PDA

View Full Version : The Real Guile FAQ


UCRJesse
03-22-2003, 03:23 AM
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.

UCRJesse
03-22-2003, 09:19 AM
Originally posted by MacBeth
Despite your efforts, almost no MvC2 player will drop one of their money characters to put Guile in.

dropping a money character isn't the point of making threads like this...

the point of a thread like this is to get people fuckin around with him in casual play more often, and eventually building enough confidence to stick him on a tourney team....

I'll tell you right now, bonerine/sentinel/guile can take out almost any team in the game, it just needs to work a little harder

Dasrik
03-24-2003, 05:39 PM
Guile's jump up+short is a good tool vs. Sentinel and Cable, because it hits so high up (think Psylocke jump short)... good way to catch Cables who try to come down on you with jump roundhouse, or Sentinels who fly high.

TheUntouchable
04-01-2003, 06:06 PM
i think guile is like a forgotten warrior, he was one of the most popular fighters around the time when the game 1st came out, cus of his ez hyper combos, good assists, good moves all around, decent speed and dash, and also cus of his big Air Hypoer Combo.

untill players found how to break fighters like Magneto, Cable, Dr. Doom, ect


and the best thing about Guile is hes got the funniest Infinite combo in the game. its so fun to show off with, cus its so stupid

mana-seed
04-02-2003, 03:06 PM
guile has an infinity??? what is it?

Saby
04-02-2003, 11:59 PM
I have a few match up requests that I hope UCRollerblader (or anyone else who knows) will answer. How should Guile handle the following

-Strider/Doom

-Spiral (backed up with Sentinal Ground assist, or cyclops AAA)

-Blackheart

-Rogue (since she seems to have become a popular tournament
choice)

-Juggernaut

-Iceman

-Guile (Guile vs Guile is bound to happen and I'd like to know
what to do if I'm ever faced by it.)

Any insight on these match ups will be greatly appreciated.

Deathfist
04-03-2003, 08:56 AM
Can someone please post the top 5 assists for Guile in order and why, and how to use them again?

UCRJesse
04-04-2003, 12:19 PM
Originally posted by Saby
I have a few match up requests that I hope UCRollerblader (or anyone else who knows) will answer. How should Guile handle the following

-Strider/Doom

-Spiral (backed up with Sentinal Ground assist, or cyclops AAA)

-Blackheart

-Rogue (since she seems to have become a popular tournament
choice)

-Juggernaut

-Iceman

-Guile (Guile vs Guile is bound to happen and I'd like to know
what to do if I'm ever faced by it.)

Any insight on these match ups will be greatly appreciated.

Most of these characters you just play like you would using anyone else...

you can take out doom assist with jumping roundhouse as long as you hit him relatively early and strider isn't totally on your ass.... If you are close to strider and not in blockstun when he activates orbs.... do qcb kk super... the invincibility should take out strider, if you dhc into hailstorm or something after striders almost dead.

for spiral, stay on her ass, if she has time to load swords you're going to have a hell of a time trying to get through. bait out her aaa... make it whiff, don't even let it keep you in blockstun. Against cyclops normal jump from right next to spiral when you hear him push the assist button.. if you see her superjump to load swords, immediately super jump air flash kick to try to hit her out of loading or superjump roundhouse/short if you are close enough

juggernaut can't beat jumping rh.... you can super jump for free all day against him.. air to air you win.... all juggernaut can really do is super or throw into super you, so bait out a super and punish... sonic booms are safe as long as he's not expecting them since headcrush can hit you on reaction

I haven't really tested out the properties of this... but air flash kick will neutralize rh air demons, so thats one less thing to have to worry about... guile's groundgame is far superior to blackhearts, plus you can get over his air demons... it shouldn't be that much of a problem.... the only thing i foresee as a problem is bh's jump back fierce... throw sonic booms and projectile assists to overwhelm blackheart on the ground if he tries this.

I don't play a lot of iceman's with guile.... but i don't see why he should be a problem... your launcher will beat out almost all of his attacks, and guile is fast enough to dash under air fierce icebeams.

guile vs. guile.... well it's a mirror match like any other one in the game, try to keep more sonic booms on the screen then your opponent does to get him to jump... guile's launcher will beat out and of guile's air attacks... if they superjump over you, you can try air throwing, dashing under into launch or anything like that. having a projectile assist like charlie sonic booms/sentinel drones/ryu fireball/bb hood missle or a get off my ass assist like cammy aaa helps a lot when fighting against another guile. you have no reason to superjump in this match unless you need to build meter..

i can't say i've even played a good rogue yet so i wouldn't know how to beat her.

Originally posted by Deathfist
Can someone please post the top 5 assists for Guile in order and why, and how to use them again?

1. sentinel ground assist (drones)- having sentinel as your assist character makes your ground game extremely solid. you can throw sonic booms, normal jump, do ground strings with relative safety.

2. cyclops anti air assist- keeps people off of your ass and keeps them in blockstun for a decent amount of time, easy to air combo off of if it hits... easy to protect cyclops with sonic booms followed with normal jumps... sample attack string, jump forward, j. rh, dash forward, c. short. hold back, c. short + call cyclops, c. rh (1 hit or two depending on what you're comfortable with), jab sonic boom, repeat. if any of this string hits it's very easy to combo off of. once you've established that you can do this people will probably start mashing their aaa once they see you jump at them, replace the j. rh with calling cyke and blocking, landing and throwing another sonic boom.... or you can usually do qcf pp to catch the assist (assuming cyke trades with the aaa) and then dhc

3. bb hood projectile- Just try it out and see how you like it, if it hits you have a lot of time to otg it, when pushed early it works like an aaa just like magneto's projectile assist works

4. charlie projectile- moves slow, works very well for ground string traps and maintaining control of the ground (charlie aaa is also very good once you have an opponent cornered)

5. doom anti air- used as you would use any other character with doom assist. if you need me to elaborate i will

thats all for now

mino_dk
04-08-2003, 02:32 AM
ok this one iz way to eazy to mis out on
c.lk c.hp sj.lp sj.lp then hold up sj.lk air grab then when they hit the ground do it all over agen and there you go

Dasrik
04-08-2003, 04:01 AM
Jesse: Guile dies to Blackheart. Bad. For free, almost. BH has a very basic plan that beats everything Guile does: Jumpback fierce. If he gets too close, switch to jab. If he superjumps, inferno. Guile can't dodge it, and he can't do shit if he airblocks so don't worry.

Guile's only hope is that BH forgets how long his roundhouse sticks out, so try to sneak that in and get a rush going. It might take awhile for BH to get you off of him once you get in close. If you have the right assist, of course.

UCRJesse
04-08-2003, 06:17 PM
Originally posted by Dasrik
Jesse: Guile dies to Blackheart. Bad. For free, almost. BH has a very basic plan that beats everything Guile does: Jumpback fierce. If he gets too close, switch to jab. If he superjumps, inferno. Guile can't dodge it, and he can't do shit if he airblocks so don't worry.

Guile's only hope is that BH forgets how long his roundhouse sticks out, so try to sneak that in and get a rush going. It might take awhile for BH to get you off of him once you get in close. If you have the right assist, of course.

I've been thinking about trying to utilize cable projectile assist to help against shit like that... if blackheart gets pinned down for a few seconds its a lot easier to stop the cycle or get him to do something stupid

basic
04-11-2003, 11:46 PM
I use Guile/Cammy/Cyc

Very effective team IMO.

UCRJesse
04-12-2003, 12:59 AM
Originally posted by basic
I use Guile/Cammy/Cyc

Very effective team IMO.

in that team make sure you put guile on projectile assist to aid in your rushdown with cammy and cyclops

EDIT: PRYDE R0X0RZ

Deathfist
04-12-2003, 04:17 PM
I smell a Guile with Spiral-a knifeball coming from da kitchen. Hope it's good.

Adam*Warlock
05-02-2003, 12:29 PM
Originally posted by mino_dk
ok this one iz way to eazy to mis out on
c.lk c.hp sj.lp sj.lp then hold up sj.lk air grab then when they hit the ground do it all over agen and there you go

That's not an infinite.

BuddyLee
05-10-2003, 10:05 PM
I'm a new commer to Shoryuken... but I've been playing Guile since back in the day... he's not only a knock around guy but he's sooo valuable...

My team is Guile/capt. America/IronMan... I don't need infinites or anything really flashy...

Guile is a fast super builder and sooo versitile... I do j.roundhouse into airsuper... great way to not only embarrass anyone but goes so smoothly into cap's sheild super then into ironmans proton... very sick damage .... or for more fun and embarrasment... Ironman's proj. ass.. j.f s.j s.j s.fp pp super into cap's one hit supper and on caps last hit into the ground ironmans proton... good way to ruin anyone's day

just foolin around... but has worked often against alot of top people in my area

captain wafers
05-16-2003, 01:16 PM
my team is cable/sentinel/guile how long have you been playing MVC2 BuddyLee

UCRJesse
05-16-2003, 05:20 PM
following combo inspired by jose

in corner... launch, sj. hold up, short jab short fierce roundhouse, land, c. short, c. fierce, j. rh throw, c. short, c. fierce, sj. short short qcf kk air super

CoOkIeMoNsTeR
05-17-2003, 08:06 PM
i think guile blows!!

ph!Lop!a
05-18-2003, 01:22 AM
that ugly reset on the first page...doesnt that only work on jugs?

and does it all connect? cuz if it does its not a reset.

a few things on guile cuz i play him often.

-s.F+fp: guiles spinning back fist has insane reach. i like to use this if a block a move and the opponent has a bit of lag. dash XX F+fp XX sonic hurricane. works just like cables dashing s.fk trick.

-when your opponent normal jumps you can j.lp (guard break) slight pause, air super and you'll hit them most of the time just before the hit the ground.

-you can control the decent of guiles fall after the fp throw:

ex: launch > air combo > fp throw, hold forward, land, c.lk(otg)..etc.

or if you expect them to roll hold back and try and hit them as they get up.

-vs sent: guile can do deep j.fk, land, j.lp, j.lp, pause, j.fk, land, rejump repeat...end with air super.

-easy set up for the air super:

launch sj.[quickly] lp, lk, lp, slight pause, lp, lp, super.

-a few guile reset combo...

-launch, sj.lp, lk, lp, lk, (fp) throw, hold forward, land, flashkick super

-launch, sj.lp, lk, lp, lk, (fP) throw, hold forward, land, c.lk(otg), sj.lp, lk, lp, lk, fp, fk.

in corner:

-launch, sj.lp, lk, lp, lk, (fP) throw, lp, lp XX air super

-launch, sj.lp, lk, lp, lk, fp, fk, delay, fk, c.lk(otg), c.fp, pause, jump fk, throw, land, c.lk(otg), sj.lp, lk, lp, lk, fp throw, lp, lp, air super.

vs doom in corner:

-launch, sj.lp, lk, lp, lk, (fp) throw, land, flaskick super..[wait for opponent to fall, juggle with flashkick super] x 3, j.lp, lp XX air super.

..i can only get it to work on doom

lol..vs sent combo o' doom....in corner:

j.fk, land, j.lp, j.lp, j.fk, land, j.lp, j.lp, j.fk, land, j.lp, j.lp + thanos capture, j.fk, land, j.lp, j.lp, j.fk XX air super, c.lk(Otg), c.fp, pause, jump up fk throw, c.lk(otg), c.fp, sj.lp, lk, lp, lk, fp throw, land, flashick super, j.lp, j.lp + thanos, j.fp, bubble hits, [j.lp, j.lp, j.fk] x 4, land, dash in s.lp, s.lp, s.fp XX sonic hurricane XX power ball XX space XX into what ever...

bleh...i know these are all techable and rollable...

kookymanus
05-19-2003, 01:42 AM
I've got a way to do the Guile air super without launching.

U do a Standing Jab,Jab,Fierce punch and then press d,df,f,uf+kk.
U treat this move just like Cable's AHVB which goes d,df,f+pp.

vyper
05-19-2003, 03:38 PM
Originally posted by CoOkIeMoNsTeR
i think guile blows!!
don't hate on guile if you think guile blows get out of the guile threads biatch:lame:

UCRJesse
05-19-2003, 10:09 PM
Originally posted by kookymanus
I've got a way to do the Guile air super without launching.

U do a Standing Jab,Jab,Fierce punch and then press d,df,f,uf+kk.
U treat this move just like Cable's AHVB which goes d,df,f+pp.

thats impractical because A. the timing is very slim/late, B. it seems to hit at random, if they are half an inch too far away, it doesn't work. better off with jab fierce qcf pp...

Thank you everyone for showing interest. any matchup requests?

kookymanus
05-20-2003, 01:28 AM
Originally posted by UCRollerblader


thats impractical because A. the timing is very slim/late, B. it seems to hit at random, if they are half an inch too far away, it doesn't work. better off with jab fierce qcf pp...

Thank you everyone for showing interest. any matchup requests?

Acutally it depends on the speed of the person inputting the command itself, I'm fast, but I can't speak for everyyone else. And by the way that's qcfuf+kk not qcf+pp.

UCRJesse
05-20-2003, 10:34 AM
Originally posted by kookymanus


Acutally it depends on the speed of the person inputting the command itself, I'm fast, but I can't speak for everyyone else. And by the way that's qcfuf+kk not qcf+pp.

ugh, i was not referring to the air super when i said qcf pp... i was explaining that it is better in all situations to use the qcf pp super... why? much easier to execute, hits assist's, does about the same damage, dhc's easily.

vyper
05-20-2003, 02:14 PM
Originally posted by UCRollerblader


ugh, i was not referring to the air super when i said qcf pp... i was explaining that it is better in all situations to use the qcf pp super... why? much easier to execute, hits assist's, does about the same damage, dhc's easily. both of you are right cause they both work but the crossfire assault (qcf,uf kk) looks a lot better if you just lk lk right before doing it and you,ll land it every time

CoOkIeMoNsTeR
05-20-2003, 06:58 PM
yo vyper i was talkin to u asshoe i was talkin to captain wafers and i anit hating on guile cause i have seen some good guiles but lission here butt fucker next time u talk shit make sure u know what u r talkin about or who the person is talking to asshoe:mad: :mad: :mad: :mad: :mad: :mad: :mad:

ph!Lop!a
05-21-2003, 10:09 AM
Originally posted by kookymanus
I've got a way to do the Guile air super without launching.

U do a Standing Jab,Jab,Fierce punch and then press d,df,f,uf+kk.
U treat this move just like Cable's AHVB which goes d,df,f+pp.

only works on certain characters and in corner IIRC...

KrazeEye
05-21-2003, 11:10 AM
vyper your guile blows my mag could take your whole team out .Come down next week we with your guile and we will all own Me, CookieMonster,Vyrus, and Daywalker.

CoOkIeMoNsTeR
05-21-2003, 11:18 AM
yo vyper my friend meant was for u come down next weekend and we will own u my friend is alittle slow and he rides the short bus to school so fucker u better show up

KrazeEye
05-21-2003, 11:27 AM
Hey, cookie i just missed a few words,but vyper u better show up and dont ride the short bus to school u fat mo fracker cookie eating baster

vyper
05-21-2003, 02:27 PM
Originally posted by CoOkIeMoNsTeR
yo vyper my friend meant was for u come down next weekend and we will own u my friend is alittle slow and he rides the short bus to school so fucker u better show up I'll see if i can when is the tourney and i dont play with guile i just like him i dont play in tourneys with him but i might have to work that weekend

Vyrus
05-22-2003, 07:31 AM
sure sure whatever u say mo fracker come down this weekend and we will own ur ass so its ok if u want to fear fear fear fear fear us u faggot.. we will all own you



P.S. If u want we will play u for money this weekend or the next weekend u fearing mo fracker. and the coyotes Blow!!!

DayWalker
05-22-2003, 10:58 AM
To much shit talking and not enough backing it up Krazy eye u can blow my one eyed monster. lol

UCRJesse
05-22-2003, 01:08 PM
Originally posted by DayWalker
To much shit talking and not enough backing it up Krazy eye u can blow my one eyed monster. lol

All of you people, go fuckin make a new thread and settle your shit there... bitches

CoOkIeMoNsTeR
05-22-2003, 01:08 PM
i cant back up my shit cause i know a guile can not own me and plus vyper is from Alice and most Alice suck so why dont he come down and we can show him a few things





P.S. Yea KraeEye can suck my one eyed monster also

DayWalker
05-22-2003, 02:17 PM
uc rollernuts go suck a fucking dick ball licker

CoOkIeMoNsTeR
05-22-2003, 05:11 PM
yo uc bastard maind ur own fucken bussines fucker he anit talkin to ur so dont worry about it bitch

UCRJesse
05-23-2003, 12:41 PM
Originally posted by CoOkIeMoNsTeR
yo uc bastard maind ur own fucken bussines fucker he anit talkin to ur so dont worry about it bitch

this thread is my business.... it's about guile, not a feud over which group of players from middle america suck more at mvc2

CoOkIeMoNsTeR
05-23-2003, 05:35 PM
look here uc my nuts in ur mouth like i said before no is talkin to ur bitch ass so stay the fuck out of it ass wipe










P.S. U SEE HERE MO FRACKER MIND UR OWN FUCKEN BUSSNESS




:lame: :evil: :lame: :evil:

RiDdLeBoX
06-12-2003, 10:31 AM
Originally posted by UCRollerblader


this thread is my business.... it's about guile, not a feud over which group of players from middle america suck more at mvc2

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

CoOkIeMoNsTeR
06-12-2003, 06:44 PM
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

Lord Gonzo
06-12-2003, 08:00 PM
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 $$$?

Running Uppercut
06-13-2003, 09:49 AM
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.

kookymanus
06-25-2003, 08:45 AM
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.

Methman
07-10-2003, 10:04 PM
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 =)

The Fireboy
07-24-2003, 03:44 PM
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?

UCRJesse
07-25-2003, 10:41 AM
Originally posted by Methman
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 =)

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

kookymanus
07-26-2003, 02:03 AM
Originally posted by The Fireboy
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?

S.lp,S.fp qcfuf+kk.

ThE CRoW
08-05-2003, 11:31 PM
just do the lp, lp, hp sonic super, does 3 points less dmg, but easier to execute

Mixup
10-12-2006, 06:17 AM
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!

ParryPerson.
10-12-2006, 07:02 AM
how would you run guile/s/d? I know the assist would be nice to have with S/D.....

UCRJesse
10-13-2006, 02:54 AM
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.

Kid Scorpio
08-08-2007, 09:25 PM
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.

sealhunta
08-08-2007, 09:50 PM
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

Tito Mel
08-15-2007, 09:35 PM
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.


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.

newb
09-11-2007, 06:39 PM
how do you do an air flash kick? do you still need to hold d?

myleftshoe
09-17-2007, 12:30 PM
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:

shoultzula
09-18-2007, 09:44 AM
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.

myleftshoe
09-18-2007, 10:39 AM
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

xxphilopiaxx
09-18-2007, 09:51 PM
Correction: TK motion > D + FK works better for me, than d, u, d + FK

ETA: I think my post got cut off. I meant, it works better for me when Im rushing and/or SJC a normal attack.

But I have been messing around with this more and it really depends on the situation that you are using the IFK.

Random Corner Guile: Launch, sj.(hold forward) lp, lk, lp, lk, fp, fk, (guile in corner) delay lk(otg), opponent rolls into the corner, jump back fp, land, c.lk, c.fp > air combo.

http://youtube.com/watch?v=ChBCfx0vTnU

RisunoMeijin
10-19-2007, 08:38 AM
yo vyper i was talkin to u asshoe i was talkin to captain wafers and i anit hating on guile cause i have seen some good guiles but lission here butt fucker next time u talk shit make sure u know what u r talkin about or who the person is talking to asshoe:mad: :mad: :mad: :mad: :mad: :mad: :mad:

wow:sweat:

I would have to agree with everyone on the Guile/Doom, ive seen it work wonders in casuals. It would also seem there are alot of good options for a 3rd char. My friend uses Ruby, which really is pretty nasty since you can make his c.RH unrollable with her assist, and even though I dont ever really try to connect the c.RH, its still a good pressure tactic IMO. Tons of blockstun and stuffs.

He also does a launcher + sent PA, knocks them back into the drones, does some shit on the way down and flash kick supers upon landing...does alot of damage to Mags and Storm, and altough he hasnt tried it yet, im sure you could get some trill resets off this. I wonder if a dash c.FP would cross....hmmmm

I would also think its worth mention that guiles normal jump seems to have incredible range, great for cross-ups (DoomAAA) (SentPA) and I was wondering about his mixup game as a result. It would seem that nj behind and c. short wouldnt be to far a stretch, and if you can pin them down with rocks and bring a 4 way mixup game...then thats whats up.

I do have a question though...On a few vids, I have seen his flash kick super frozen near the bottom of the screen, ppl getting knocked into it while its stuck there, and the such. I was wondering about the properties of this glitch, whether its match practical, and whether its tournament legal. Just curious.

Dredhead117
03-19-2008, 02:42 AM
I'm working on learning Doom so I can get the most out of him.

Guile / Doom / Sentinel seems like a solid teamup.

I had Tron in Doom's spot for a little bit, with her in the mix Guile's ground combos do a ridiculous amount of damage, I'm suprised he's not used more than he is...