Guile
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Guile is one of the best characters in the game. He has no true weakness and his strengths are many. He is excellent for beginners and deadly in the hands of a master. All his supers are useful and his regular punches and kicks combo quite easily. For old school Street Fighter gamers Guile feels exactly the same way. He plays the same and can kick tremendous amounts of ass. I remember my friends playing me in the original SF games and they would cry that I cheat when I get them in the corner and assault them with Guile's regular punches and kicks. Then when I was done I would either throw a Sonic Boom or if they jump at me Blade (aka Flash or Somersault) Kick.

This still works in MVC2. Mix that with Guile's new tactics and you have a dangerous player. Now on to the good stuff.

Move Commands

Sonic Boom +P
A classic Street Fighter move. Although it is a very small projectile it is useful. The jab version especially since it travels very slow. Yes my friends, the cheap, Garden Groove Thug Tactics (I got that one from Gamefan Magazine) still works. Follow that Sonic Boom and either throw them or jump at them and start a combo. Just like in the old days.

Flash Kick +K [air]
Another classic SF move and Guile's only other special move. One of the best anti-air moves in the game. Extreme high priority. It is a great combo or even air combo finisher. A variation of this is to jump or super jump, press U and K. This will perform an air version of the move and I'm not sure yet, but I think can be used as an AC finisher. However, there are better AC finishers. More on that later.

Supermove Commands

Sonic Hurricane +2P(Level One)
A great super. Although not invincible, Guile has great protection. This move is a LARGE Sonic Boom that travels around Guile. It is a suck in super, like Ryu's Super Hurricane and Chun Li's Kikosho. If an enemy gets behind and tries to combo, they'll be eating super because of the suck in 
effect. The only counter is a beam super or invincible super (Mega Man's Rush Drill). It combos off of almost anything. Great block damage. In terms of delayed Hyper combos, this is the end all super. It's easy to combo into and you can cancel it into any other super including Spider-Man's Maximum Spider, which is one of the most difficult supers to connect with in the game! 

Somersault Strike +2K(Level One)
Another great super. This has incredible anti-air priority, but it's better off starting on the ground. Try to use it only on combos because if it misses it only does decent block damage and you'll be left wide open. Missing a Somersault Strike means no protection from behind and you'll be getting it like a new prison inmate. Not very nice.

Crossfire Blitz +2P(Level One) [air only]
Air combos only! This is an auto super which means it's all or nothing. Use it as an AC finisher. It does incredible damage if it connects. One way to surprise the opponent is to jump straight up (not super jump) and perform the Crossfire Blitz. You'll be surprised how many people will fall for that. They'll just run right into it.

Assist Type Attacks

 

Assist Type Assist Attack Variable Counter Team Super
Alpha Type Flash Kick Flash Kick Somersault Strike
Beta Type Sonic Boom Sonic Boom Sonic Hurricane
Gamma Type Sonic Boom Flash Kick Sonic Hurricane

Alpha type is an excellent choice. The Flash Kick will counter almost any move and all jump ins. Make sure to cover Guile's ass after though because he taunts for a while. However I can't say the same for the team super. It's good, just not as good as Sonic Hurricane. Beta Type is decent. The sonic Boom is nowhere near as good as an assist, but useful. It is a very slow projectile so use it to help big slow characters get in close. It  could catch the opponent off guard if they try to attack. However, the Sonic Hurricane is a lot better in a double or triple teams (in most cases) than the Somersault Strike. Gamma Type is just like Beta, but with the Flash Kick as the counter, which is actually a better counter. So I'd say the choice would be between Alpha and Gamma type. Alpha for a great assist and decent super and Gamma for a decent assist and great super.

This page was written by Mike Cervantes and edited by Migs Rustia

� 2000 Migs Rustia: [email protected]
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