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is, if you try to do that, it'll more than likely get you killed.
Capcom vs. SNK 2

is, if you try to do that, it'll more than likely get you killed.

Detailed breakdown of Guile's moveset in Capcom vs. SNK 2, including special normals, specials, supers, and normal attacks.

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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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