The Real Guile FAQ

Just so you know, these guys talking trash to you don’t entirely know what they are talking about. Guile can spread some fear if played correctly. They are just in the “top tier is the only thing to play” mentality. Don’t listen to them.

Daywalker/Cookie/Vyrus/Krazyeye: You guys quit starting shit on another forum, and on one you have no earthly idea about. Don’t be calling people out like that.

-RiDdLeBoX

look box u dont run all these threads and plus when all this started i was playing around with a friend so u also stay out of it and its all over and done with me and vyper are kool now…and me and daywalker/vyrus do know what we are talkin about

LOL you guys are great. I’ll probably play Guile in the tourney I wonder who i’ll fight first. Maybe someone will play for $$$?

All of you stupid fuckers (CoOkIeMoNsTeR, DayWalker, Vyrus) infesting this thread need to shut the fuck up. Just because 99% of the people here could OCV your asses with Guile doesn’t give you the right to act like children. If you come back with the same bullshit, I’ll throw your asses out again.

Hmm looks like things have settled down a bit anyway I’m currently B.S.ing round with Guile/Charlie/CapCOm all AAA. Seems as though they all compliment each other especially with resets. Oh yeah just one small thing if u play this team pick guile with lk button and charlie with mp button and pick Capcom with lp. I think color makes it look coordinated.

i just started playing mvc2 a lil while ago and so far my team is bonerine guile and psylocke i dont got much strat yet =P so if any one can help me out or give me a better team much appreciated =)

Air super question

Hi, I was wondering if there’s anyway to connect the Crossfire assault through a ground combo via Tiger knee style, can anyone tell me?

that team isn’t bad but it isn’t all that good either

anyways, have bonerine on slide assist, guile on projectile, and psylocke on anti-air.

start bonerine or psylocke, rush down while dropping guile assist
a good blocked attack pattern with bonerine is this… dash in s. lp, c. lk, c. lp, c. fk (call guile projectile assist at the same time as c. fk), fp berserker barrage, repeat

Air super question

S.lp,S.fp qcfuf+kk.

just do the lp, lp, hp sonic super, does 3 points less dmg, but easier to execute

i’ve been goofing around with guiles priority and it seems pretty ridiculous, anyone know if magneto has an attack that he can ground to air vs guiles sj fp and actually beat the move?

his upwards air lk is retarded good too it seems… considering guile is all counter hit for defense it would be useful to have a chart of which normals win in which situation with guile. seems like he has an answer for most attacks and angles, i just gotta get them all on lock.

matrix from ny mentioned guile/strider/doom, that shit is actually pretty good!

how would you run guile/s/d? I know the assist would be nice to have with S/D…

I wouldn’t even really bother with Guile/strider/doom. Guile is better as an assist character that comes out only when he’s snapped or the other characters are low on life. I like storm/sent/guile best or if you must use him on point then guile/sent-drones/commando. Sent drones add a lot to his ground game and commando makes it a little easier to chase around runaway storm and easier against sentinel if you just run around and countercall. With strider doom you’re pretty much screwed since guile/doom isn’t very good.

I know this may be a stupid question but I’m kind of noobish so bear with me.

Does Guile have any certain Magic Series combos?

like ones that are particularly good to use often.

i do launch, lp lk mp mk bladekick (UpDown+kick)

u could also combo into the air super but the timing is so hard i dont bother for it,
u can also try doing some type of rest but i dont bother with that either

WOW, i very much disagree with you here, Ive had plenty of expirence against good competition in seattle who realize how dangerous guile doom is. You better step your game up if your guile cant man up and is only out when he is snapped out. Ive had mags run away from my strider because they have no answer to his priority, and doom makes any turtle attempts futile.

I agree with Sentinal being a great assist for guile, but dooms chip make it difficult for oppentents to block. Sure guile has some cross ups but once your opponent has figured those out, the doom chip will be a big part of your offense and With an instant super, and orbs to follow, guile is almost always available to strider as an assist. anyway heres a repost of why guile strider doom is so great from another thread:

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.

help with flash kick

how do you do an air flash kick? do you still need to hold d?

my favorite guile tactic

no you don’t have to hold down. So usually if i’m on the ground and i want to pop out a quick flash kick i do a quick d,u,d,u+lk.

this way i can do it instantly without charging down and also u can block after that just incase they block it. :wonder:

The input for the instant flash kick is, d,u,d and hold+k. The first d,u is the command for a SJ not NJ. This is his fastest input for his falsh assuring that you will get the lowest possible one. Guile turns into mini rush down with 50\50 setups behind good assits that layer for him properly like tron.

i was so close:arazz:

thnx for he upgrade on my guile tactic