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    Guile by J.K.N./DRamas

    Version: 0.1 | Updated: 04/26/00 | Printable Version | Search Guide | Bookmark Guide

    MARVEL VS. CAPCOM 2: New Age of Heroes
    FAQ Version 0.1 (Last updated 04.26.00)
    FAQ  2000 The Notorious J.K.N. (ranchanny@aol.com)
    FAQ  2000 The Dali Ramas (nemesisx@att.net)
    GUILE FAQ  2000 The Dali Ramas (nemesisx@att.net)
    Name: Guile
    Original Series: Street Fighter II
    Recent Appearances: GQ (haha)
    Personal Nickname:
    Version Updates:
    0.1 - (04.26.00) - Sections 1 to 12 completed.
    1) FAQ KEY
    3) COLORS
    4) POSES
    5) TAUNT
    10) STRATEGY
    11) VS. ABYSS
    12) GRADE
    This FAQ assumes you are the first player with your character facing to the 
    B - Back
    F - Forward
    U - Up
    D - Down
    U* - Up* (i.e. UB - Up and Back)
    D* - Down* (i.e. DB - Down and Back)
    T* - Tap* (i.e. TB - Tap Back)
    H* - Hold* (i.e. HB - Hold Back)
    WP - Weak Punch
    WK - Weak Kick
    FP - Fierce Punch
    FK - Fierce Kick
    AA - Assist A
    AB - Assist B
    * ; * - In Series (i.e. WP ; WK - Weak Punch, then Weak 
    * + * - Simultaneous (i.e. FP + FK - Fierce Punch and 
    Fierce Kick)
    After a long absence from the video game scene, Guile finally makes his much 
    anticipated return in Marvel vs. Capcom 2, commemorating the year 2000 with a 
    bang! Back due to popular demand, he has been updated to fit the modern style 
    of combat and is better than ever. He still sports his trademark hairstyle and 
    returns with moves from his old arsenal. This just goes to show die-hard fans 
    that things never really change; they just get updated.
    Guile is an extremely well-balanced character with average size, speed, 
    strength, and reach. He stands at a little under half of the height of the 
    screen with his fists held up and close to his body in a tight boxing stance. 
    When crouching, he lowers himself to about one third of the height of the 
    screen. He rests one knee on the floor and keeps his fists up, maintaining his 
    boxing stance.
    When walking, he either hops forward or backward with both feet. He has a fast 
    walking speed and maintains his boxing stance by keeping both fists up. His 
    dash, both forward and backward, is very quick and reaches about two thirds of 
    the length of the screen. When dashing forward, he lunges quickly and goes 
    into a forward roll. When dashing backwards, he simply jumps back. He is quite 
    manueverable in the air but has no extra abilities such as an air dash or an 
    extra jump.
    Guile, because of his average strength, both deals out and takes a decent 
    amount of damage. Considering his speed and ability to combo rather well, this 
    often gives him the advantage during a match. As a balanced character, he does 
    not need to rely on a single strategy and does 
    well in almost every aspect of the game. Probably the best thing about Guile, 
    and other characters like him, is that he has very little to no drawbacks.
    WP - green (jungle camo)
    WK - blue
    FP - cream (light desert camo)
    FK - brown (desert camo)
    AA - green (jungle camo), dark-skinned Guile
    AB - grey, dark-skinned Guile
    Entrance - Guile sizes up his opponent. With one hand on his hips, he looks at 
    his opponent and rotates the other arm twice, saying, "I'm impressed."
    Win - Guile has three different win animations. For the first, he places one 
    hand on his hips and beams a mocking smile at his fallen opponent as he raises 
    the other arm, flexing and showing off his muscular form. For the second, he 
    turns to the players and places both hands on his hips, his dog-tags glinting 
    momentarily. For the last, he pulls out a comb and fixes his hair. Then, he 
    puts the comb away and, facing the players, places both hands on his hips.
    Win (time) - Guile turns his head away and mockingly salutes to his opponent.
    Loss or Tie (time) - Guile buries his face into one hand in disappointment.
    Guile momentarily straightens out. He places one hand on his hips and, as he 
    rotates the other arm once, says, "Too easy."
    WP - Guile jabs quickly with the front fist. It is a short range attack with 
    good speed.
    WK - Guile pivots on the front leg and quickly does a low kick with the back 
    leg. Like his standing WP, this is a very close range attack.
    B + WK - Guile hops forward a little, travelling about one sixth of the 
    distance of the screen, and extends his knee in an attack. Despite the fact 
    that this move does as much damage as a fierce, it is practically useless. No 
    hits can be chained either before or after it. Therefore, it serves no purpose 
    in terms of combos. Plus, it doesn't have enough speed or range to catch 
    anyone by surprise. Because Guile hops forward, he will be closer to the 
    opponent and will be open to a counter-attack if it is blocked. Never use this 
    in a serious match!
    FP - Guile's back foot steps back a little as his front fist hooks upward in a 
    close range uppercut. It has about as much range as the standing WP and does a 
    fair amount of damage.
    B + FP - Guile punches straight forward with his back fist. This fierce attack 
    comes out pretty fast and has good range, reaching about one third across the 
    length of the screen.
    F + FP - Guile pivots on his front leg, spinning back and unleashing a long 
    range backhand. This move is fast considering its range, reaching almost half 
    of the length of the screen. Does a good amount of damage and is good for 
    catching opponents by surprise.
    FK - Guile pivots on his front leg as he does a high, spinning roundhouse kick 
    with the back leg. This move reaches up to Guile's height, but it has very 
    little horizontal range, about as much as the standing WP.
    B + FK - Guile hops forward as he executes a spinning back kick. This move has 
    good speed and excellent range, reaching over one third of the length of the 
    F + FK - Guile flips over and kicks with a sweeping motion while upside down. 
    It's visually impressive considering he's upside down when kicking. It reaches 
    a little under one third of the length of the screen and, like his other 
    fierce attacks, has decent speed.
    D + WP - This is a crouching version of Guile's standing WP. He simply jabs 
    with the front fist for a quick, short range attack.
    D + WK - Guile kicks low for a quick attack with good range. It reaches about 
    one fourth of the distance of the screen and hits if the opponent is not 
    blocking low. Because of its speed, range, and ability to hit low, this is an 
    excellent opener for combos and is highly recommended.
    D + FP - Guile straightens out all the way as he punches up, unleashing a 
    fierce uppercut. It doesn't have much horizontal range and, if it hits, will 
    launch the opponent into the air.
    D + FK - Guile executes two sweep kicks in a row. First, he sweeps forward 
    with the back leg, reaching almost one third of the length of the screen. 
    Then, he plants the foot down and, continuing the momentum of his spin, 
    executes a reverse sweep with the other leg, reaching a 
    little over one third of the length of the screen. Each kick, which hits if 
    the opponent is not 
    blocking low, does half of the damage of a fierce attack and knocks the 
    opponent to the ground. If the first kick hits, it will knock the opponent to 
    the ground, and the second kick will automaticaly hit the fallen opponent, 
    unless he manages to roll out of harm's way. After the 
    second hit, the opponent will roll away automatically. Because Guile is 
    essentially doing two 
    moves, it takes him a while to execute both kicks. In some cases, this leaves 
    him wide open to attacks. Luckily, you can snap him out of it and prevent him 
    from doing the second sweep by executing a special move, either a Sonic Boom 
    or a Somersault Kick, immediately after the first sweep. Use a Sonic Boom on a 
    far away opponent or a Somersault Kick on an opponent jumping in at you. It's 
    a great fail-safe ability on an already excellent double sweep attack.
    WP (in air) - Guile jabs quickly diagonally downwards. It is a fast, short 
    range attack.
    WK (in air) - Guile tucks his feet in and strikes diagonally downwards with an 
    extended knee. It's quick but is an extremely close range attack.
    U + WK (in air) - Guile straightens out both legs and, with one leg extended 
    straight down, kicks diagonally upwards with the other. Like the other aerial 
    weak attacks, it's quick but has very little horizontal range.
    FP (in air) - This is a more powerful version of Guile's WP in the air. He 
    quickly winds back before punching diagonally downwards. A powerful punch, it 
    is just as fast as WP and has as much range.
    U + FP (in air) - Like the regular FP in the air, this short range move is 
    both fast and strong. However, instead of punching, Guile chops diagonally 
    downwards with the other hand.
    FK (in air) - Guile kicks straight across, extending his leg to its full 
    extent. This move has good speed and has the best horizontal range in Guile's 
    aerial arsenal.
    B or F + FP (while near opponent) - Guile grabs the opponent and flips him 
    overhead, tossing him across the entire length of the screen. Use this if the 
    opponent is getting a little too close for comfort and you need the room. It 
    puts a lot of distance between you and your opponent and gives you time while 
    he is getting up from the ground.
    B or F + FK (while near opponent) - Guile grabs the opponent and turns him 
    around. With arms secured around the opponent's mid-section, Guile executes a 
    suplex. The opponent hits the ground and, as Guile releases, bounces across 
    the entire length of the screen, recovering in the air. 
    This is Guile's old suplex move, but it isn't too good because it allows the 
    opponent to recover 
    in mid-air.
    B or F + FP (while near opponent in air) - Guile intercepts the opponent in 
    the air, wrapping an arm around his mid-section, and forcefully throws him 
    back down to the ground.
    B or F + FK (while near opponent in air) - Guile grabs the opponent and holds 
    on to him as they fall back to the ground. Right before landing, Guile places 
    the opponent over a shoulder and executes a backbreaker as they hit the 
    ground. Guile then drops the opponent down. The opponent 
    will be vulnerable for a brief moment because he will be on the ground right 
    next to Guile, and 
    it is possible to punish him with something before he can get up. A crouching 
    kick, either WK or FK, can hit, but it won't set up for much because the 
    opponent will automatically roll away after one hit. I suggest executing the 
    hyper combo Somersault Strike. If you time it right, you 
    can send your opponent reeling with a nice unblockable hyper combo.
    Sonic Boom - HB ; F + Any P
    Guile swings both arms before him in a pincer-like motion, sending two arcs of 
    energy spiraling towards the opponent. Both WP and FP do equal amounts of 
    damage and differ only in speed. WP sends a slow projectile while FP sends a 
    faster one. Because of the charge time required for this move, you should use 
    it sparingly. Use it once in a while to keep opponents on their toes or tack 
    it at the end of a ground combo. It comes out pretty fast and has very little 
    recovery time. However, be sure to never get into a projectile battle when 
    using Guile. You won't stand a chance against characters whose projectiles do 
    not require charge time. 
    Somersault Kick (a.k.a. Flash Kick) - HD ; U + Any K
    Guile jumps forward, quickly flipping back and kicking with an extended foot. 
    As he kicks, he sends a crescent of energy soaring through the air diagonally 
    upwards for a second hit. The crescent of energy sails all the way up and 
    across, but it does minimal damage by itself. The move has limited horizontal 
    range, but is an excellent anti-air defense. FK sends Guile as high as a 
    regular jump and will make him land about halfway across the screen. WK does a 
    little less damage and has a little less range, both vertically and 
    horizontally. The actual kick itself comes out very fast, but the move has 
    considerable recovery time. Guile will be vulnerable on 
    his way back to the ground. Use it primarily as a defensive move on an 
    opponent jumping in at you, or chain it at the end of a ground combo.
    Anti-Air Somersault Kick - (in air) TD ; TU + Any K
    This is the aerial version of Guile's Somersault Kick. If you perform this 
    during a regular jump, Guile will be vulnerable on his way back to the ground. 
    Because of this recovery time and moment of extreme vulnerability, try not to 
    use this during a regular jump. There are better things you can do in the air 
    to take advantage of openings or repel airborne opponents. You can use FK or 
    simply block. It's better than leaving yourself momentarily open. Luckily, 
    when done during a super jump, Guile recovers almost instantly after the kick. 
    This is better used during a super jump because it's fast and does not leave 
    Guile open. This is also chainable to combos. So, feel free to use this rather 
    than a regular move to end an aerial rave for some extra damage.
    Sonic Hurricane - D ; DF ; F + 2 Punches
    Guile winds back with both arms and brings them both before him in a pincer-
    like motion, as if he were to throw a Sonic Boom. A huge disc of energy then 
    forms and spins around Guile as he remains in the "pincer" stance. This move 
    reaches about two thirds across the length of the screen and, whether it hits 
    or is blocked, draws the opponent in with its whirlwind motion. It actually 
    comes out pretty fast and does solid damage. It's highly chainable, and a 
    simple opener for it can be WP ; WP. Tack it on to the end of a ground combo 
    for a devastating unblockable hyper combo or use its speed to take advantage 
    of openings.
    Somersault Strike - D ; DB ; B + 2 Kicks
    This is a souped up version of Guile's Somersault Kick. He executes three 
    Somersault Kicks in a row as he traverses the length of the screen. Guile 
    barely leaves the ground for the first two, releasing a crescent of energy 
    with each kick, and soars up for the third, this time creating two energy 
    crescents with the third kick. This move has decent speed and does a good 
    amount of damage. As with all "wave" hyper combos, this will eventually hit 
    from a distance away, but it is most effective when used at close range. As a 
    matter of fact, it is also highly chainable. You can open for it simply with 
    WK ; WK. It will also hit if the opponent is on the ground. So, feel free to 
    use it immediately after the first sweep of crouching FK (D + FK) or any other 
    time the opponent is on the ground right next to you. Be careful, though, if 
    you are blocked because this move has an ample amount of recovery time, as 
    Guile will be vulnerable on his way back down 
    to the ground after the third kick. Use it only to take advantage of openings 
    or combo into it 
    for a deadly offensive strike.
    Crossfire Assault - (in air) D ; DF ; F + 2 Kicks
    While in mid-air, Guile first tucks his arms and legs close to his body and 
    then quickly dashes forward, reaching about three fourths across the length of 
    the screen. If he hits the opponent, he will quickly execute a series of moves 
    and end the combo with an Anti-Air Somersault Kick. If this move misses or is 
    blocked, Guile will come out of the dash and simply drop down to the ground, 
    carrying some of the forward momentum of the dash. Although Guile will be 
    vulnerable on his way back to the ground, this is usually not a problem. If 
    the opponent is airborne, then he will usually not be able to retaliate with 
    much until he gets back on the ground, giving you enough time to recover. Like 
    the other two hyper combos, this is also chainable. You can combine it with a 
    combo by using it at the end of an aerial rave, or you can use it by itself to 
    catch opponents by surprise. Not only can you catch aerial opponents by 
    surprise, you can even surprise grounded opponents with this. While at a 
    distance away from an opponent on the ground, execute this move at the moment 
    right before you land since Guile will be low enough to hit. Because of 
    Guile's lack of an aerial dash, the opponent will most likely not expect to be 
    hit by anything until Guile is on the ground. If the opponent does block, it 
    won't take Guile too long to recover since he is so near to the ground. 
    However, because this is a surprise tactic, use it 
    Alpha - Somersault Kick
    Dual/Triple Hyper Combo - Somersault Strike
    Guile hops in front of his ally and quickly does a Somersault Kick. This is a 
    pretty good defensive assist move, especially against opponents jumping in at 
    you. Although it does reach as much as halfway across the screen, it's not 
    very good when used offensively. Guile will be vulnerable on his way back to 
    the ground after the Somersault Kick and momentarily upon landing.
    Beta - Sonic Boom
    Dual/Triple Hyper Combo - Sonic Hurricane
    Guile steps in directly behind his ally and throws a Sonic Boom. This is 
    useful because it gives Guile's ally a projectile attack if he doesn't already 
    have one or an extra projectile attack if he does. As with all projectile 
    moves, this has multiple uses.
    Gamma - Sonic Boom
    Dual/Triple Hyper Combo - Sonic Hurricane
    This is the same as Guile's Beta assist type. As far as I can tell, there 
    seems to be no difference between the two. It just comes down to preference, 
    whether you want a green or blue life bar.
    The combination of Guile's speed, strength, and toughness makes him an 
    excellent character. As an average character, he does not rely on a single 
    strategy but provides a balance. He can be both defensive, relying on his 
    Sonic Boom and Somersault Kick to keep opponents at bay, and offensive, 
    utilizing his speed, strength, and ability to combo well for a deadly assault. 
    The best way to use him, then, is to balance out your battle strategy. Switch 
    around between offensive and defensive tactics to keep your opponents on their 
    In terms of combos, Guile is actually pretty good. He can chain up to three 
    regular hits on the ground (for example, WP ; WP ; FP) and up to five regular 
    hits in the air. You can extend any of his combos and do extra damage by 
    tacking on a special move, such as a Sonic Boom or a Somersault Kick, at the 
    end of each combo. When jumping in at an opponent, he can connect an average 
    of two hits (I suggest using WP ; FP) before landing on the ground. This, of 
    course, depends on the size of the opponent. When you take Guile's strength 
    into consideration, it means that even his simple combos can do some serious 
    One thing to keep in mind when using Guile is to constantly charge for his 
    special moves. Whenever you have the chance, hold B to charge for Sonic Boom, 
    D to charge for Somersault Kick, or DB to charge for both. Even while you're 
    in the middle of a combo, you should be charging for a special move. You never 
    know when you're going to need or want to use them. It's better to have 
    something at your disposal when you want to use it rather than realize a lost 
    opportunity at the last moment. Even if you end up not using a special move, 
    charging for it won't cost you anything. It won't leave you open or waste your 
    time. As a matter of fact, when you block an 
    opponent's attack, remember that you are already charging a special move. 
    Blocking high charges for a Sonic Boom while blocking low charges for both 
    Sonic Boom and Somersault Kick. 
    Because of their speed and ability to be chained to combos, Guile's hyper 
    combos can be especially punishing to opponents. They can each be used by 
    themselves to catch opponents by surprise and do good amounts of damage. 
    However, like Guile himself, they can also be used both 
    offensively, chained at the end of a regular combo, and defensively, taking 
    advantage of momentary openings left by opponents. Because of the new game 
    engine that allows multiple hyper combos to be linked together, this can be 
    especially lethal. Combo into one of Guile's hyper combos and link several 
    others to it for a devastating offensive assault or severely punish an 
    opponent for leaving himself momentarily open with several linked hyper 
    Against Abyss' first form, you have to be on the defensive, constantly 
    blocking his attacks. As soon as Abyss finishes an attack and there is an 
    opening, execute a simple four hit ground combo. You can do this easily with 
    HB + WP ; HB + WP ; HB + FP ; F + FP (Sonic Boom). Guile 
    will do three regular hits and then throw a Sonic Boom. The reason why you 
    should hold B while doing the three hits is to charge the Sonic Boom so that 
    you can immediately throw it right after the third hit. This works best when 
    Abyss is right next to Guile. If there is a little distance between Guile and 
    Abyss, use HDB + WK ; HDB + WK ; HDB + FK ; (immediately after first FK sweep) 
    F + FP. Once again, Guile will do three regular hits and then throw a Sonic 
    Because of the range of Guile's crouching kicks, this combo works better than 
    the previous one if Abyss is a distance away from Guile. However, you have to 
    be sure to throw the Sonic Boom immediately after the first sweep of Guile's 
    crouching FK. The second sweep is too slow, and Abyss will nail you if you 
    don't stop it by throwing a Sonic Boom. If you doeverything correctly, you 
    should only lose about half of your life bar from chip damage.
    Against Abyss' second form, there isn't much Guile can do. Just stay as far 
    away from Abyss as you can and bombard him with Sonic Booms. Time your 
    projectiles so that they won't be canceled out by Abyss' flamethrower. While 
    holding B to charge your Sonic Boom, wait until he finishes his flamethrower 
    move and then immediately throw a Sonic Boom. If at least one of Guile's 
    allies has a projectile assist move, feel free to call on that ally for an 
    extra projectile attack.
    Against Abyss' third form,  stand near Abyss' midsection as the match begins. 
    Then, jump up and do a simple, 3 hit aerial rave (for example, WP ; WP ; FP). 
    When you land, be on the defensive. If Abyss melts into the ground and leaves 
    the orb near you, quickly dash to the other side of it 
    if you can. Be on the defensive, but if the flames start rising on the other 
    side of it, you are 
    free to punish Abyss with up to three aerial raves. If you can't do this, then 
    be on the defensive and be patient. Wait until Abyss resurfaces near you. If 
    he's close enough, dash in towards his midsection, jump up, and execute an 
    aerial rave. Once on the ground, be on the defensive again. Repeat this 
    process until you win. If you want, you can execute Guile's Somersault Strike 
    hyper combo if you find yourself standing near Abyss' head right after he 
    resurfaces. This does a good amount of damage and is usually safe because its 
    forward motion leaves Guile behind Abyss after the move is finished.
    FAQ  2000 The Notorious J.K.N. (ranchanny@aol.com)
    FAQ  2000 The Dali Ramas (nemesisx@att.net)
    No portion of this FAQ can be replicated or reproduced without our consent. 
    Thank you for not resorting to cowardly tactics. If you need to use something, 
    simply ask or give us due credit.