julia has some great tag-in combos, and Guile has good ways to tag out with crouch forward/standing roundhouse.

Overall the team works as a strong footsies team at half-screen. If your opponent manages to rush your Guile down, you can flash kick tag cancel and then Julia can really lay the hurt on.

experimenting with Guile Poison. Her KBG takes them to the corner really easily.

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I have been using Guile/Marduk team and am very happy with how it works at the moment.

Guile plays defensive and hopefully gets a life lead and builds meter. Once the opponent is at half health or i have 2 bars i will either get a launch combo into Marduk who will have access to 2 EX Northern Lights Suplex from the off which if landed will pretty much finish off the opponent.

When Marduk is in i feel he can either play defensive with the life lead making use of his long normals and lp Gator Slam for anti air, or go offensive with the command grab mixups and overheads.

Also if you get a counter hit air to air with Guile you can do this combo Guile- j.HP, cr. MP, Flashkick switch cancel, j. HK, s.HP, HP Gator slam which does 508 damage for 1 meter. The cr MP with Guile needs to be done as early as possible so that the Flashkick hits the opponent high enough for Marduk to land the j HK.

Sounds like a pretty sick combo, but difficult to land. I like your team.

Guile/Hugo

Alpha counter, switch cancel, j.hp, cr.lp xx mp clap, mk backbreaker

528dmg from a defensive position :eek:

/Mango

Yeh, Hugo’s damage output is just generally ridiculous. That is using 2 bars, though, so it’s not cheap.

Guile/Hugo in general I feel is probably a really good team. Only problem is switching Guile back in, as Hugo can have some problems landing cross rushes.

cr.lk~s.mp, mp+mk seems to work pretty well for me or lp clap, s.lp~s.mp, mp+mk.

Imo, 2 bars is cheap when you have Guile chock full of Onslaught gems. Hugo really only needs 1 bar to make the opponent wary of jumping, so meter in this team is only used for switch cancels, alpha counter, and Hugo’s super.

If I’m looking to land an alpha counter to prevent a loss, then chances are very high that I have 2 bars @ the very least.

/Mango

True enough. Good team, good idea. Post a vid to show us the technique in action!

I’ll get a vid next time I use Hugo. Still trying out anchors

/Mango

It wasnt an alpha counter, but it finishes off my opponent in the last round. ( I have no clue why I was playing the last round like that… )

[media=youtube]NvUxb8ikTQo[/media]

EDIT: I’m an idiot and assumed alpha counter was 2hits… so this particular Hugo follow-up wont work unless its EX FK…

/Mango

Am I the only person against having two capcom characters unless you have a grappler?

I’m guile heihachi and I think it would be hard to open up a solid player with two capcom characters unless the second is a grappler.

I’ve been using Guile/Zangief. I’m still searching for a better partner.

coughHUGOcough

/Mango

Guile/Zangief - We got top 16 at evo with this team. So much synergy