Marvel VS Capcom 2: New Age of Heroes
Guile Strategy Guide Version 0.5 - 25 April 2000
FAQ written by Beta (beta@nettaxi.com)
Do not use any part of the material in this FAQ without prior consent 
of the author.
FAQ © 2000 by Beta Productions. 
Marvel VS Capcom and all its characters are © by their respective owners.
Any Contribution is welcome and credits will be given.

-------------------
  Version History
-------------------
0.5 - The first appearence of Guile Strategy Guide. Only finished up to 
the Hyper Combos section, as well as ripping the first two paragraphs of
the UCT section from my Spidey FAQ. More too come soon!

-------------------
      Credits
-------------------
GameFAQs (www.gamefaqs.com) - For hosting my FAQ. Any updates of this FAQ
can be found there.

You - For reading this FAQ

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       CONTENTS
========================

1) INTRODUCTION
2) NOTATIONS
3) BASIC ATTACKS
4) SPECIAL MOVES
5) HYPER COMBOS
6) ASSIST TYPES
7) STRATEGY
8) VS HUMAN
9) VS ABISS

========================
      INTRODUCTION
========================

Hi again! This is my second FAQ, which is about how to use Guile in MvC2. If 
you have read my previous FAQ for Spidey, you should know that my FAQs are 
more focused on strategies, so you will not find any irrelevant information 
such as colours, win poses, etc. It is also considered that the reader has 
some experience with the game and understands most basics with ease. For 
beginers information, there are many other FAQs in www.gamefaqs.com.

Guile, in my view, is an above average character, with an above average 
speed, reach and power. He can easily chain all his supers as well as dishing
out some good damage without one. Guile also has a good throw range.
However, he should not be played over aggressively, as a more subtle approach 
will, again, gain you more wins.

========================
        NOTATIONS
========================

The following notations are assuming that the player is facing right:

                                       UB   U   UF
        Jab      Fierce    Assist 1        __ 
        ( )       ( )       ( )           /  \  
                                       B  \__/  F
       Short   Roundhouse  Assist 2        ||
        ( )       ( )       ( )            ||   
                                       DB   D   DF

Due to the new buttons configuration, in order to get Strong you have to tap
Jab twice and to get Forward you have to tap Short twice. In order words, 
Strong and Forward are only used in combos. 

S - Standing
C - Crouching
J - Jumping

* -> * - Do one thing after another
*, * - Do one thing quickly after another
* + * - Press both buttons together

OTG - Off The Ground (ie hit the opponent before he can get up)
Air - Can be done in air

========================
      BASIC ATTACKS
========================

As most of Guile's basic attacks aren't that great, I'll only list those with
interest.

Standing Jab - A normal punch. Not much to say appart from trying to hit an
airbone enemy (not as an anti-air but to use when they land without an attack)
or as an alternate jump in (so that you can chain another move afterwords and
surprise your opponent.
Usefulness [**---]

Crouching Short - Haha! This move rocks! Although it is only a short and
doesn't do much damage, this move has the same reach of the C.Roundhouse!
Certainly a great poke and you can be almost sure to connect the 
C.Foward afterwords. However, if using this move at the maximum distance,
it is hard to combo after the C.Foward.
Usefulness [****-]

F + Short - A surprise move and I believe it could be an overhead. Quite
fast but has a lag at the end so only recomended if your enemy if very
turtle. Try to cancel it into the Sonic Boom if you think it gets blocked.
Usefulness [**---]

Crouching Forward - The move to follow the C.Short. Get into the habit in
tapping the short button twice because this move has absolutely no lag.
Usefulness [****-]

Crouching Fierce - An uppercut with decent anti air properties and his 
launcher. Has some lag after the move so try to cancel it into a Sonic Boom
whenever possible if it gets blocked.
Usefulness [***--]

Jumping Fierce - Quite a good jump in. Use it when you are vertically above
your enemy when you land. Always hold down when you use this move in air
battles so that you mat actually throw your opponent.
Usefulness [***--]

Standing Roundhouse - A roundhouse kick with decent anti-air properties if
your enemy is diagonally above you. Nothing much and try to cancel it into
an Sonic Boom if it gets blocked.
Usefulness [**---]

Crouching Roundhouse - Basically a C.Short and a C.Foward. The first kick
sweeps your opponent and I don't think they can roll untill they get hit
by the second hit, making it extremely easy to cancel it into a super
(preferably Sonic Hurricane). If it gets blocked in the first hit, cancel
it into a jab Sonic Boom.
Usefulness [****-]

F + Roundhouse - The upside down kick from the original Street Fighter II!
Not really useful but I believe it is an overhead and it looks quite cool.
Usefulness [**---]

Jumping Roundhouse - Another good jump in, if you are diagonally above your
enemy. Use this in air battles instead of the J.Fierce if your enemy is out
of the Fierce range or has a longer ranged move than your Fierce. Again, try
to hold down the so that you may actually do a throw.
Usefulness [****-]

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      SPECIAL MOVES
========================

Sonic Boom - Charge B, F + Jab or Fierce
I think this is a good projectile move, especially the Jab version. If you
plan to dash in or dash and jump in, do a Jab Sonic Boom first, as it acts
as a shield if you get blocked as well as people who get hit will also get
hit by the Sonic Boom. It travels so slowly that once I did it on the 
computer and he jump over me (and the Sonic Boom). I kept walking back as
he followed me and actually I walk past the Sonic Boom and he got hit by it!
The fierce travels faster and I don't really recommend it unless in combos.
Usefulness [*****] for the Jab version and [***--] for the Fierce version.

Summersault Kick - Charge D, U + Short or Roundhouse (Air).
I mostly use it as an air combo finisher and seldom as an anti-air move.
Because the lag afterwords is long enough for the opponent to land and 
punish you, if they block you. However, as an assit type it rocks! The
air version does not need to charge, but don't do it out of the nothing
as you cannot do anything before you land from the move.
Usefulness [**---]

========================
      HYPER COMBOS
========================

Sonic Hurricane - D, DF, F + Jab + Fierce
The super that does most damage out of the three. Can be easily comboed on
the ground with ANY viable ground chain. Not much to say, but if you want
to look cool, finish the 3 hit ground chain with a Fierce Sonic Boom before
procedding with the Hurricane. It also has a sucking ability meaning that
hitting once with the supper will garantee a nice amount of damage and
can be used on miscalculated jump ins. Has only a small lag at the end
of the move, which unless the enemy is VERY near you, it is almost impossible
to retaliate
Usefulness [****-]

Summersault Strike - D, DF, F + Short + Roundhouse
A super with no starting time, sort of the uppercut suppers Ken and Akuma.
Therefore combos off easily after the C.Short -> C. Foward, but if you do
the ground chain at the maximum distance, the second and third summersaults
may miss, meaning that you will pay large amounts of the life bar when you 
land. Try to use the Sonic Hurricane instead, but save this move for
coolness purposes.
Usefulness [**---]

Crossfire Assault - D, DF, F + Short + Roundhouse in the air.
The most damaging air combo finisher, but is not a sure hit thing (unless
really master the timing, which had to be done quite quickly). However,
looks cool and does decent damage if it connects. If it misses, you are
left open for a short, but I have never got any retaliation from it, so
I guess it is alright to try this move as air combo finishers. If used
in low attitude and miss, you CAN and WILL get punished, so save it for
combos.
Usefulness [***--]

========================
      ASSIST TYPES
========================

========================
        STRATEGY
========================

-------------------
	UCT
-------------------
UCT, what does it stand for? It is what I call the ultimate cheese team, and why?
Because using this team garantees me a 90% winning percentage in my arcade (I 
usually lose because I am too tired of matches). This team consists of Spidey,
Guile and Iceman.

Now let me explain why this is cheese. All three characters should use the Alpha
assist type. Spidey goes first, than Guile and finally Iceman. The reason behind
is that Spidey is a character which deals a lot of damage without the need of
supers, which is suitable for the first part of the match. As well as it, he
does a lot of chain combos which even blocked fills the super bar like no tomorrow.
Guile is good for the middle of the match, as he does a fair amount of damage with
supers (all of which are comboable). Finally, as Iceman does not take block damage
from most energy type moves, and his Icebeam chips block damage like crazy, it
is extremely useful in the endgame, when the time bar is running out, as he is
the king of keep away ^_^. Besides if you can dish out an air combo with him, it
does hecks of damage as well.

========================
        VS HUMAN
========================

========================
        VS ABYSS
========================

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That's about all I have to say about Guile now. Fell free to send me your
coments at beta@nettaxi.com. If you want to use any information in this FAQ
please get my authorisation.

FAQ © 2000 by Beta Productions.

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