Detailed breakdown of Guile's moveset in Capcom vs. SNK 2, including special normals, specials, supers, and normal attacks.
Movelist:
Special Normals
- Knee Bazooka: F or B + LK
- Backhand: F or B + SP
Specials
- Sonic Boom: Ch. B, F +P
- Flash Kick/Somersault: Ch. D, U + K
Super Specials
- Total Wipeout: Ch. B, F, B, F + P
- Somersault Strike: Ch. DB, DF, DB, DF + K
- Sonic Hurricane: Ch. B, F, B, F + P (Level 3 & MAX only)
Movelist Breakdown:
Normal Attacks
STANDING
- LP (Quick Jab): A basic, quick move with low damage, good for combo starters.
- Far MP (Chin Punch): Average in all aspects, also good for combos.
- MP Close (Left Hook): Requires close proximity to execute.
- Far SP (Strong Forward Punch): Good for anti-air and damage, also a combo starter.
- SP Close (Strong Chin Punch): Slower than MP Close but stronger.
- LK (Shin Kick): Low damage but very quick, good for combo starters.
- Far MK (Air Back Kick): Mediocre, can be used with Left/Right input for forward/backward movement, goes over some low attacks.
- MK Close (Face Knee): Requires close proximity to execute.
- Far SK (Leap Kick): Slow startup, good damage, good range, safe on block, useful for poking and block strings.
- SK Close (Strong Face Kick): Floats in the air, decent damage, but has horrible startup and recovery times.
CROUCHING
- LP (Quick Jab): Guile's main combo starter, quick, safe, and combos into Somersault Kick, Total Wipeout, and Sonic Hurricane.
- MP (Strong Jab): Slower but stronger than LP, good range and priority, useful in combos and block strings, safe on block, links into itself (1-frame link).
- SP (Strong Chin Punch): One of Guile's anti-air attacks.
- LK (Shin Foot Kick): Good poke, useful in combos (e.g., after 2 Crouching LPs to avoid accidental Sonic Boom).
- MK (Foot Back Kick): One of Guile's best moves for range, decent speed, safe on block, cancelable into supers, important for Guile's ground game.
- SK (Sweep Kick): Horrible startup and recovery. If used when cornered and blocked, it will result in a guaranteed combo for the opponent. Crouching SK is not cancelable.
JUMPING
- LP (Falling Fist): Lasts the whole time in the air, good for combo starters, a good cross-up, can be linked into Crouching LPx2 to SK Somersault Kick or Supers if it hits.
- MP (Chop): Nothing special.
- Jumping-Up MP (Quick Falling Fist): Lasts about a second, useful against attacks like Flower Kick and Shungokusatsu.
- SP (Quick Chop): Super fast, requires precise timing against grounded opponents, better against airborne opponents.
- Jumping-Up SP (Super Quick Falling Fist): Super fast version of Jumping-Up Falling Fist, generally not recommended due to better options.
- LK (Falling Knee): Lasts the whole time in the air, good for knocking opponents out of their moves.
- Jumping-Up LK (Falling Heel): Similar to LK.
- MK (Air Kick): Guile kicks in the air.
- Jumping-Up MK (Air Spin Kick): Knocks opponents out of the air or out of moves.
- SK (Air Back Kick): Similar to MK, but a back kick. Decent jump-in, air-to-air, and anti-air (jump back and press HK).
Throws
- SP + <- or -> (Shoulder Throw): Throws opponent over the shoulder, less damaging than German Suplex.
- <- or -> + SK (German Suplex): Does great damage and pushes opponent away.
Special Normal Moves
- Knee Bazooka: A good alternative to close distance and do damage, fast startup but slow recovery.
- Backhand: Good reach and damage, but lacks recovery time. Useful after a Sonic Boom combo/block string for extra damage or guard meter damage.
Special Moves
- Sonic Boom: Strong against all rush attacks and most anti-air attacks (if blocked or missed). Has no effect against projectile attacks and teleports.
Tips
- When using Guile's Crouching SK (Sweep Kick), be aware that if it is blocked, the opponent can combo you for free.
- Guile's Crouching LP is a good combo starter that can link into Somersault Kick, Total Wipeout, and Sonic Hurricane.
- The Far Standing SK (Leap Kick) is slow in startup but is safe on block and has good range, making it useful for poking and block strings.
- Guile's Far SP (Strong Forward Punch) is good for anti-air attacks and can also be used as a combo starter.
- The Crouching MK is one of Guile's best ground moves due to its range, speed, safety on block, and cancelability into supers.
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