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: [email protected]
                 (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
[[email protected]]


----------------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.
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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.


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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


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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.
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10. CLOSING

If you would like to comment, or contribute to this FAQ, please feel free
to shoot me an email at
[email protected]

All input will be appreciated.

Thanks for reading this FAQ.

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                 J.Diaz Copyright 2003