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CvS2 Guile Tactics v1.0 - 10.13.2003
performed and edited by Maj (4:10, 35,075 KB, MPG)
CvS2 Guile Tactics v1.0 Reference
Game Version: Capcom vs SNK 2 / Dreamcast / Japan / 2001
This project is an evolving work in progress with many missing pieces. As the blanks are filled, it will develop into a comprehensive encyclopedia of Guile tricks, tactics, and mixups. This is not a basics guide. The goal here is not to outline an entire gameplan, but rather to demonstrate some innovative elements that can be incorporated into an intermediate gameplan. All clips are taken directly from actual matches against the distinguished players credited at the end of the video. Publicly available updates should be expected every two to three months, featuring ten to fifteen new clips at a time.
10.17.2005 - Author's Note: Despite my best efforts, i have had very little competitive play and almost no tournament participation in the past year. These days, i am too far out of practice to pull off any interesting tricks against good players. Consequently, further version updates to this project are unlikely, at best. I have no means of predicting if/when i will have time to play seriously again.
Since Guile's HP throw flings the opponent feet first through the air, it sets up the 2P corner crossup trick. A well-timed jump can create an ambiguous high/low guessing game for the opponent. Connecting with the LK Flash Kick gives Guile just enough time to attempt another crossup.
Any successful anti-air c.HP sets up a high/low mixup due to Guile's ability to link a deep Short Jump MK or HK attack into his c.LP jab, especially if the opponent panics and gives away a counterhit.
Superjumping after a full-screen LP Sonic Boom may not seem like much of a mixup, but with the opponent stuck in block stun and forced to guess whether Guile will go high with a last second j.HK or go low with an empty jump c.MK attack, it pays to be prepared for the combo opportunity.
When not in a good position to punish an opponent's mistake with a combo, it's sometimes a good idea to forego the usual c.HK sweep in favor of establishing the perfect positioning for a crossup.
It can be difficult for an opponent to predict which side Guile will land on after his j.LK crossup. Opponents will often block the wrong way and get hit by the followup c.LP even if the crossup is blocked or hits too early. Therefore, it's best to use the followup attack string instead of the crossup to decide whether or not to follow through with the combo.
Since Guile's crossup is a light attack, it causes minimal pushback even if it hits from the front. Thus, the ambiguity of crossups can be used to maximum effectiveness without having to worry about missing the combo. Since the Flash Kick requires only down charge, it can be used in either case.
Moving forward into an opponent's air attack causes it to connect earlier than intended. The resulting block stun ends before the opponent lands, creating an opening for a throw. This tactic has been around since the early days of Street Fighter. Following through with Guile's meaty c.MK provides significant frame advantage and forces the opponent to block low. Crouching opponents are considered bigger than standing ones, which means they can be thrown from further away.
Throwing out a whiffed s.LP after a meaty c.MK keeps the opponent in block animation and often leaves the player mentally unprepared to defend against a throw attempt. Varying throw setups slightly is the best way to mess up your opponent's throw tech timing.
Deep jump-in attempts can always be countered in the air as long as there's enough time to jump above the opponent before the incoming attack. Superjumping straight up with Guile's j.MK is the most effective way to do this, but superjumping back with Guile's j.HK is the safest.
Using C-Groove's air block against dominating jump-ins such as Vega's j.HK is an excellent defense that doesn't allow the opponent to gain momentum. Countering with a low risk super move immediately upon landing often takes attacking opponents by surprise.
Guile's lvl2 Somersault Justice super is one of his best anti-crossup moves. It usually changes sides automatically and often hits opponents even when it doesn't. This results in one of the instances where the two fighters are left on opposite sides of the screen, with Guile's LP Sonic Boom moving towards the rising opponent. If the opponent attempts to jump over the Sonic Boom, the superior range of Guile's j.HK attack should guarantee success in the ensuing long distance air to air battle.
Any opponent too big to crouch under Guile's F+HP backfist will have a difficult time stopping Guile from abusing it. Many players will resort to jumping to escape the maximum effective range of the backfist. Guile should be prepared for this with proper anti-air positioning.
The gap between well-timed c.MK attacks is so small that it's possible to link two of them on counterhit. The excellent recovery speed of the move makes it safe against most characters' rolls. The frame advantage it affords makes it easy to link into Guile's c.LP or s.MP attacks. All of these facts coupled with the excellent range of the c.MK make it one of the best pressure attacks in the game.
The key to an effective pressure game is exact positioning. Staying outside the opponent's desired range while maintaining Guile's optimal distance will render all of the opponent's attack attempts ineffective. The optimal position against Sagat is just outside the reach of his c.HP attack, where Guile's c.MK can punish it every time.
Grooves with the run feature allow Guile to easily corner opponents with extended pressure strings and Sonic Boom followups. The added ability to Short Jump provides an effective counter to mid and low attacks during pressure strings and offensive footsies. With plenty of solid attack options in both mid and low ranges, Guile shouldn't fear attack-specific Reversals such as Rock's Crack Counters.
Forcing an opponent to block significantly increases the time required for Dizzy points to wear off. In general, offensive players need to take more hits to become Dizzy simply because a defensive player's Dizzy points linger longer. This is what makes it worthwhile to take the risks required to stay offensive.
Guard Crush Strings
Guile's best guard crush patterns depend more on smart positioning than simply minimizing openings between attacks. This creates a unique subset of footsies in which the aim is not to do damage, but rather to keep the opponent at a range where it's impossible to safely avoid blocking Guile's attacks. Keeping the opponent grounded requires some creativity, but is essential for maintaining pressure.
One of the best ways to cover a jump-in is to keep the opponent in block stun with a meaty LP Sonic Boom. Any successful knockdown attack performed near the corner should be followed up with a lengthy block string using this method. The Sonic Hurricane is perfect for wearing away the last few pixels of an opponent's flashing guard meter. Setting it up with a blocked s.HK or c.MK attack ensures that the opponent won't have time to get out of the way or get off the ground.
Sonic Boom Zoning
Zoning at the proper distance with Sonic Booms severely limits the opponent's mobility, making it easier to accurately predict and safely punish any roll attempts.
Setting up attack patterns using Sonic Booms thrown from safe ranges and breaking those patterns with pauses from typical attack ranges is an excellent way to bait unsafe Reversal attempts.
Placing short gaps in attack patterns throws off the opponent's sense of rhythm. Both positioning and timing are critical to severely limit the opponent's options while creating the illusion of freedom.
The B+LK knee bazooka is useful for moving a short distance forward without sacrificing back charge. It's also surprisingly safe if blocked, making it good bait to follow up with a safe super move such as Guile's Total Wipeout or the Sonic Hurricane.
Walking forward after connecting with non-knockdown anti-air creates the illusion that an attack is coming. This is an excellent way to bait an unsafe Reversal special or super move.
Sonic Hurricane Setups
It's possible to link a counterhit or meaty s.HK into the Sonic Hurricane super if the opponent is within the proper range. This is most useful in footsies, corner traps, and pressure strings. Since the Sonic Hurricane is so difficult to punish, the only penalty for missing this combo is the super meter lost.
Sonic Hurricane Opening Gambit
Starting the round with the Sonic Hurricane will ensnare any opponent not blocking when the match begins. This can only be done in C-Groove and P-Groove since no other groove can store lvl3 supers. The only thing lost if the opponent blocks is super meter, but this tactic will obviously never work unless used sparingly. The threat it presents is just as valuable as the potential damage.
Nervous opponents will often jump unprepared in order to escape the effective zone of the Sonic Hurricane. Guile can easily punish this by waiting and using the proper anti-air.
The moment's hesitation caused by the threat of the Sonic Hurricane can be used to close the distance with a dash. At this point, Guile can either begin a pressure string, establish the optimal footsies range, wait for the opponent to do something foolish, or take another step forward to attempt a throw.
Guile's F+MK hopkick can be used to quickly pass through ground projectiles. With the proper positioning, Guile can hit opponents as he evades the fireball, even if the fireball was roll-canceled.
Since Guile's dash is considered airborne for most of its duration, it can be used to avoid fast ground moves such as Rolento's Take No Prisoner and command throws such as Vice's Withering Force.
The HK Flash Kick works much better against high-priority meaty attacks than the equally risky LK version. The Reversal LK Flash Kick caused Sagat's first c.HP to register as counterhit, which is the only reason the second one linked. Guile should get partial credit for that combo.