The Real Guile Thread
Ok, fuck it, the last guile thread was shut down and plagued by a lot of bullshit so i’m going to start a decent thread…
Note: i don’t have mvc2 with me so i can’t test for max damage on anything right now… If you look here in the future and my “note” is no longer present, then that means i started testing shit.
Strengths (shit you should abuse) and food for thought
c. fp is one of the most overprioritized launchers… very very few things can beat c. fp. This is your move of choice vs. tri-jumping magneto
j. roundhouse is also insanely overprioritized, strong, and accidentally turns into an air throw often… Used as air to air and a jump in.
air flash kick gives guile some heavily needed air mobility and a way to get rid of anyone trying to float over your head. also a viable way to dodge certain aaa (see cammy)
sonic boom keeps the pressure on, throw it any time you can do it without getting smacked. Marvel is all about having a bunch of crap on the screen so you’ll want to be chucking these like there’s no tomorrow… It creates little fun problems for your opponent once in a while such as assists getting snuffed. They will usually have to do something to get around it like superjump or they’ll stay in blockstun longer… which is what you want them to be in at all times.
qcb kk super is fuckin great… use it as an anti-pressure tactic… Someone’s on your ass, do it as long as you’re sure it’s going to hit. The super has invincibility on it and instant startup (it’s a cvs2-like super for anyone who hasn’t got the point of it) making it a useful tool… guard cancelling into the super allows easy dhc’s
Superjump fierce is your meter builder… If you’re getting your ass kicked and you really don’t think guile’s going to win or even dent your opponent, just start busting off these to build meter for your next character and get them in without guile dying (since his assists are extremely useful)
sj. jab and short are fine and dandy for superjumping at an opponent who is above you, but thats about it
His assists… Ok, you most likely want to be using his aaa because it is workable and has really odd trapping and zoning possibilites when teamed with cable, sentinel, charlie, bb hood on point.
The ugly reset… If you land an air combo in the corner, end it with a flash kick, wait a split second, and do the air super… it’s a gross looking trick but it does tend to work once in a while… this probably won’t work more then once a win streak. and yes, it is ugly.
Guile is not about hitting the big flashy combo that kills in one hit… like most weenie rushdown characters he is about wearing at your opponents consistently without dying.
Things not to use (aka, shit people used before they were decent at marvel)
air throws in air combos with guile are friggin useless because they are so easy to roll out of, and put the opponent at full screen, which sucks for you. reseting the match by activating flying screen in an air-combo is much easier to work with
do not connect a sweep with guile… it will be rolled out of and is effin useless when you can just hit short short qcf pp.
do not under any circumstance use qcf pp to punish assists unless you are going to hit the point character as well… all they have to do is push block out and you’re going to die… a local guile diehard around here trys to do this all the time and gets killed for it often.
Don’t disengage a fight by superjumping unless you are getting severly reamed and can’t figure out how to get in. guile’s strength comes in his ground game… he has to fight one on one to win
don’t ground flash kick… there are a few instances where i do use it (taking a carelessly rushing magneto off of my ass), but if blocked the opponent gets to combo you for free.
Character Specifics
I’m only covering the characters that people bitch and moan about losing to… maybe more if i get requests
Sentinel
Dasrik summed this fight up pretty well in his thread but lets go through this shit anyways.
When starting the match, normal jump jab jab roundhouse to get yourself started… i can’t remember if this works, but i’m sure i would try this… if the jab jab roundhouse hits, do the air kick super… i believe it should connect, then lay down the pressure with normal jump roundhouses, ground chains, projectile assists, and sonic booms, wash rinse repeat.
KEEP SENTINEL ON THE GROUND AND IN BLOCKSTUN AS LONG AS POSSIBLE
once sentinel gets away from you by superjumping or flying away, air flash kicks and jumping roundhouses will get him down… Guile has a fairly good ground game vs. the higher ranked characters and he should be played as such… Superjumping should only be used to either chase a point character or to build meter.
also, i’ve connected some really ugly corner combos on sentinel that work like, launch, jab short short, flash kick, air super… yes… this does connect somehow, i just can’t remember specifics.
Magneto
Start off the match blocking, magneto is way faster then guile and you’re going to get hit for any heroics you pull, try to pushblock any opening attacks and throw sonic booms if you feel safe enough to do so… if he’s tri-jumping you to death, stick out a c. fp and see what happens… experiment, get a feel for it, and don’t get hit by whatever assist he has thats trying to kill you. jumping roundhouse is really good at keeping jump level magnetos away. If you get sonic booms in the mixup, you can usually get a few random hits… playing against magneto is odd because you have to poke at him like you’re playing cvs. if he superjumps… just wait for him to come down and launch him, don’t superjump after him like a hero because he’ll probably hit you with a short and death will ensue.
Storm
Start off the match blocking but don’t push her opening raid, it’s better if you fight an aggressive storm because it’s going to be a shitty match if you have to chase her… if she tries to run, use air flash kicks to bring her down, and c. fp when she hits the ground… use basic projectile traps to keep her grounded and jumping roundhouses in air to air situations… You don’t want storm to be in 3 places; above your head in an air to air situation, full screen distance, or right below you. each of these will usually end up with you having to block or die.
Cable
you are faster then cable at the beginning of the match, but usually this won’t do you any good and it’s a bad risk to take… If you are a split second late and he gets the low short, you’ll probably take a 60 percent damage combo to open the match.
if cable has an anti-air assist or sentinel behind him… don’t plan on winning or even coming too close… Guile can’t lock down or get in quickly like wolverine and cammy can and thus he gets beat on the ground… The trick to fighting cable with any shitty character is getting cable to superjump… if you can do that, you can usually start to get on his ass… if all else fails, just run around and build meter until the opposing cable gets frustrated and either blows off some supers or trys to attack you… Since a decent cable won’t be doing this, just have storm sitting behind guile so you can build meter and dhc into her.
Doom
doom is just as fast as guile at the starting line so just block or jump away. If you play against a doom that utilizes the ground game, it’s very difficult to beat him. most dooms jump around and try to trap you with photons though so just use basic wave dash underneath photons, jumping roundhouses, air flash kicks (be careful of photon arrays), and ghetto projectile lockdowns to keep doom from killing you.
ok… i’m tired and it’s late… more coming next week if i see enough interest here to continue.