
-------------------------- GUILE STRATEGY GUIDE ---------------------------

Guile Strategy Guide Version 1.2 - Last Updated 4 May 2000
FAQ (c) 2000 by Beta Productions
are (c) to their respective owners.
author. Any suggestions and contributions are welcome and credits will be

/  Version History   \_____________________________________________________

0.5 - The first appearance 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!

1.0 - A major update to the FAQ to bring it up to the standard of my
      Spidey FAQ. However, since I am not half as good using Guile as I do
      with Spidey, please bear that this may not be as in depth as the last
      one. Nevertheless, I hope this guide can take you over the basics of
      using Guile ^_^.

1.1 - Corrected something in the FAQ, nothing major.

1.2 - Added the cross up trick in Ground Game section of the strategies.

/      Credits       \_____________________________________________________


my FAQs can be found there.

Al Amaloo of Video Game Strategies (vgstrategies.about.com) - Also for
hosting my FAQs. Updates can also be found there.

Yang Yang He-bretto (hebretto@hotmail.com) for pointing me out the correct
input for Guile's Flash Kick Super.

I hope I can continue to write more useful FAQs!


Chapter 1  - Introduction

Chapter 2  - Basic Attacks

Chapter 3  - Special Moves
Chapter 4  - Hyper Combos

Chapter 5  - Assist Types

Chapter 6  - Strategies

Chapter 7  - Ultimate Cheese Team

Chapter 8  - Vs Human Players

Chapter 9  - Beating Abyss

Appendix A - Notations

Appendix B - Game Basics


First of all, this guide is intended to teach players how to use Guile,
find strategies in it rather than irrelevant information such as colours, 
GameFAQs (http://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. 


Guile's powers lie on his vast array of basic attacks. However, though 
there are many variations of standard moves, I suggest to just stick with
the most useful ones rather than trying to incorporate everything in your
combos (unless you are trying to be stylish, of course) 

/  Standing Attacks  \_____________________________________________________

Usefulness [**---]

Short - A kick to the leg, fast but not much reach so not useful at all.
Usefulness [**---]

B + Short - A hop forwards with the knee, pretty fast and does as much
damage as a Fierce, but USELESS as it leaves you wide open, although it
does act as an overhead, but you can just walk up and throw.
Usefulness [*----]

Usefulness [**---]

Forward - Exactly like strong in terms of usage.
Usefulness [**---]

Fierce - The original Fierce from Street Fighter II (if you don't know, is
a short range uppercut). Used in a chain, that's all.
Usefulness [**---]

B + Fierce - A quick attack that covers around one third of the screen.
All right speed and range, but I don't know why you should use this at all
rather than to be flashy.
Usefulness [**---]

F + Fierce - Guile extends his right arm as far as possible, hence this
move has great range, more than a third of the screen width. Use it to
catch people off guard after a blocked ground chain.
Usefulness [***--]

Roundhouse - A high roundhouse kick, which is used mainly in combos.
Usefulness [**---]

B + Roundhouse - Guile hopes a bit forward and does a kick. Good range, but
again, why will you bother with it?
Usefulness [**---]

F + Roundhouse - Another great move from the original SFII, this time the
upside down kick! Useful to counter sweeps as Guile is above ground when
doing this move, so use it against scrubby Shotos!
Usefulness [**/--]

/ Crouching Attacks  \_____________________________________________________

Usefulness [**---]

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 afterwards.
However, if using this move at the maximum distance, it is hard to combo 
after the C.Foward.
Usefulness [****-]

Strong - Again, nothing exciting besides used in combos.
Usefulness [**---]

Forward - The move to follow the C.Short. Get into the habit in tapping the
short button twice because this move has almost no lag and you can always
cancel this into a Sonic Boom.
Usefulness [****-] 

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 [***--]

Roundhouse - Basically a C.Short and a C.Forward. The first kick sweeps your 
opponent, which can be rolled and the second hit automatically makes 
the enemy rolling away. Not very useful in combos as I recommend cancelling
into a Super straight after the Short and Forward. If it gets blocked,
remember to cancel it into something as it has horrible lag at the end.
Usefulness [**---]

/  Jumping Attacks   \_____________________________________________________

enemy blocks seamlessly all your single hit jump ins.
Usefulness [**---]

Short - Similar in properties to Jumping Jab. 
Usefulness [**---]

U + Short - Guile does a straight kick upwards, which helps to kick the
enemy up a bit in air combos.
Usefulness [**---]

Strong - Same as above.
Usefulness [**---]

Forward - Same as above...
Usefulness [**---]

Fierce - More useful in air battles or if you block until the last second
in your jump in attempts, as this move is quite fast to come out. In air 
battles, always hold down when you use this move so that you mat actually
throw your opponent if he is in the throwing range, but I still recommend
the Roundhouse.
Usefulness [**/--]

U + Fierce - Well, like the other Fierce, but this one is more diagonally
downwards. Can be used to vary the jump in, but again, not much to say.
Usefulness [**---]

Roundhouse - The best air attack in Guile's arsenal, as he really sticks
out his leg. 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, which can
be used to set up an OTG (more on this later)
Usefulness [****-]

/       Throws       \_____________________________________________________

F or B + Fierce
Guile grabs his opponent and throws him away in the direction he is facing.
Useful to give yourself some room to breath.
Usefulness [***--]

F or B + Roundhouse
This time Guile grabs his opponent and does a suplex, thus sending behind
him. The enemy can recover from this throw, so it is less useful compared
to the Fierce one.
Usefulness [**---]

Any Direction except U or UB or UF + Fierce in the air
Guile grabs his enemy in mid air with one hand and sends him back to 
ground, however, its less useful comparing to his Roundhouse air throw.
Usefulness [**---]

Guile grabs his enemy in mid air with both arms and both comes down to 
earth. However, this time the enemy lands next to Guile, which can quickly
do an OTG combo with a C.Short -> Summersault Strike. Of course, only do
super if you see the C.Short connect, as your enemy can always roll out of
the throw, but who ever really remembers to roll after an airthrow ^_^? 
You can also set up for an Air Combo with C.Short -> C.Fierce if you don't
have the Super available.
Usefulness [****-]


Guile is actually quite scant with special moves, as he basically has only
2, from the original SFII, but nevertheless, they are 2 solid moves which
are very reliable.

/     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 you can actually walk behind it
as use it as a decoy. The fierce travels faster and I don't really 
recommend it unless used in combos.
Usefulness [****-] for the Jab version 
           [**---] for the Fierce version.

 ____________________/  Summersault Kick  \_____________________________________________________

Charge D, U + Short or Roundhouse
An anti air move which does decent damage. The energy part of the move does
very little damage, but travels up to the screen, so you can try to use it
to surprise annoying people who love to fly around. The Short version goes
about a screen high and the Roundhouse goes to one and half screen high. As
an anti air, use the Short one as even your enemy blocks, Guile can mostly
land safely and block whatever they are up to. In combos use the Roundhouse
version for most damage.
Usefulness [***--]

/AA Summersault Kick \_____________________________________________________

D, U + Short or Roundhouse in air
The same as above except that it is done in mid air and does not need to 
charge. This is mostly used to finish Air Combos as it deals decent damage,
but don't use it on its own in air battles as you have much better options.
Usefulness [**---]


Guile's Supers are quite good in fact, and they came out fast and all of
them can be easily comboed into, so use them to your advantage!

/  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
proceeding with the Hurricane. It also has a sucking ability meaning that
hitting once with the supper will garnet 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. The energy actually surrounds Guile and hence it 
is also possible to hit people who are behind Guile, which are quite useful
in some situations. Does decent chipping damage as well.
Usefulness [****-] 

/ Summersault Strike \_____________________________________________________

D, DB, B + 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.Forward, 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. Also, as when using Guile, you are mostly going to use
the Alpha assist type, this becomes his team super and actually it is
easier to just press Assist 1 + 2 to get this super rather than doing the
motion for other Supers, so use this when you in a hurry.
Usefulness [**/--] 

/ Crossfire Assault  \_____________________________________________________

D, DF, F + Short + Roundhouse in air
The most damaging air combo finisher, but is not a sure hit thing. To 
connect on small guys, do the 4 hit chain in air, but cut it back to 2 if
the guy is large (they fall faster to ground). Against average characters
it is harder to time, due to many factors (like how you launch, angle,
etc), but you can try to do 3 to 4 hits before using the Super. Also, it 
does only slightly more damage than a normal finisher, so use it sparingly.
However, it looks cool so that you should do it if you are winning! 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 [**/--] 


Guile's best assist is his anti air type, so basically stick with it!

/       Alpha        \_____________________________________________________

Anti-Air Type - Somersault Kick / Somersault Strike
This assist rocks and makes certainly as one of the best anti air assists
in this game due to its ample vertical range and decent damage. It can be 
used both defensively and offensively (when you dash in with other 
characters and try to confuse your enemy or when you anticipate that he
will be countering you). However, if you do try to use it offensively,
remember to continue pressuring your opponent after Guile lands from it as
he is vulnerable to attacks. You can try to time a Super afterwards, but I 
personally I don't try. Last word, STICK with this move!!!
Usefulness [*****] 

/       Beta         \_____________________________________________________

Projectile Type - Sonic Boom / Sonic Hurricane
It is a projectile and travels slow, but it takes time for Guile to come
out and do the move and it is too small to help much in offence. Therefore,
don't use it. 
Usefulness [*----]

/       Gamma        \_____________________________________________________

Balance Type - Sonic Boom / Sonic Hurricane
Same as above, where the only difference is the colour...
Usefulness [*----]


Finally it comes to my favourite part, focused on human matches (computer 
is boring!). Guile is a versatile character, which can be used both
offensively and defensively. However, he is not the unstoppable son of the
something in the block and hence, you should alternate between offences
and defences.

/    Combo Theory    \_____________________________________________________

OK, you will say, fancy title, right? Well, this section explains the
basics of doing combos in MvC2, which is a big part of the game play.
Combos in MvC2 are particularly easy to do, as you only press the buttons
and do simple joystick motions. A full set of combo can be divided in three
parts (assuming that all moves connects):

1 - Jump In
Guile can at the maximum chain 3 hits in the air, but it doesn't mean you
can do so in a jump in. J.Roundhouse is probably the best, although you
may vary with J.Short -> J.Forward when your enemy blocks high once and
immediately block low. However, Guile is not really good at jumping ins
as his normal moves do not have much air to ground priority.

2 - Ground
If you want to do an Air Combo, do a C.Short -> C.Fierce as the launcher
doesn't have much horizontal reach. If you go for a ground chain, do the
C.Short -> C.Forward into any Super or a Roundhouse Summersault Kick if
you don't have a Super available. You can extend the ground chain with a
S.Fierce or S.Roundhouse into a Sonic Boom and finally into a Super, but
I usually stick with C.Short -> C.Forward as it is easier to do. Remember
to dash in as soon as you land if your jump in does not leave you in front
of your opponent.

3 - Air Combo
Guile is not the Air Combo king like Spidey, but his Air Combos are at 
least quite decent. Basically after launching your enemy, tap up and do
J.Jab -> J.Short -> J.Strong -> J.Forward -> one of the following:

   a - J.Fierce or J.Roundhouse 
   They are basically the same in properties and will leave you enemy 
   far away from you when you land, so they are quite safe to do.

   b - Roundhouse Summersault Kick
   This is extremely easy to connect and does good damage. A decent

   c - Throw 
   The timing is a bit harder now, but I it does decent damage. Always
   go for a Roundhouse throw as it opens up an OTG combo, as described

   d - J.Fierce -> J.Roundhouse 
   Must be done very fast and you must skip the J.Strong. Does a bit more
   damage and in the corner, you can try landing with a J.Short than a
   C.Fierce, but you can't super jump again or do a Super, but you get a
   couple more hits.

   e - Crossfire Assault
   Does decent damage but to combo it is a bit tricky, as described above.
   As it do not do too much damage over other finishers, use is sparingly
   to amuse to crowd or when you are winning.

   f - Nothing 
   Not to be done too often. Your enemy will fall down first and you just 
   fall a bit after him, with perfect timing for a Fierce which, if 
   connected, leads to another combo. Should not be done in the corner as
   you cannot cross up your enemy after he lands.

So in short, the most impressive combo you can do with Guile is this:

J.Jab -> J.Foward -> C.Short -> C.Fierce -> J.Jab -> J.Short -> J.Strong -> 
J.Foward -> Crossfire Assault
I haven't counted the hits, but it should look impressive, so use it to 
amuse to crowd!

/    Ground Game     \_____________________________________________________

The ground game is the most important part of Guile's gameplay, as he has
a above average walking speed and a good dash. But above of all, his Jab
Sonic Boom, with its turtle like speed, floats in front of Guile, which
he can walk, dash or even dash and jump after. It acts as a decoy for
Guile, as well as something to defend him from oncoming attacks. But,
although it sounds silly, but NEVER, I repeat, NEVER get into fireball
wars (yes, this sounds even more silly, but in one of those occasions I
had my Iceman and my opponent's Cyclops its trying to beam other to death,
and of course I won, as Iceman takes NO blocking damage from his Optic

The key in Guile's ground game is charging. No matter what you do, where
you are or anything, always keep your joystick in DB, the universal
charging motion which allows you to do the Sonic Boom for offence and
Summersault Kick when your enemy jumps at you (use SHORT, remember).

Zoning. Guile is at his best near his opponent, where his normal moves
can easily nail them. But if you are at the farthest distance away from
your enemy, before going moving in to the kill, ALWAYS do a Jab Sonic
Boom, and if you have a beam type Assist, use it after the Sonic Boom and
move in:

1 - You can dash in and do a C.Short (enormous range) -> C.Forward and
if both connects, than Super. If not, your Sonic Boom will provide the 
cover and you can always cancel the C.Forward into another Sonic Boom.

2 - If you dash and jump, use the Roundhouse then go to the ground chain,
but he jumps at you to meet you in air, you can try to Roundhouse Throw
them, opening up for the OTG combo. If he simply gets hit than he will
eat the Sonic Boom and when you land, dash in and pressure. If it gets
blocked, no fear, as again your Sonic Boom will provide the cover.

After a fully blocked ground chain ended with Sonic Boom, try to use 
the F + Fierce to catch your opponent off-guard, as it has very good

After 2 or 3 consecutive dash ins, they will react as follows:

1 - Push guard 
You will lose the momentary attacking advantage. I recommend is time to
switch to the defence at let him come to you. If they jump at you, and
the angle is correct (so they don't fall behind or over you), use the
C.Fierce, which blocked can be cancelled into a Jab Sonic Boom. If not,
use the Short Summersault Kick. After repelling his wave of attack, he
gets defensive and you can go to the attack again.

2 - Jump to you - If you did finish the chain with a Sonic Boom, they
can't even get their feet of the ground, but if they do jump at you,
Short Summersault Kick.

3 - Call a helper 
This is by far the most dangerous situation. You will probably get hit 
(unless you block in time) and lose the attacking edge. However, you have 
your helpers too! Next time, dash in, lure him to use his helper, use your 
helper, and dash in again (since you are probably pushed a bit back) and 
do the ground chain.

Talking about helpers, I personally recommend you to team Guile with a 
character with a beam type such as Iceman, as he really lacks the power to
attack from far away. Guile should not normally be used as the first guy
as he requires Supers to dish out big damage, but if none of your
characters do well without Supers, use Guile in the front as he also makes
a good lead and his combos without Supers are quite decent. Leave main
assist character to the third place, so that even when your assist 
character takes damage and Guile dies, you will not have to lose the red 
chunk of its life bar.

If your ground chain is getting predictable, let him come to you as your
defence is quite decent. Or you can try walking in slowly and block his
attacks (if he does one). Then do a C.Short and walk in and throw.

Of course, against an extreme turtle, just taunt to your heart's contents, 
but not in the case if he has a beam super (Ryu again).

There is another trick. When you kill one of the opponent's characters or
use the Snap Back to force him to change characters and if he near a corner
and you are near him, just dash so that when his character jumps out, you
just dashed below him and do a C.Short -> etc chain. He might have blocked
the wrong side and you get a free combo!

/     Air to Air     \_____________________________________________________

In normal jumps, just stick with the Roundhouse which is also very good
used as an Air to Air move. When close, do the Roundhouse throw for the OTG

If your enemy Super Jumps, wait till he comes down and do the Short 
Summersault Strike. Of course, if you are in the middle of the screen,
which makes you particularly vulnerable to cross ups or he is just a scrub
who blocks all the way up and down, follow his Super Jump and do the
6 hit chain. If he still blocks, air throw with Roundhouse and you know
the rest.

/      Defence       \_____________________________________________________

Guile's defence is quite easy. As mentioned above, any jump in attempts can
be neutralised by C.Fierce and Short Summersault Strike. However, if he is
just jumping over you to use the cross up Assist hitting trick (which is
to call the assist, jump over you and block. If you block, you CAN'T as
your opponent is not attacking you and you get hit by the helper. If you 
do, when he lands, you will also get hit by the helper from behind), try
the Sonic Hurricane Super which hits him as he may also get the blocking
wrong and it neutralises the helper's attack as well. Of course, don't try
it too often as it may really get you screwed.

There is also a little trick, which is let the opponent jump at you and you 
WALK under him to avoid his attack and throw him from behind (as a C.Short 
may get blocked if he is a good player). However, I think this is the 
scrubbiest tactic to use and I almost never use it.

Against keep away characters (Iceman, Cyclops, etc), your best hope is to 
super jump to get near and use your helpers to confuse him.

/    Tagging Out     \_____________________________________________________

Changing characters. People tend to change characters when the playing one 


but you can hit your enemy and safely change.

safe, and does some chipping damage.

do. Not really recommended.

you are pretty much safe.


There seems to be no difference between Jab and Fierce.


That's pretty much the general strategies I can give you for using Guile. 
Hope that you will be able to kick ass with him!



does heck a lot of damage as well. 

When using Guile, you should use Iceman's Icebeam in almost all occasions
to assist you in your attack. If used before a dash in and jump attack, the 
outcome will be one of the following.
1 - Your enemy rushes at you, he will eat the Icebeam and Sonic Boom if you
throw one. You can combo away with a J.Roundhouse etc.

2 - He jumps at you, and you are relatively safe, as when he lands, he 
has to block or he will eat the Icebeam. If you meet him in mid air, try
to throw him.

3 - He will super jump and avoid everything. What you do is to dash to the
opposite way so that we he lands, you can try to nail him with a dash in 
C.Short, and if he blocks the wrong side, he will eat the Air Combo, 
described above. Beware that if he comes down with an attack, you should 
use the C.Fierce or Short Summersault Kick instead, whichever is 

4 - He will block like a duck and takes ticking damage from the Icebeam 
equivalent to Guile's Fierce (unless he is Iceman, of course).

After this scenario, you should now dash in and do a surprise attack or 
repeat it again and then dash in. This will make the enemy guessing, until 
he realises that he has helpers as well. Then dash in, wait for his helper, 
call your Iceman and than dash in again. Easy.

Now if he starts to learn the pattern and keeps super jumping over you and 
successfully blocks your attacks, it is time to be on the defence. Again,
C.Fierce and Short Summersault Kick will take care of it and you can resume
your attacks. 

If your enemy has a good reach beam supper (Cyclops, cough cough), he will 
wait for you to do the Sonic Boom and call helper and than nail you with 
his super which is quite bad for health, especially if both of you gets hit
by the Super. Anticipate it and block everything.

When attacking, remember to call Iceman before dashing in or jump in, so 
that even he blocks, there is less chance to retaliate (be careful of enemy 
helpers though). A nice trick is to stand next your opponent, call Iceman 
and before he comes out and shoots the Icebeam, jump to the other side of 
your enemy and block. As you don't attack, your enemy CANNOT block and 
hence, even he attacks you or not, he will eat the beam and you can combo 
away. The only exception is when he does a super jump, which you should 
follow and do a 6 hit air string (Jab, Short, etc) or the throw. Spidey's
assist also lays the same effects and if they get caught by the Web Ball,
go for the most damaging combo you can perform.

reach 0.

his tactics:

If you need more information on using Spidey or Iceman, look no further at


Fighting Abyss will be the final stage of a series of human battles, or
against the sometimes super-intelligent-unbeatable-computer. Abyss, 
comparing to the previous bosses of the Vs series (with the sole exception
of Cyber Akuma, which is a monster to fight against), is quite hard to deal
with, specially in the first few tries. Therefore here are the tips to 
easily beat him.

/     First Form     \_____________________________________________________

It is so easy. Just let him do an attack, block it, dash in, do a C.Jab -> 
C.Strong -> S.Fierce, wait for him to attack again and repeat. Be patient 
and if he uses that charging move when you are in corner, push block ONCE 
only. You want to know why? try to push block more and you will learn to 

Recently I have seen a friend using a different method. When he is standing 
there and not attacking, just combo and jump over him. He will still be 
facing the other side when attacking and you don't need to take so much 
chip damage. 

/    Second Form     \_____________________________________________________

I don't really recommend using Guile against him, but nevertheless he 
can still use Fierce Sonic Booms when there is an opening. You can also do
the Sonic Hurricane when you are next to him. If he uses those big green 
balls, Super Jump and keep doing Jabs and Shorts, as even you get freeze in
the air, you will usually get less damage than being freeze in ground.

/     Final Form     \_____________________________________________________

Again, patience is your key to beat Abyss. Block everything until he shows
up in front of you and jump with a J.Jab -> J.Strong -> J.Fierce. Repeat
until he finally dies.


As there are so many characters in this game, it is quite impossible for me
(at least for now), to list tips against every character, and with the
additions of assists, possibilities are endless. However, I will discuss
some tactics when both players are involved in an one on one situation.

/        Ryu         \_____________________________________________________

Ryu is back (as he is always Capcom's flagship character), and although he
is as slow as ever, is still a force to reckon. He has above average
stamina and power and can easily beat your ass if you are not careful. A
seasoned Ryu player will punish your mistakes with a C.Short -> C.Forward
-> Hadoken -> Shinku Hadoken, which does quite a lot of damage to poor
Spidey so watch out! Don't ever let his jump in Roundhouse hitting you or 
you will be sorry. However, he is bad at defending himself and his launcher
is really slow and you can quite easily out prioritise him. Just don't get
too predictable with your jump ins or you will eat a Dragon Punch.

/       Akuma        \_____________________________________________________

A very dangerous character which can run fast, hit hard and combo his
Supers. He is like an speeded up version of Ryu and does a lot of damage.
But again, he is also bad at defending himself so try to take the lead and
he will be dead very soon, as he takes damage like a girl. Beware of his
J.Roundhouse as well, which, like Ryu's, should not be countered with a 
ground move, as if you lose, you will eat a big combo.

/      Strider       \_____________________________________________________

He is fast and does Air Combos which hurts a lot. Do not try to be faster 
than him, and fight defensively. Attack after a repelling an attack from
him and after you finish your attack, go to the defence again. However, if 
you dash in and sees him doing the special move which sets up a bomb, STOP, 
as even you trade hits with him, his bomb does a lot of damage! If you land 
a couple of combos on him, he is probably dead as he takes damage as bad as 
Akuma. Also, he has a Double Jump so he might actually jump at you to fool 
you with your Summersault Kick, then jump back and dash in. So use the 
Summersault Kick sparingly.

/      Iceman        \_____________________________________________________

Iceman is probably the king of keep away, who is even more effective than 
Cyclops, for the fact that he takes no chipping damage from energy based 
special moves. Besides his air combo finishing with a Super does a lot of 
damage as well, but basically he cannot fight well in close quarters. So if 
he gets into the pattern of  keeping you away with his Icebeam, do a Super 
Jump and block. If he misjudged his C.Roundhouse, you can easily punish 
him, and he takes damage like Akuma. Finally, if he tries to chip you far 
away with his Super, Super Jump over him and when you land on the other 
side, go for a S.Short instead of C.Short and combo away, as he is partly 
invincible to ground attacks.

/        Jill        \_____________________________________________________

Quite honestly, I hate her. She is so damn fast and his moves are so
annoying as his ground dash special seems to have no recovery time at all,
and she can call her Zombies to annoy you and use as a decoy. Her Air
Combos does tons of damage as well and if you try to be fast, she will be
faster. So what to do? Wait patiently and counter. If she does her ground
chain ending with a dash special, she will probably do the C.Short again,
repeat the chain until you make a mistake. So push block her and use the
momentum to dash in and try to attack her. If it fails, switch again to
defence if you don't want to get caught by her C.Short. Also, ALWAYS roll
if you are grounded because her dash special really hurts.

/     Wolverine      \_____________________________________________________

Either versions of Wolverine are annoying bastards, but he is so toned down
now that does not really impose a threat. He will always stick into ground
chains whenever possible and end with a Jab Berserker Barrage. Treat him as
a toned down Jill and you can win easily, as both of them takes a lot of

/  Captain Commando  \_____________________________________________________

Another good keep away character, but basically don't dash in or Super
Jump, which aren't very effective. If you normal jump over his Captain
Fire, 99% of time he will do a Captain Corridor which has a huge lag,
perfect for you to dash in and punish him. Also, always roll from him or be
prepared to eat a C.Short -> S.Roundhouse -> Captain Sword. By the way, he
also takes damage like a girl, so you know what to do.

/  Captain America   \_____________________________________________________

A strong character who is slow, and in fact a bit like Ryu. He can also
combo his Hyper Star and Stripes from his ground chain so beware. He has
superior throwing range, as well as a rock hard shield, and an annoying
double jump which he uses to his advantage, especially after a air throw,
where he jumps up again to confuse you and land with a Fierce. Try to Super
Jump often and block (don't get too near or you will be thrown). After his
Fierce, he will be open to anything so just proceed with your usual 

/      Amingo        \_____________________________________________________

Don't get cornered or stay on ground when he jumps in at you with his
Roundhouse, and try to meat him in mid air with your Roundhouse, which 
would mostly beat him. His strength lies on keeping you defending and 
freeze with his J.Roundhouse, so jump or Super Jump often to meet him in 
mid air. His minions are sometimes annoying, which gives you one more 
reason to take the skies, but try not to get vertically above him because 
his vertical super may cross you up.

/     Tron Bonne     \_____________________________________________________

She is another of those with a prioritised jump in, as well as a J.Fierce
which can cross you up, leading to a chain ending with a super that does
immense damage. Again, keep to the skies and her drills, radar, minions,
etc will be less effective. Actually, she is quite unable to defend from
jump ins so use this to your advantage.

/     Juggernut      \_____________________________________________________

Spidey seems to have a bad time against characters with any sort of Super
Armour, which allows the character to absorb any two weak attacks before
going into hit stun. Try to keep the combos small and use hit and run
tactics. Wait for him to miss a big move (Fierce or Roundhouse) and he will
be in stun long enough for you to dash in and do ground chain anything you

/     Spiderman      \_____________________________________________________

This is another of those overpowered bastards, but they do have a pattern.
Use your J.Roundhouse to beat his air attacks and Summersault Kick to
counter his jump ins. If you success in blocking all his attacks, he is
hopeless as he has no real chipping move, but don't try to counter his
ground chain because he can always cancel it into anything which makes
you feel unhappy. Push block all his chains or even better, vertically
jump and do a J.Roundhouse.

/       Guile        \_____________________________________________________

You know what to do by now and if you can't beat your enemy, learn from
your mistakes and observe his tactics.


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

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
* or * - Press either button

Usefulness Chart:
* means 1 grade and / means half a grade.


Dash       - F, F or Jab + Fierce
Back Dash  - B, B or B + Jab + Fierce
Push Block - Jab + Fierce while blocking
Taunt      - Start (or Start + Short in DC)
Tech Hit   - F or B + any button when being throw

             combo. Only 1 OTG allowed per combo.

                      to force out. Uses one level of Super.
                      jump out and do his assist and you will change
                      characters. Uses one level of Super.
                      number of characters left and amount of Supers 
Delayed Hyper Combo - Input the Super motion of the following character
                      when the playing character is doing a Super. Repeat
                      as often as Super meter allows.


information found in this FAQ please contact me first.

FAQ (c) 2000 by Beta Productions

End of FAQ