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CvS2 Guile Exhibition - 03.01.2002
performed and edited by Maj (2:01, 7,247 KB, WMV8)
CvS2 Guile Exhibition Combo Guide
Game Versions: Capcom vs SNK / Dreamcast / Japan / 2000
Game Versions: Capcom vs SNK 2 / Dreamcast / Japan / 2001
Soundtrack: Blur - Song 2
Anime Source: Street Fighter II: Victory (1995)
Originally featured on Clockw0rk.com, this video was my final project for the popular website before its disappearance the following month. A revised version of the video was released with the official launch of sonichurricane.com as the first combo exhibition featured on the newly developing website. All combos were performed on a standard Dreamcast pad without any assistance, using the Training Mode Dummy feature whenever an opponent action was necessary. Some of these combos require insanely tight timing, while others are relatively easy to do. This is the case because i was far more interested in getting a good variety of combo concepts across (combo after Counter Attack, two Sonic Hurricane supers in one combo, creating unique setups for combos, using specific attacks in combos, etc.) than doing a very small number of combos, all of which utilized only Guile's best setup.
This combo is made possible by an old King of Fighters running charge trick. Once run is initiated, it can be continued without interruption by holding the DF direction. This allows the character to charge in the down direction while moving forward. Special thanks to omni and ChoiBoy for this combo.
A very basic combo, but it seemed kinda cool to me to combo into a Counter Attack. There are several ways to accomplish this effect, but i think setting the Training Mode Dummy to always Counter Attack is the easiest and most reliable because it allows Guile to dictate when the Dummy performs its attack instead of having to guess using the Dummy's Record feature.
If there was a way to knock the opponent backwards into a Sonic Boom without trading hits, this combo would be much more impressive. Unfortunately even the LP Sonic Boom moves faster than the pushback an opponent normally receives from any of Guile's attacks. Trading hits works because the pushback generated by attacking a cornered Guile augments the pushback Guile's c.HP creates, causing the opponent to reel back approximately 2/3 of the screen and collide with the Sonic Boom. However, there's no way Guile can recover from the opponent's counterhit HP attack and get within striking distance of the opponent before he recovers from the stun caused by the Sonic Boom. Still, i think the first two hits of this combo are very interesting, even if there is no way to add any more (as proven by the Reversal Sonic Hurricane missing).
This is my favorite setup in the video, despite the fact that it doesn't work. If the hit stun from Guile's lvl1 Total Wipeout was just a little bit longer, the lvl3 Total Wipeout would combo. Unfortunately, since the lvl3 Total Wipeout is done as a Reversal, there just isn't any way to make it come out any earlier. Also, this clip demonstrates the juggle properties of Guile's Somersault Justice super well. In CvS, the lvl1 Somersault Justice had a uniform juggle potential of six, so doing a lvl1 Somersault Justice after a four-hit juggle would give you two more hits. However, the CvS2 version of the super breaks up the juggle potentials into three for the first Flash Kick in the super and six for the second Flash Kick. The second lvl1 Somersault Justice misses entirely because the opponent hits the floor before the second Flash Kick of the super reaches a hit frame. I'm fairly certain this entire combo would work in CvS because Guile's Total Wipeout caused a longer hit stun in that game than it does in CvS2 and both of the lvl1 Somersault Justice supers would juggle in CvS. It just seemed more important to demonstrate all of this information than to do another CvS combo.
Meaty c.HP, s.HP is a cool link and utilizing S-Groove dodge to make the c.HP meaty seemed like an interesting enough alternative to the usual knockdown setup to earn a spot in the video. The link pushes the opponent too far for any lvl Somersault Justice to connect so Guile's Sonic Hurricane had to be used. All in all, this damaging combo is one of the few practical ones, especially against opponents who roll or dodge too much.
What makes this combo work is Dhalsim's s.LP coming into contact with the hit box of Guile's extended c.HP attack. Since Guile is facing away from Dhalsim, the collision pulls Dhalsim towards Guile instead of pushing him away. The extended hit stun caused by the counterhit, paired with fact that Guile's c.HP was towards the end of its animation when Dhalsim got hit by it result in Guile recovering long before Dhalsim does and being able to continue the combo with a c.LP attack. Even though this combo is totally impractical, it's actually not very difficult to time because Guile's c.HP has a lot of priority and causes a very long hit stun.
A number of Guile's moves were faster (and had more priority) in CvS than they do in CvS2. There is a significant difference in the speed of Guile's lvl1 Total Wipeout between the two games. It does not move forward fast enough or go into its second attack fast enough in CvS2 to hit after Guile's meaty s.HK, s.HP link, but the combo works like a charm in CvS. Also, because Guile's lvl1 Somersault Justice has a uniform juggle potential of six in CvS, it's possible to combo a second lvl1 Somersault Justice in CvS whereas CvS2 only allows for one. Finally, that superjump back LK at the end of the clip was intentional - it was meant for those who forgot why that game sucked.
The only interesting thing about this combo is the fact that the Somersault Justice is able to juggle after Guile's s.HP attack, even though the s.HP doesn't knock the opponent down. The timing for the lvl2 super cancel into Guile's HP Sonic Boom is quite lenient, but if the opponent isn't low enough to the ground at the very beginning of the combo, the second Flash Kick in the lvl2 Somersault Justice will whiff entirely and the opponent will land safely before Guile does.
Guile's Sonic Hurricane has the unique property of behaving like a stand-alone projectile when an opponent gets hit by it, even though by default it is a stationary projectile linked to Guile. Therefore, if an opponent somehow trades hits with this super, the Sonic Hurricane continues hitting the opponent up to its maximum of twelve hits even though Guile has lost his link with the projectile and is free to move and attack. This combo makes use of this attribute to add on a full lvl1 Somersault Justice to the middle of Guile's Sonic Hurricane super.
Utilizing the property described above, the nature of the K-Groove meter system, and the most powerful grounded one-hit super in the game, it is possible to link together two Sonic Hurricane supers in a legitimate combo. In order for Guile's and Haohmaru's supers to trade hits, they must be performed simultaneously, and in order for Guile to stay close enough for the second Sonic Hurricane to connect, the setup must begin with Guile cornered. Also, the combo will usually not work unless the second Sonic Hurricane is performed as a Reversal.
This combo is cool because it looks like a chain combo from SFA. More importantly, it demonstrates an interesting property of projectiles in CvS2. Normally, any hit that connects with an opponent either pushes the opponent away or pushes your character away if the opponent is cornered. This is not the case with projectiles. Hitting an opponent with a projectile never pushes your character back, even if the opponent is cornered. In addition, if your projectile connects while your character is being pushed back from a cornered opponent because of an attack your character performed, this pushback is negated. While all of the links in this combo are naturally available to Guile, the entire combo would not be possible without the negation of the pushback from Guile's c.MK attack.
The delayed Sonic Boom hit gives Guile enough time to finish the first part of his c.HK and go on to the second hit before his opponent recovers. Guile has very little recovery after that hit, so he is able to link a lvl1 Somersault Justice to finish off the combo. Essential to this combo is the fact that the first hit of Guile's c.HK does not have as much range as the second, so with correct spacing it's possible to make the first part whiff while the second connects. The followup combo, s.MK xx Flash Kick, was put in simply because i like Guile's close s.MK (or as Viscant calls it, the "Nazi kick").
In all honesty, i don't like 90% of A-Groove Custom Combos i see in combo videos simply because i think the CvS2 Custom Combo system is far too flexible and free-form. If there were more restrictions on what you could and could not do, i would be have a lot more respect for them. Don't get me wrong - i think very highly of anyone that pulls off a dope Custom Combo at an arcade. I just don't think they deserve to be in combo videos as much as SFA3 Variable Combos did. That's why i thought it would be cool to do an impressive combo against Rolento with A-Groove Guile without using any meter. Moreover, i wanted to do a Dizzy combo without superfreeze ever happening. It's important to note that in order for the opponent to get Dizzy, the combo must start with counterhit and the j.HP must connect before the Sonic Boom. This is because the counterhit Dizzy bonus on the j.HP is two while the counterhit bonus on the Sonic Boom is only one, and every Dizzy point in this combo is necessary to reach Rolento's sixty point limit.