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Guile moves and strategies: Marvel vs. Capcom 2

Last updated on July 29, 2009

6 Comments

Guile moves and strategies: Marvel vs. Capcom 2

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Joystick Joystick Joystick Joystick
Sonic Boom
Strength of the button used determines the speed, with Hard Punch being the fastest.

Joystick Joystick Joystick Joystick
Flash Kick
Like his old school move, except this one generates an energy wave in its wake which can also hit airborne opponents.

Joystick Joystick Joystick Joystick (In the air)
Aerial Flash Kick
Same as the ground version except you do not have to charge to pull this one off.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Sonic Hurricane
Guile creates a vortex Sonic Boom which has about 3/4ths screen reach. If it connects, your opponent will be sucked in and hit multiple times.

Joystick Joystick Joystick Joystick Joystick (In the air)
Crossfire Assault
This makes you dash straight across the screen while jumping. If you run into an enemy you'll do a series of melee moves ending in a Flash Kick. You can hit with this from about 3/4ths screen range.

Joystick Joystick Joystick Joystick Joystick
Hyper Flash Kick
In a nut shell, a souped up version of Guile's regular Flash Kick.

Command Normals

Joystick Joystick Joystick
Bazooka Knee (Knee Hop)

Joystick Joystick Joystick
Sabot Kick (Jump Kick)

Joystick Joystick Joystick
Backfist

Joystick Joystick Joystick
Upside Down Kick

Assists


     Type Partner Assist Variable Counter Variable Combination
A Anti-air Type (H) Flash Kick (H) Flash Kick Hyper Flash Kick
B Projectile Type (H) Sonic Boom (H) Sonic Boom Sonic Hurricane
Y Balance Type (H) Sonic Boom (H) Flash Kick Sonic Hurricane
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Posted by Rollie on July 29, 2009 at 7:07 a.m. #1

You're missing one command normal. <- + HP.

 

Posted by ITS ME AGAIN!! on August 4, 2009 at 10:25 p.m. #2

dash in LP,LP down HP super jump LK,LP then follow up with the Crossfire Assault.

 

Posted by Advanced Move on August 17, 2009 at 2:34 p.m. #3

Dash and Flash Kick for wake-up damage. Keep an eye out for Hyper Hurricane Kick.

 

Posted by ochibi on August 29, 2009 at 10:04 a.m. #4

Crossfire Assault (d,df,f +kk) only works with nash/charlie (n)

 

Posted by eddiecebz on September 29, 2009 at 2:25 a.m. #5

I always loved how you could charge his Sonic Booms while using the Bazooka Knee to advance and the Rolling Sabot Kick to back up. It's one of the best moves techniques he has- perfect tools for countering.

 

Posted by Thunder1957 on December 12, 2009 at 3:32 p.m. #6

Guile best assist is anti air i like to use it to get those air hoggers out of there pair him with someone who has good expansion and projectile moves and its over

 

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