CCCCCCCC AAAAAA PPPPPPPPP CCCCCCCC OOOO MMM MMM CCCCCCC AAA AAA PPPP PPP CCCCCCC OO OO MMMM MMMM CCCC AAA AAA PPPP PPP CCCC OOO OOO MMMMMMMMM CCCC AAAAAAAA PPPPPPPP CCCC OOO OOO MMM M MMM CCCC AAA AAA PPPP CCCC OOO OOO MMM MMM CCCCCCC AAA AAA PPPP CCCCCCC OO OOO MMM MMM CCCCCCCC AAA AAA PPPP CCCCCCCC OOOO MMM MMM ---------------------V E R S U S------------------------- | | | SSSSS NNN NN KKK KKK 22222 | | SSSSSSSS NNNN NN KKK KKK 22 222 | | SSSS NNNN NN KKKKK 222 | | SSSS NN NNN NN KKK KKK 222 | | SSSS NN NNN NN KKK KKK 222 | | SSSSSSS NN NNNNN KKK KKK 222 | | SSSSS NN NNNN KKK KKK 2222222 | | | ----------------MARK-OF-THE-MILLENIUM-2001--------------- Character FAQ: Guile Platform: PS2 By: J.Diaz (aka The Guy From GTA3) Email: AkumaZero@hotmail.com (C) COPYRIGHT 2003 COPYRIGHT (C) *This document is protected under copyright law, and is the sole property of J.Diaz. *This document is to be used for personal use, and is to hosted soley by: Gamefaqs.com. *This document may be copied and/or printed as long as there is NO fee associated by doing so. *This document may not be altered in way. *This document may not be used in part or in whole by any magazine, book/guide/etc without first obtaining permission by contacting me [AkumaZero@hotmail.com] ----------------MARK-OF-THE-MILLENIUM-2001--------------- VERSION HISTORY: VER 1.0 This is my second attempt to create a good Character FAQ. Unfortunately my first was not posted, since it was A duplicate. Hopefully this one will turn out well. Ver 2.0 Got alot done. Finished first draft of Special Attacks Started Super Combo Section Finished Color Guide Section Ver 3.0 Well, got a few more updates before I submit this to Gamefaqs. Finished Super Combo Section Updated Color Guide Finished Groove Section Finished most of the Basic Attacks Section ----------------MARK-OF-THE-MILLENIUM-2001--------------- TABLE OF CONTENTS: 1. Legend 2. Character Biography 3. Basic Attacks 4. Special Attacks 5. Super Combo's 6. Groove Types 7. Combo's 8. Color Guide 9. Special Thanks 10. Closing ----------------MARK-OF-THE-MILLENIUM-2001--------------- 1. LEGEND: In this section I will describe acronyms and abbreviations that will be used throughout this FAQ. **Misc Abbreviations** CvS2 = Capcom vs SNK2 MvC2 = Marvel vs Capcom2 DPad = Directional Pad on PS2 (,) = immediately followed by (i.e. D,DF,F) (+) = Simultaneously (i.e. WP+MP+MK) sec = Second/s The button set up for CAPCOM VS SNK2 is as follows: PUNCHES UB Up UF / \ \ | / ( ) ( ) ( ) \|/ Jab Strong Fierce Back - + - Forward Short Forward Roundhouse /|\ ( ) ( ) ( ) / | \ \ / DB Down DF KICKS For the purpose of simplicity I will refer to the above Punches and Kicks in their respective order of strength, since it can be easy to confuse the names of the punches and kicks: **Button Abbreviation** WP = Weak Punch (Jab Punch) MP = Medium Punch (Strong Punch) HP = Hard Punch (Fierce Punch) WK = Weak Kick (Short Kick) MK = Medium Kick (Forward Kick) HK = Hard Kick (Roundhouse Kick) **Directional Abbreviations** U = Up UF = Up Forward UB = Up Back D = Down DF = Down Forward DB = Down Back B = Back F = Fowrard **Command Abbreviations** PPP = 3 P's Simultaneously (WP+MP+HK) KKK = 3 K's Simultaneously (WK+MK+HK) CD = Charge Down (Hold D for 2 sec) CB = Charge Back (Hold B for 2 sec) CDB = Charge Down Back (Hold DB for 2 sec) CDF = Charge Down Forward (Hold DF for 2 sec) DI = Dash In (F,F) XX = Cancel (i.e. starting another motion/attack before animation fully ends from previous motion/attack) SJ = Super Jump (D,U Quickly) ----------------MARK-OF-THE-MILLENIUM-2001--------------- 2. CHARACTER BIO: Here is a link with some great Pics, Gifs, Etc from Gamegen.com http://www.gamegen.com/fightgen/characters/guile.html ***Warning for Non-Broadband users, this page is huge, and will take alot of time to load.*** ***IMPORTANT NOTE*** This character biography is a direct exerpt from : "The Street Fighter Plot Canon Guide Ver. 3.8" by Taimat. I would recommend this FAQ to any Capcom/Street Fighter Fan. It is filled with Tons of details about the Street Fighter Universe, and its various stories, and characters, etc. You can see more of this on GameFaqs.com, http/www.tekken.nu/fightermania/), as well as www.orochi.com. To preface this Bio, Taimat details Guile's origin, appearances, relevance to other characters in the Street Fighter Universe, and other interesting facts. -BEGIN EXCERPT- GUILE Birthday: 1960 December 23 Height: 182cm Weight: 86kg BWH sizes: B125, W83, H89 Blood type: O Birthplace: America Special Skill: ? Likes: American Coffee Dislikes: Natto (fermented Soy Beans) Fighting Style: Special Force Techniques Street Fighter Alpha 3: Guile, an ace air force pilot, received an order one day.... COMMANDER CHARLIE IS MISSING. FIND HIM AND BRING HIM BACK. Guile was sent to get Charlie back, because Charlie had gone after Bison on his own. Chun-Li tried to stop him, but Guile would have none of it. But when he found Charlie, Charlie had just found M. Bison! There, Guile and Charlie fought M. Bison, to force him to retreat [Conjecture based off in-game storyline]. Guile realized of the corruption within the army, himself, and decided to join Charlie and Chun-Li in bringing down Shadowloo. It turned out that Guile's instinct was right, and the bombardment of Shadowloo was called off due to Bison's tricks. With Charlie, Guile blows up the Psycho Drive, but Bison attacked before they could set the explosives and get out. Bison was about to kill Guile with a psycho crusher, but then Charlie grabbed Bison out of it! Charlie sacrifices himself to save Guile's life and hold Bison off while Guile escapes and everything explodes. Left with Charlie's dog tag, Guile tells Chun-Li that he still feels that Charlie is out there, somewhere [Official]. Street Fighter 2: Receiving a personal invitation from M. Bison, Guile participated in the SF2 tournament hoping to avenge Charlie [Official]. He makes his way to Bison, and fights him, then Bison remarks how Guile has become stronger and actually asks Guile to finish him! However, Guile is then approached by his wife and daughter, who plea with him to finally go back to his family, saying that destroying Bison will not bring Charlie back, but it could destroy Guile instead, by making him a murderor just like Bison was. Guile realizes his love for his family and agrees. Back home, living happily with his family, Guile remarks that he feels like he has woken up from a long nightmare [Guile's SF2 Revival ending]. Guile is the most likely candidate for the one who reached the top and became Street Fighter champion, due to the fact that his ending and the resolution to his storyline is the only one which really relies heavily on him being the one to beat Bison (Guile's family pleads with him to mostly spare Bison more than actually come back, which makes Guile get over Charlie's death and realize that his family is important to him). ...ironically, though Guile spared M. Bison, Akuma kills Bison anyways :P Where Is He Now: Guile's back with his family and living a good normal life, probably. Miscellaneous Facts and Notes During SFA3, Guile is a First Lieutenant, just like Charlie. Guile is another likely candidate for the SF2 championship (next to Chun-Li), since his ending is the one which depends the most on him being the one to beat Bison. All the others, storyline-wise, could have happened whether those characters beat Bison or not. Storyline wise, Charlie/Nash is the one that invented the Sonic Boom and Flash Kick. He taught it to the other members of the army, but none of them had mastered it by SFA3. Guile isn't even supposed to know how to do it by SFA3, yet he has the moves anyway. According to Capcom, to make up for this and make it clear that Nash was the superior one, this is why Guile sucks so much in SFA3 (His sonic boom does like... a pixel of damage Oo). Guile DOES tell Charlie "I'm not a hero like you, but I still can not tolerate injustice" to show how much Guile himself considers Charlie to be above him. Of course, though Capcom of Japan has officially stated they made him suck on purpose for storyline reasons, it's probably more likely that those guys in charge of balancing Guile in SFA3 just were smoking some strong drugs while they were doing it or something and Capcom decided to try to cover it up. Now if only they can come up with an explanation why Thunder Hawk sucks so much in SFA3 compared to SF2... Ya know, I'm wondering. Considering that Charlie was the one who invented the sonic boom and flash kick, and Guile wasn't supposed to have it in SFA3, and Charlie DIES in SFA3... How do you learn a move from someone AFTER that someone who was teaching it dies? Strange strange Capcom. Guile's daughter is Amy/Chris, and his wife is Jane/Julia. Two names are given for each because their names are different in the American and Japanese versions of Street Fighter, respectively. An interesting note is that Jane/Julia is Eliza's sister. This means that after SF2 when Ken married Eliza, Guile and Ken became brothers-in-law. Storylinewise, Guile and Ken prefer not to talk about it though because Guile doesn't like Ken since Ken is so brash and playboy-ish. If you're one of those people that isn't willing to believe this, then that's okay. It's another small fact that I'm really not willing to debate, and I can't prove it unless you read Japanese and have the book, All About Capcom, anyway. Basically, all I have to back this up is that it was officially stated and you'll have to take my word for that. Guile has a pet dog named Safu, too. Oh yea, Street Fighter Eternal has this relation in its character relation flowchart, too, despite missing a whole bunch of other relations. Gunloc of Saturday Night Slam Masters is NOT Guile's brother. That's just Capcom of America making stuff up. And even they, themselves, said it was just a rumour. Guile is almost positively NOT Remy's father. See Remy's bio for more info. His full name is NOT William Guile. That's from the Street Fighter Live Action Movie. Um... ew. While some people state otherwise, I'm pretty much positive that the name William it's just from the live action movie. There is no proof that it's official. It didn't turn up in any of the bios or any official arts or any games or All About Capcom (save for the Street Fighter movie section of course), etc. Only other time I've seen it used was the American USA Network Street Fighter cartoon, and that doesn't count either for obvious reasons. Nevermind the fact that typically, something as important as a character's last name for a character as high profile and in as many games as Guile would be plastered all over at least SOME of the games or the official art or official bios SOMEWHERE. -END EXCERPT- ----------------MARK-OF-THE-MILLENIUM-2001--------------- 3. BASIC ATTACKS In this section I will describe Guile's basic punches and kicks. WP - This is your basic Jab. Its has decent speed, and can be used to lead in to combo's. There really are no negatives to this except that the damage isnt great. MP - For this attack Guile lunges forward somewhat and does an Uppercut. The animation is somewhat strange, but it gets the job done. This attack has decent speed. Quite frankly, its the Middle Punch..there really isnt anything special about it. HP - Guile lunges forward, but not as much as the MP, and throws a really hard hook punch. It does great damage, and is about as fast as the Medium Punch. WK - The animation for this Kick is strange, quite frankly. Guile's leg kicks the opponent about where their SHIN is. While Guile is doing this kick, the upper part of his body (Torso) is almost completely turned backwards facing his ass. It is quite strange, but it is really fast, and has very minimal lag time, if any at all. MK - This Kick is pretty cool. Guile does a small hop up, and does a full 360* while whipping his leg around to kick the opponent. This all happens in a split second. The thing that kills this is the lag, since Guile does the hop, has to do the kick, then has to fall to the ground. Use this in Combo's, as it will be a good attack to transition to other things, i.e. Sommersault Kick. HK - Guile does a hop towards your opponent, and then gives them a kick right to the Gut. Its somewhat slow, but does pretty good damage. Throws ------ F + HP - This is your basic throw. Guile grabs your opponent, and throws him/her over his shoulder. F + HK - Now this throw is nice. Guile grabs your opponent, and does a Suplex on them. Air Throws ---------- F + HP - While in the air, Guile grabs his opponent, and slams them down to the ground with force. F + HK - While in the air, GUile grabs his opponent, and proceeds to do a back breaker. *Note for every throw, if you hit the B direction instead of F, Guile will throw your opponent in the opposite direction (The direction that Guile's back was pointing to) Basic Attacks w/Direction ----------------------- F + HP Guile turns around and whips his fist around and smacks your opponent in the kisser with his Backhand F or B +WK Guile performs the famous Knee Bazooka. He leaps forward while sticking out his knee and hitting your opponent with it. D + LP Guile Performs a crouching jab, nothing fancy. D + MP Guile does a similar animation to the jab, except that its a little stronger than the WP. D + HP Guile does an Uppercut similar to Ken/Ryu's. *Note: This section will be updated soon. Sorry for the inconvenience. -------------------MARK-OF-THE-MILLENIUM-2001--------------- 4. SPECIAL ATTACKS Unfortunately Guile only has 2 Special Attacks, but if you use them wisely and skillfully, Guile can be deadly againts his opponents. In this section I'll detail: *How to perform the Special Attacks *A description of the animation. *The Good *The Ugly Sonic Boom ---------- Command: (CB, F + ANY P ) Description: Guile leans back slightly and extends his arms. He then gathers energy in both hands, and then swings his hands over one another and releases the energy in the form of a Sonic Boom. The Projectile looks like a small comet in where it has a head followed by a tail, however it travels forward towards your opponent while its "head" is constantly chasing its "tail" The Good: If you have used Guile in the past, you'll know that in order to play successfully, you want to make sure that you always have one of these out. Not only is it a good projectile, but it can also serve as a "lead-in" to other moves. Also, its a great deterrent for keeping your opponent away. (The WP version is the best to act as a deterrent, Since as soon as you throw it towards your opponent, you can immediately chase after it and use it as your shield.) The Ugly: Although, this is a good projectile, you probably dont want to get into a projectile fight...since the Sonic Boom does require you to charge backwards *Note: The WP version of the attack is the slowest, while the HP version is the fastest. Sommersault Kick ---------------- Command: (CD,U + ANY K) Description: While in the crouch position, Guile hops up slightly towards your opponent, then immediately does a backflip. During the backflip, Guile extends out his leg and a "Flash" (which looks like a GIANT Tiger shot from Sagat) is created by his Kick. He then falls to the ground landing Solid on his feet. This all occurs within a matter of a second or so. Unlike MvC2, this attack does not create a Projectile that flies in the "UF" direction, but rather it simply hits your opponent The Good: This special comes in handy to stop Jump-Ins. It is also a good combo finisher if your attacking your opponent with crouching attacks. The Ugly: This move WILL leave you wide open for a counter if you miss, especially if you use the HK version. Using the HK version is pretty risky, due to the fact that Guile needs to fall back to the ground from a higher elevation. During the Animation for falling to his feet, you are COMPLETELY vulnerable. Ways to avoid are to stick with the weaker versions, or to only use the HK version during as a Combo finisher. *Note: The WK version of the attack gets the shortest height off the ground, while the HK gets the Highest off the ground. ----------------MARK-OF-THE-MILLENIUM-2001--------------- 5. SUPER COMBO'S Guile has a nice array of Super Combo's in the game. Depending on which groove you choose, you may or may not be able to use certain one's during game play. As a general rule for Super Combo's consider the following: WP/WK = Level 1 Super Combo MP/MK = Level 2 Super Combo HP/HK = Level 3 Super Combo In this section I'll detail: *How to perform the Special Attacks *Provide a description of the animation. *The Good *The Ugly Total Wipeout ------------- Command: (CB, F, B, F + Any K) *Note: The only direction you have to charge is the first direction. All other directions are to be input quickly Description: Similar to Guile's Crossfire Assult Super (Air Only) in MvC2 and Charlie's Crossfire Blitz Super,also from MvC2. Basically Guile unleashes a series of "Basic Punches & Kicks" however, every hit is amplified in strength due to the fact that it is a SUPER, and of course the shadows that follow behind him. (5 Hits (HK version) total when done w/o additional combo's) The Good: This move is ok. It takes a does a good amount of damage to your opponent. Also, if you can pull this off during a combo, I can look pretty stylish, not to mention add more points to your Groove Points, & increase total damage. The Ugly: This move IS blockable, so be careful not to go around just whipping this Super out. In Addition, this Super is over very quickly, even the HP version is short. So, use it sparringly. Sommersault Strike ----------------- Command: (CDB, DF, DB, UF + Any K) *Note: The only direction that you have to charge is the first direction. All other directions are to be input quickly. Description: Guile performs the Sommersault Kick 3 times, which starts with the WK version, and works its way up to the HK version. (10 Hits (HK version) total when done w/o additional combo's) F.Y.I. - The WK version only does 1 Sommersault Kick, The MK " " " " " 2 " " " " The HK " " " " " 3 " " " " The Good: This Super is excellent for incoming Arial attacks from your opponent. Guile executes this move rather quickly, which makes this move useful if you need to make something happen immediately (i.e.- You're about to die ) The Ugly: This move suffers from the same thing that its origin suffers from. Once you're are up there in the air, your just waiting to get your ass handed to you if you miss. Sonic Hurricane --------------- Command: (CB, F, B, F + Any P) *Must be done at Level 3/MAX Description: Guile does the same animation that he would if he were doing a Sonic Boom, however this time he holds the position where his arms cross one another. The end result is one GIANT stationary Sonic Boom with the Vacuum effect similar to Ryu's Hurricane Kick Super. This Giant Sonic Boom appears immediately infront of Guile, and does NOT move towards your opponent. The Good: This Super does a good amount of damage to your opponent, it can also serve as a good combo finisher, if you can successfully pull off the command for it during your initial combo. In total, The Super lasts for about 2 secs. (12 Hits (HP version) total when done w/o additional combo's) The Ugly: Like most Super Combo's one you start, you cant stop. In respect to the Sonic Hurricane, if you miss...again, you are wide open for a counter. A person could literally Super Jump over you, and hit you from behind, while you stay there helpless in the Sonic Hurricane animation. ----------------MARK-OF-THE-MILLENIUM-2001--------------- 6. GROOVE TYPES In This Section I will list the different Groove Types and the how they work against or for Guile C Groove - This is my personal favorite for Guile, simply because it is feels natural. Street Fighter Alpha 3 was the last time we saw Guile, besides any of the Vs series. This Groove has that Alpha feel to it. Infact, its the exact same thing as the A-ISM from Alpha3. Its a good over all Groove, it allows one to perform any level of Supers ranging from 1 through 3. A Groove - Remember Street Fighter Alpha2? This series introduced the "Custom Combo". In a nutshell, your character is given a certain amount of time to unleash a series of attacks. Every attack you do can be cancelled into any other move. In order to activate the Custom Combo simply press (HP + HK). Also, at any time during the custom combo, you can pull a level 1 super No matter how much gauge you have left. As an example of just how much cancelling you can do, if you get your opponent in the corner during a custom combo, you can literally pull of an ass load of Sonic Boom's because there require ZERO charge. Just keep tapping B,F, P, and Guile will constantly cancel 1 Sonic Boom with another. Its pretty damn sweet. P Groove - The P groove is one GIANT level 3 Groove Gauge. The only way to charge the bar is by parrying (which I happen to suck at) If you master the parrying technique,(which is done by hitting the (forward direction) just as an attack is about to connect with you), you can be extremely lethal. Parrying DOES NOT take from your guard crush meter, and allows one to immediately counter an attack after a parry. Although I wouldnt specifically recommend this Groove for Guile, for the simple fact that, if you understand parrying, it doesnt matter what character you have. You will simply dominate the match with this aspect alone. Nothing else really matters. But because this is a GUILE FAQ, I will say that it really does change the gameplay for Guile, since the Parrying aspect of this Groove is such an essential part of it. It sucks in a way for Guile since your only allowed a level 3 Super. However, if you dont need to depend on Supers, then this is the Groove for you. S Groove - I really dont think that this is a good Groove for Guile. It really puts a limit on the Groove Gauge to just lvl 1. However, it does let you charge up your Groove Gauge manually, by holding down the (HP + HK) buttons. Also, when your life bar begins to blink, you can pull unlimited supers. In addition, this Groove Type allows you to perform the dodge. To do this simply hit LP+LK. This allows you to competely dodge any attack since you basically let your opponents attack, go by you. Its kinda hard to portray this in 2-D animation, but you get the picture. Still, for Guile, I'd stay away from this one, unless you really like the Manual and Unlimited features of this groove. N Groove - This is a pretty good Groove over all for any character in CvS2. Its your basic Bar at the bottom of the screen, however, this gauge allows one to "store" or "reserve" bars of Groove Gauge. You can store up to 3 in reserve. Another good feature is that you can use up one of your reserves by doing a Power up (HP + HK) which is a limited time in where Guile's attack power increases As an added benefit, this gauge allows Guile to do a "Roll" by hitting (LP + LK) K Groove - If you are good at "Just Defending", then this is the Groove for you. This Groove has its ups and downs. One thing I should note is that the only way to build up your Groove Gauge is by "Just Defending" which is done by hitting (insert command here) When your groove gauge is full, your character will begin to blink red. His attack power will increase when in this mode. As soon as he starts blinking red, the groove gauge immediately starts to deplete. During the depletion stage you can do a Level 3 Super Combo. ----------------MARK-OF-THE-MILLENIUM-2001--------------- 7. COMBO'S In this section I'll list some Combo's that you may use during game play. *Note: This section will be updated soon. Sorry about the inconvenience. ----------------MARK-OF-THE-MILLENIUM-2001--------------- 8. COLOR GUIDE SQUARE = Skin : Light Shirt: Green tank top Pants: Light green with Black/Brown/Green camoflauge colors Hair : Blonde Hair Circle = Skin : Slightly Darkened Shirt: Brown Pants: Dark Khaki with Black/Brown/White camoflauge colors Hair : Blonde X = Skin : Light Shirt: Gray Pants: Light Gray with Brown/Black/Gray camoflauge colors Hair : Light Blonde TRI- ANGLE = Skin : Sun-Tanned Shirt: Dark Purple Pants: Light Purple with Brown/Black/Gray camoflauge colors Hair : Light Blonde R1 = Skin : Slightly Darkened Shirt: Deep Blue Pants: Blue with Brown/Deep Blue/Gray camoflauge colors Hair : Dark Blonde R2 = Skin : Sun-Tanned Shirt: Light Brown Pants: Yellow with Light Brown/Black/Pale Pink camoflauge colors Hair : Pale Pink Optional Default Colors: *These colors are available as default colors in the Color Edit Mode, you simply have to assign 1 of them to the Custom Color button, which is START. START = Skin : Sun-Tanned Shirt: Dark Green Pants: Dark Green & add'l camoflauge colors Hair : Dark Blonde START = Skin : Sun-Tanned Shirt: Blue Pants: Baby Blue & add'l camoflauge colors Hair : Dark Blonde ----------------MARK-OF-THE-MILLENIUM-2001--------------- 9. SPECIAL THANKS You of course, for reading this FAQ. Taitmat Haumat for transcribing the kick ass "The Street Fighter Plot Canon Guide ver3.8" from which I copied Guile's Bio (with permission from the Man himself) CjayC for making the best damn game site period! SBacon, who's great Cap vs SNK2 Walkthrough/FAQ I used to obtain the info for the colors section. My wife for putting up with my dedication to my beloved Games. My sister for letting me use her Laptop to finish up this faq infront of my tv. My Job, which is where I got the majority of this FAQ completed, but dont tell anyone. (I love corporate America) Shhhh! Capcom for making this game Sony for making the PS2 aka Man's Best Friend. ----------------MARK-OF-THE-MILLENIUM-2001--------------- 10. CLOSING If you would like to comment, or contribute to this FAQ, please feel free to shoot me an email at AkumaZero@hotmail.com All input will be appreciated. Thanks for reading this FAQ. ----------------MARK-OF-THE-MILLENIUM-2001--------------- J.Diaz Copyright 2003