i dotn know any glitches with the flash kick super. If you want to risk it, with an assist, you can cancel it out of the first kick of a low hk(rollable)…if it hits, they will bounce up high enough where you can super them again. bad advice.

You may know already, that a low air super on a standing character, DHC before it ends into strider will leave there character paralyzed for you to combo into perfectly…infact doom isnt even needed to hit them with almost every single orb.

here is a nice wall air combo. c lk, c hp + sj magic series, HP throw + lp lp (might just be one lp) air flask kick with lk or hk.

the other one that has hard timing is c lk c hp sj magic series end with hp delayed hk hk again as you’re about to land lk hk again, sometiems you can throw afterwards if the player isn’t paying attention, then you can set up Hp thow, lk into punch super.

Does guile have any lockdowns or any sort of rush down tactics to put your opponent on the defensive? Or is it just better to play defensively with guile? I’ve tried playing guile both ways and I found that it’s easier and better to play him defensively, but then I don’t wanna just play one way with guile, so any good rush down tactics?

nothing too magical but you can add a few more hits in combos and punish a few more mistakes if you charge while dashing forward and jumping forward. infact try throwing sonics only when you move forward. if you are trying to move forward into j. HK range, throw an HP sonic boom and jump or dash forward. If they pushblock, you should already be throwing the hp lp sonic boom. if they try to normal jump over it, have an j. HK in their face or mix in throws. If they try to Superjump over it, have a SJ. HK in thier face…even if they block, there is still enough time to knock them back into the sonic boom on the ground or try to airthrow. if they try to counter your normals just cut it down with an air super.

if you have a good assist to cover the ground…mix in in some whiffed SJ flashkicks right over their head…then attack on your way down.

Here’s my favorite combo with Guile. Only works in the corner though.

launch sj.lp sj.lk. sj.lp sj.lk pause sj. fp sj.fk then when the opponent is falling down mash your fk if you cannot get them timing and Guile will hit him again. Then when the opponent hits the ground u can do a s.lk s.lk s.fp or s.lk s.lk s.fk. Just mix things up a bit. After that you can go for a reset with a grab if you can.

One of my best tatics if playing Guile defensively. Guile Doom combinations are nasty. Call Doom and mash your fierce kick with Guile with a normal jump. You will eventually catch them and knock them down into Dooms AAA or even end up grabbing them and bringing them down into the rocks. After that its up to you if you want to jump flash kick them or fp fk.

man guile/strider/doom is too fun to use

i think reading this thread its consensus that guile’s favorite assist is doom. Some more stuff, i like to rush down with this team. At first guile doesnt seem very fast, but what i like to do is dash, and quickly regular jump towards them. This gets him close very fast. while in the air hold back, blocking any anti air they might throw, and also charging sonic boom when you land. heres what i do in specific situations

if they call out an assist block it, counter call your assist to punish theirs and cover your own ass. if its against magneto, his crouching HP is freaking awesome after a blocked psylocke, mags loves to triangle jump after that, so call out doom+c.HP this either has him blocking or launched. If hes blocking, throw out a sonic boom and dash jump at him again.

if they jump this depends on who it is. If its cable or mags i would stay on the ground and wait for them to come down, C.HP will pretty much stop anything they can throw on the way down. Though you do beat out mags in the air in terms of priority, the problem is after you do hit him with a fierce, he is now below you and you are at superjump hight, leading to too many cross ups. with cable, dash regular jump to avoid any ground projectile assists he has and be still below his gun height. if its storm or sentinal, Go ahead and chase them, you should be able to knock them both back down with a HK or a Flash kick.

also, if they mess up on their super jump that leads to a HK thow, which is more good ness.

If they stay on the ground if they are pinned down by something, or flinch. Throw out a j. hk+call out doom, c.lk c.lk sonic boom, and hopefully you have rocks in there some where so if even if it doesnt hit, they will still fear it. you may have to throw in a dash after the J.HK, but his c.lk has a lot of range so hopefully you wont have to, to keep the sonic boom charge. This should allow you to continue pressure.

Other stuff
I like ending air combos with Fierce flash kick rather than double fierce. after the fierce flash kick, on the way down you have 2 free FP to charge up your meter, make use of it and charge back, when you land throw out a lp. sonic boom for anybody but mags. for mags throw a fp. sonic boom because he loves dashing in after he lands. the sonic boom makes the ground a little dangerous for a few seconds as they are falling. Even if they have a double jump or air dash, you are limiting their safe spots to land and can act acoordingly. also, the problem with the double fierce combo is that then it ends, you are in a bad position for guile, he doesnt have a fast cross ups and you have to get in close again. It should also be noted that they do the same about of damage. Of course if you are in the corner, the double fiece is really good for cross ups and otgs.

in the corner C.Fp, magic series sj.hp sj. hk otg sj. hk, s.lk, s.lp, s. fp, throw+assist
in the corner C.Fp, magic series sj.hp sj. hk sj. lp, land, j.lp j.lp j.fp and throw or something

against sentinal, obviously you want to stay in the air with him cuz lazers and drones makes it hard to regular jump towards him, his only move that you should worry about is his pan when he is below you, and even then your hk trades with him, so make smart use of your Flash kick to avoid that.
when you land something on the ground, canceling into sonic hurricane then orbs to infinate should be game for sentinal.

if mags or storm is all over you, you can flash super, which should hit them if they are in the middle of a triangle jump, and if it misses you can cancel to orbs.

dont be afraid to throw HK on the way down from a super jump, the only thing yo you should really be worried about is an anti air. even if somebody does try to cross you up, the Hk should stop that or you could flash kick out of the way.

Try to always hold down back when you can so when their is a break in the action , you can throw out a sonic boom, you would be suprised how many sonic booms mags will eat in a match and the damage adds up or at least gets him out of his rhythm.

Anyone got any vids of Guile?

To add some more things

Ive been thinking it might be better to end air combos against sentinal with fierces since they can just fly to avoid the sonic boom you would call after the flash kick. It doesnt put you in a bad position, having sentinal on top, but i wonder what the possiblities are if you double fierces. I dunno, the last place i want to be is having both of us on the ground at the same time, but i will expiriment.

flash kick super from a doom hit does pritty crappy damage, but its easy to do if you need to kill of a character, actually the a blocked flash kick super and doom does pretty good block damage if you know it will connect, good to get a little block damage before switching to strider or storm or something.

Also i forgot about pushblocking the j. HK when you dash jump at them which is probably their best option. this lets them get away from you and not have to have them call out their assist. In this case, you can depending on who they are, you could try another way to get close, or you can just empty jump in, wait for them to flinch/call out assist and go from there.

As far as videos, the only ones i have seen are the ones of Jwong where he uses marrow, guile, tron. You can find them searching at zachd.com for “preppy Jwong”. also under team free world. You can see him spamming jumping hk and calling out assist which is good guile tactics. unfortunately the team revolves more around marrow/tron than guile. I dont really like guile tron since it is really hard to get in and get reliable/safe damage.

A few more things, if you want to build meter, you can throw out more sj.hp than sj. hk per super jump, and use b.hp on the ground.

Flash kick super after a connected doom hit does crappy damage but it is easy to do and can be used to kill of a character. Actually it does respecable block damage as well, mess around with it if you have a safe dhc on your team.

you can otg his air HP throw with sj. hk, after try to follow up with a flash kick super (though i dont know why you would be using his HP throw when you should be using HK)

Guile guard break:
Flash kick using the lk, get the timing right and you can launch them or use your imagination so sj. cancel to air power thing.

Heres a few guile combos ive come up since i started playing mvc2.
My team is Guile/Charlie/Iceman

Combo 1: In corner or approaching to corner
lk c.fp sj. lp lk lp lk. fp fk on there way down do a lp or lk normal jump. throw(fp or fk throw) if you fp throw try doing a lk then cancel into air super or do 2 lks then cancel into flash kick. If you do fk throw relaunch and do w/e. Make sure to lag your hits to get the timeing down.

Combo 2: A variation of the previous combo
c.fp magic series fp fk wait till there going down lp or lk normal jump lk lk fk or lp lp fp or w/e you want.

Combo 3: In corner
Launch magic series fp fk on there way down do another fk when theyre about to reach the ground lp then throw.

Combo 4: With charlie projectile assist. My personal favorite.
Opponent in corner probably never land this but its possible. I usually mess it up if i get the chance but w/e. Dash lp lp FP with charlies pj.assist fp sonic boom (5 hits) dash in again with guile lp lp fp fierce sonic boom cancel into sonic hurricane.

Combo 5: A variation of 4
Opponent in corner, dash in with guile, lk hold back lk with charlies assist, fk (still holding back), assist hits, lp lp fp cancel into sonice hurricane. Looks nice but probably wont be done ever in a match.

Guard breaks:
Mid screen dash normal jump fk cancel into air super. Or if you have a projectile assist, dash normal jump fk wait for assist to hit cancel into super.

In corner: jump lk cancel into super. or jump lk wait for projectile assist to hit then cancel into super. Or you can guard break with flash kick like charlie then do w/e.

These 3 combos are done by lagging your hits. I can’t remember anymore combos i usually do so thats it for now.

Ive been using the kick super lately to catch assists when the opponent is blocking or pinnned or if im trying the close the gap and they manage to just get the assist out there to try and keep from getting crossed up or whatever. The super stops going after the first hit… but that first hit pins the assist in that wierd frozen state for like a second and can be DHC.

[Arcade ] I found out how to cancel guile lower kicks into a Triple Hyper combo. And it never seems to fail. After doing guile swing kicks just hit the two assist buttons to cancel into his sonic hurricane or flash kick. Depending on who you have with you. Me having Hulk and Juggernaut. The amount of damage is usually 90 percent of the health. I haven’t played the PS2 one so I don’t know if It would work or not.

I recently realized how crazy SH is. It combos from just about every ground normal he has. So basically, if guile touches you, you eat a hurricane.

IMO Guiles best assists are doom for obvious reasons, akuma exp as a counter asist for some easy launchers into double feirce combos and tron…into more double feirce combos.

Guile can rack up damage extremly fast both with and without meter.

TK flash kick:

its not exactly a TK motion but more in refernce to the actual fact that its so low to the ground.

when you do a flash kick with guile in the air, marvel doesn’t care how you input it. You can input the air flash kick with either up, down OR dwn, up. Its pretty weird. As long as marvel sees those 2 inputs, it’ll count it as a flash kick input.

this is the input for it.

dwn, up, for sj input, then immediate dwn+K. Since marvel doesn’t care how its inputed, you can use the up input from the sj as your first input and you can simply hit dwn+k as the 2nd part. TK flash kicks leave you in prime position to use his priority on his normals. Its a good angle for guile to attack from.

beastsizzle.

flash kick xup after fs

after you create a flying screen miscreen, guile will run to the opponent. You can NJ before it he wakes up, call your assist, then flash kick back to the original side. Also, you can time it early and NJ\TK flash kick before he wakes up, call your assist and cross them up. Its a dumb 50\50 but hey, it works with the right assist.

Have you ever tried a backbreaker into Doom assist?

Have u tried doing, on the ground, UF,D,U or UB,D,U. i think its easier than holding down for 2 seconds and then holding up to do ground flash kicks i treat them like Tiger knees.

I question i have is can u do ground flash kicks by hodling df or db and then U or UP or UB or does it have to be D,U and does it have to be for 2 seconds, i can onyl do a ground flash kick maybe 1/10 times

you talking about his ground hk throw?

it is good for the simple fact that the delay on the rocks ussually means that you can throw them into a cluster of rocks low to the ground. You can do a few things with it. When I throw doom out there and move forward, if i can do a dashing standing lk and get them to block for a second then i will try to throw them quick into the last bits of the dooms assist. You can connect with the rocks two ways, throwing forward and backward. If you throw em backward, unless they are a big character, you will have to walk forward and push em to make sure that they land on doom’s back and run straight into the rocks.

there is so much more stuff that can be done with guile’s airthrows and rocks. Like calling rocks+launch, any combo that isnt predicable and puts you in position to throw them into different parts of the rocks, which most of the time gives the oppurtunity to follow up. You can use both directions with both his hk and hp airthrows.

ive been trying to find out how guile could flashkick in the air and immediately combo into the super. The only reason why i kept trying this is that it seemed like soemtimes i could get an extra drag effect on his normals, but it seemed random at the time. Anyway… with certain assists like mags proj or anythign that pops them up in the air(not doom) while still in combo mode… the character seems to weigh more when comboing. actually im not sure what it is but… when this happens i can magik series in the air, lk flashkick, do another magik series, throw or super whatever… the opponents body isnt popped up as much as ussual when the normals and the flashkick hit.

anybody have any ideas as to what this is?

peace

if you use sonic boom assist you can do sents launch <you know the combo> to (call guile) uB laser > rP dash launch and repeat without using meter for the unblockable. or if you want you can get 2 rP’s into hsf.

Schools out in 1 week. After that, it is Guile training time all day, err day to train for Northwest Majors!

Hopefully I can get some good Guile matches in. He is on my team 90%. The only person I switch him with is Megaman. :stuck_out_tongue: