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Guy Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:12 p.m. PDT

Guy Ultra Street Fighter 4 Character Guide

Character Overview
Guy is a quick mixup character with ambiguous crossups, an overhead, and many baiting maneuvers. He also has a good punish game with his slide and Shoulder attacks. Guy can be played flexibly, but the best style to use is simple calculated rushdown.

Guy's problems are when he needs to get pressure off of him. His only good reversal requires EX and can never be made safe. His floaty jump also hinders his approach as it is very easy to anti-air with normals. Lastly, Guy's walkspeed is also below average, hurting his throw and approach game.

+ Has a very good okizeme against other characters.
+ Can punish a lot of moves with the Run option.
+ Really good bait tactics with Elbow Drop and Run->Stop.
+ Can capitalize off of everything in the corner.
+ Nice pressure with long reaching normals at mid range.

- Really poor backdash.
- Offensive tactics are all risky, making it tough to beat defensive characters.
- Has a real rough time with short crouching characters.
- No low cancelable game.
- Slower than average walkspeed.

Special Moves
then or then
Bushin Izuna Otoshi (Flip Grab or Elbow Drop)


Guy's Izuna has a number of uses for either closing the distance or attacking the opponent. The button pressed determines the distance you travel, and this is very important for baiting moves. Deliberately stopping short of the opponent with the Elbow Drop or flying over their heads on wakeup are two effective bait techniques.

If the opponent is either standing or jumping near you when you press the Punch button, they will be thrown for a large amount of damage. It also sets up the next knockdown situation for you. If the opponent is crouching, you will always get a late Elbow Drop instead. This is sometimes very dangerous because there are a lot of characters that can duck under the move.

The recovery of this move is huge if you choose not to press a Punch button and decide to land, but the Elbow Drop option has almost no ground recovery so it's easier to stage an offense. Also, it's not possible to combo out of the elbow drop unless done very deep, and even then the link is risky.

Generally you'll want to use this move for only three reasons. The first is to bait anti-airs with long recovery and then punish. The second is to get an easy approach against characters without good anti-airs. The third reason is to attempt a mid-combo reset on opponents who like to stand-block through hitstrings.

EX Version: EX Izuna's only difference from the regular versions is that it auto-tracks to the opponent's location. It also moves a little slower through the air, which is a surprising quality for an EX move.

Hozanto (Shoulder Slam)


Guy's Shoulder Slam has an interesting set of uses. The Light version is the fastest, and it's the only one that can be comboed into, though Guy has better combo enders outside the corner. The Medium and Hard version are slow but damaging. Only the Light version is safe on block. While the Medium and Hard versions are not as safe, the pushback can make the move hard to punish.

All regular versions of the Hozanto can pass through fireballs on startup. In order to effectively go through fireballs, you're going to have to wait until the fireball is almost right in front of you before executing the move. How quickly you want to be able to go through the fireball is entirely up to the version chosen.

This move can lead to Ultra 1 after an FADC in the corner, but you have to be incredibly fast.

EX Version: EX Hozanto's only use is in juggles. It's easy to use after your Target Combo 1. It does not have any invincibility to projectiles, but you can FADC it into Ultra 1 in the corner just like all the other moves.

Bushin Senpukyaku (Hurricane Kick)


Guy's Hurricane Kicks have a variety of uses, with each version having its own unique property. Follow carefully on the bulleted list below.
  • Light: Complete throw and lower-body invincibility on startup.
  • Medium: Complete projectile and lower-body invincibility on startup.
  • Hard: Only lower-body invincibility on startup. Cannot strike grounded characters.
The Hard version is best for juggles in the corner following your Target Combo 1 or Light Shoulder Slam in the corner. The other versions have their defined uses, but the risk in using this move is massive as you can never make it safe in any way.

EX Version: EX Bushin Senpukyaku is Guy's best reversal and anti-air on the ground. Not only is it the most damaging, but it features a ton of invincibility to all attacks. Regrettably, this move will always be a very risky reversal option that should only be used if you are absolutely sure the opponent is going to attack.

Another option for this version is to apply it in juggles just like the Hard Bushin Senpukyaku. Make sure you get all four hits.

or  then     
Run Command
Slide Kick
Shadow Kick


Guy's Run Command is great for catching up to the opponent after throws or a completed Target Combo 1. It's also functional in mid-combo resets or as a combo ender. You have three options once the Run starts.
  • Light Kick (Stop): Pressing this will stop the Run. Guy has a noticeable amount of recovery at the end of this. However, if you cancel into Run from a blockstring such as Target Combo 2 and immediately Stop, then it is extremely hard to punish Guy and it puts him into throw or crouching Light Kick range.

  • Medium Kick (Slide): This move is extraordinarily unsafe on block, but it's possible to make it safe using FADC. The best place for this move is a combo ender as it acts as an untechable knockdown for Guy. It also functions as Guy's best long-range punish move. Unfortunately, Guy cannot slide under projectiles with this move.

  • Hard Kick (Overhead): Guy flips over for an overhead attack during the run. If the opponent is crouching, they'll only get hit once, but if they get hit standing, they get hit twice for big damage. This attack is unsafe on block, but it's possible to space it correctly so that it's hard to punish. Try to activate it as early as possible so that you get pushed away out of the opponent's range.
EX Version: EX Run has two-hit Super Armor, allowing you to cruise through two attacks before striking the opponent. This is really effective if you're trying to get through projectiles, but you have to predict the opponent's next fireball for it to work well.

Given the amount of time it takes before Guy can strike the opponent with one of his Run options, this is not a good wakeup move.

Kaizen Izuna Otoshi (Air Izuna Drop)


Guy's air throw is a bit different in that it requires a special move command rather than the throw buttons. Despite this, it starts up in the same amount of time as a throw on the ground.

The only difference in the versions is where you want to grab the opponent. For opponents around Guy's ankles use the Light version. For those around Guy's waist level, use the Medium version. For those above Guy's shoulders, use the Hard version.

This throw is really damaging, but the input almost requires a pre-emptive strategy that involves your opponent jumping out of your offense. You can instant-air this move from the ground, but the Izuna is not invincible in any way so it can't be used as an anti-air without getting stuffed nearly all the time.

EX Version: This version of the move has complete invincibility on startup, allowing you to slip past air-to-air attacks. It also does slightly less damage, but it can really help for countering anti-air special moves.

Unfortunately, the invincibility doesn't really help with the fact that you have to successfully predict a jump, rather than react to it, to land this move. This also applies to its instant anti-air use from the ground.

Super and Ultra Moves

Super — Bushin Hasoken


This Super has complete invincibility on startup, but it whiffs on crouching characters. You can use it as an anti-air if you like due its invulnerability.

This Super is pretty damaging, and it's easy to land from a Shoulder Slam super cancel or a Target Combo 1 juggle in the corner If you need to gain a significant life lead then there shouldn't be a problem using Bushin Hasoken.

Ultra 1 — Bushin Goraisenpujin
Ultra 1


This is Guy's comboable Ultra that is a mimic of his Final Fight target combo. Guy has a couple of straightforward methods for comboing into his Ultra but there's no way to juggle into Guy's Ultra 1 outside of the corner. Here's a list of Guy's moves that lead to it in the corner.
  • Ninja Sickle (Air or Ground)
  • Light Shoulder (Timing Specific)
  • EX Shoulder (Timing Specific)
  • Light Shoulder FADC
  • EX Shoulder FADC
  • Target Combo 1
  • Run -> Overhead Kick (aerial opponent juggle only)
Juggling into Ultra 1 from the Shoulders requires strict timing. You must perform the Ultra just as they start to descend in the corner. Also if you perform a Target Combo 1 juggle, you will not be able to rejuggle into Ultra 1 using EX shoulder as a followup.

Ultra 2 — Bushin Muso Renge
Ultra 2


Unlike a lot of Super and Ultra command grabs in the game, Bushin Muso Renge is NOT an instant-grab Ultra. This means that even if you start it up close to the opponent, they will always be able to jump away as long as they are not doing anything that would prevent them from escaping.

There are a couple of strategies for landing this Ultra. The first is to apply it in a character matchup where the character has moves that land close to you with frame disadvantage, thus making this a guaranteed Ultra. The second is to bait the opponent into trying to tech a throw, and grab them with this Ultra instead because it is completely invincible on startup.

This Ultra has good range, about 10% farther than a regular throw, so don't underestimate its potential punish value. This doesn't need to be stated, but this Ultra is really damaging as well.

Target Combos
Target Combo 1
Guy's first Target Combo is a damaging and useful one, but Guy's standing Light Punch does not strike crouching characters. This TC also juggles the opponent where you can land an EX Hozanto anyhwere on screen or a Hurricane Kick/Ultra in the corner.

Regrettably, none of the moves within this Target Combo are safe on block except for the standing Light Punch, meaning that you can't use this TC as a safe poke.
Target Combo 1 (Variation)
This variation of Target Combo 1 has you throw the enemy behind you. Useful if you have your back to the wall, because you can then reset the opponent with a normal move once they are launched behind you.

It's also good to use to keep the opponent in the corner, where Guy excels. This move does not offer an untechable knockdown as it's possible for the opponent to quick stand.

Target Combo 2
This Target Combo is very useful for Guy because it does not whiff on crouching characters. Also, Guy's standing Medium Punch has really great range for a poke. Unlike Target Combo 1, the end of this TC is special-move cancelable. It's easy to link into as well.
Important Note: For more detailed variations of these combos, visit this page.

Target Combo 1, juggle EX Hozanto
5 Hits
286 Damage
Basic quick punish combo.

juggle EX Hozanto
7 Hits
244 damage
Guy's most standard combo. As a reminder, Target Combo 1 only works on standing characters. Feel free to rearrange the start of the combo with crouching Light Punches instead.

Cancel into Run -> Slide
5 Hits
182 damage
Your second-most common combo. Works on crouching characters. Untechable knockdown.

Target Combo 2
Cancel into Light Hozanto, juggle Hard Bushin Senpukyaku
6 Hits
227 Damage
Corner-only juggle combo. Meterless as well.

juggle Hard Bushin Senpukyaku
8 Hits
329 Damage
Corner-only juggle, but the initial portion works anywhere on screen.

Cancel into EX Hozanto
3 Hits
256 Damage
Crouching Hard Punch is a great tech trap.
Notable Normal Moves and Unique Attacks

Far Standing Medium Kick
Guy's best mid range poke. Safe and quick, and gives you enough time to do a reaction anti-air if someone jumps over it. Also since Guy lifts his forward leg up to attack the opponent, it's harder to hit Guy's lower body when he performs this move.
Close Standing Hard Kick or Crouching Hard Punch
Close Standing Hard Kick is a big damage addition to Target Combo 1 if you use it as the starting move and then perform the link. It whiffs on crouching characters though. It's also a functional anti-crossup move.

Crouching Hard Punch allows a late link into Guy's standing Medium Punch and it doubles as a great tech trap.

Bushin Slide
Guy's slide sweep has a couple unique traits. For starters, if you strike with the very tip of the move, it won't knock down on hit and it's safe on block.

You cannot go under projectiles with this move, despite the appearance. It knocks down if you land it deep on an opponent, but in this scenario it is also very unsafe on block.

The best use for this move is to catch characters with backdashes using the option select shown here.

Crouching Medium Kick
Guy's crouching Medium Kick is a great meaty attack to use on certain wakeup situations due to the active frames. It's safe on block and will duck under a lot of moves as well.

Crouching Medium Punch
Guy's best anti-air. Opponent must land on top of your arm for the move to be successful. Also special cancelable, meaning that you can anti-air with this move, then cancel it into Run -> Stop to get close.

Jumping Medium Kick
Guy's crossup move. Due to his floaty jump, you can make this move incredibly ambiguous and hard to block. Practice your timing after throws.
Ninja Sickle [Ground or Air]
The grounded version of this move takes a while to start up, but Guy's initial leg strike is fully invincible from the waist down, making this move an excellent tech trap. If the first hit lands, the second hit will auto-combo and launch the opponent into the air where you can juggle them with certain moves in the corner.

The same rule applies to the aerial version of this move, but this version is really hard to land unless you predict a jump from the opponent.

Neck Breaker (Overhead)
Not only does this overhead hit twice, but it is also remarkably quick for its range. Be sure to use this move to put the pressure on blocking opponents, since it is safe at mid range.

Elbow Drop [Air Only]
Guy's elbow drop is one of his best moves. You can use it if you jump in any direction, and it will stop your trajectory and cause you to descend quickly. This has even more potential as a bait technique than the Elbow Drop from Guy's Izuna Flip. Also, it's much easier to combo from.
Wall Jump
Guy can jump off the wall with these commands, but his wall jump is kind of slow. Just like with a regular jump, you can cancel the trajectory of this move with an Elbow Drop.
Guy General Strategy
Guy has a stable offense, but very poor defense. Thus, in order to prevent being completely overwhelmed you must be prepared to fight the opponent back into your preferred zone. This means you must stand at a range where both standing Medium Kick and crouching Medium Punch are effective as pokes and anti-airs.

You'll want to be tech trapping the opponent a lot using crouching Hard Punch or far standing Medium Punch during strings. Staying within standing Medium Punch range is of the utmost importance, otherwise you lose a lot of the effectiveness of Guy's normals.

The next component of Guy's game is resets. Attempting to grab people unaware by canceling into the Bushin Flip mid-combo is a popular tactic. Performing the next variation of Target Combo 1 also is a big target for normal move resets in the corner. Guy's crouching Medium Punch anti-air is special cancelable, so you can Run under the opponent after you reset them. There are a lot of possibilities, so custom setups are required.

Other Resources and Credit
You can find more information about playing Guy on the Central Character Discussion Thread on the forums
Contributions to this guide by Nyoro, nebbiez, Intruder N313 and Who_is_Alpha.


ActualProof said on March 14, 2010 at 9:55 a.m.

The move lists that were released on shows Guy having his command air grab with EX properties. so unless they screwed him on priority it may be unsafe to jump in or try to combat from the skies. I see this being a problem for grapplers.

ayo33 said on March 23, 2010 at 10:22 a.m.

i was playing sfa3 to get return to form w/guy and i fought the bushin master a skateboarder or a sneaker head cuz the before mentioned bushin fighters rock sum sweet nikes.lmao. capcom should hook up w/ nike to make a LE guy dunk....tht'd be sweet. But bck to the matter at hand I love tht they bought guy to super b/c i use ken nd there are way too many of those out there. i would use cammy but her moves are slow nd she sux b/c of it. so as long as they keep guy's speed up im

Awesome_Dhalsim said on April 22, 2010 at 8:12 a.m.

Nikes? lol are you blind... sakura guy and yun all wear the same type of shoes that are a lot more like converse than nike.

Bibuki said on April 23, 2010 at 11:24 a.m.

yeah sakura has chuck taylors, cody has adidas, but Guy, at least from a in-game point of view, has shoes that look a lot like nike dunks

just switch a couple of colors and it's the same.

as for yun, in-game is not clear enough, but from capcom arts it's nothing like converse.

I don't know where you see all those converse shoes man...

jonnycbad said on April 26, 2010 at 8:35 a.m.

How many characters have variable air attacks that can be mixed up with a hit or throw depending on button press?

Sakura(sort of)

ScytheWP said on April 27, 2010 at 11:32 a.m.

(FA) - FA, hp, m.Senpukyaku - 265 / 325
(Standing) - Elbow Drop,, c.lp, lp, mp, hp, hk - 256
- with EX Hozanto - 292
(Standing Cross-up Sweep) -, c.lp, - 146
(Couchr/Stand Sweep) - Elbow Drop, c.lp, - 156
(Crouching Cross-up Sweep) -, c.lp, c.lp, - 155
(Crouching) -. Elbow Drop, .lk, clp, mp, m.Senpukyaku - 258
(Crouching Cross-up) -,, c.lp, mp, m.Senpukyaku - 248
(Corner) - Elbow Drop,, c.lp, lp, mp, hp, hk, - 256
-with h.Senpukyaku - 283
- with Ultra - 351
(Corner) - FA, Ninja Sickle, Ultra - 441 / 501
(Near Corner) -,, c.lp, mp, hp, EX Horanto, FADC, Ultra - 385

Donkey_Disk said on April 28, 2010 at 7:50 a.m.

Dashing Elbow (Houzanto) avoids projectiles (hadouken, sonic boom, etc). I believe the avoid time is when his spin motion is happening, although with the HP version the window of opportunity seems large

EX version does not avoid

OG said on April 28, 2010 at 9:40 a.m.

Anyone know if you can combo after an flying elbow drop? Window definitely isn't as big as Akuma's.

ScytheWP said on April 28, 2010 at 9:51 a.m.

@ 49

Yes. The timing is just more strict

VegaBisonAbel said on April 28, 2010 at 9:36 p.m.

need to practice these myself

OG said on April 29, 2010 at 9:56 a.m.


Ohhh, I like that reset into flying flip throw.

Sm00th said on May 1, 2010 at 2:03 a.m.

For the life of me I cant get the reset HP to hit, it whiffs every time! I cant tell whether its the HP thats different when you're really close or out of range slightly? Any pointers?

Sm00th said on May 1, 2010 at 2:52 a.m.

ha! got it :)

Flux289 said on May 1, 2010 at 6:54 p.m.

Does anyone else keep accidentally doing guys air throw when they were actually supposed to do his air flip (qcf+p)?

Existent said on May 2, 2010 at 12:03 a.m.

@ 55 God yes.

Existent said on May 2, 2010 at 12:04 a.m.

It's usually only when I'm frustrated though.

Dynames said on May 2, 2010 at 1:33 a.m.

I knew about that reset to but I had no idea that I could do Bushin Flip after it. The HP reset has funny timing.

Thanks for the find, #51

akillyz said on May 2, 2010 at 8:23 a.m.

lol, i love how this guy walks, he cuts the bullsh*t, drops his fighting stance and just storms towards you.

Maverick said on May 3, 2010 at 8:48 a.m.

Guy's c.MK is one hell of a poke

akillyz said on May 3, 2010 at 6:16 p.m.

how can i get around spamers with this character? Ryu and Sagat are giving me real problems online.

OG said on May 4, 2010 at 2:15 p.m.

@ #61

Dashing elbow to go through fireballs and EX run work well. Don't jump too much or you'll get dp'd easily due to the high arc of Guy's jump. Bait some dps with dash mind games.

darkneos said on May 4, 2010 at 3:07 p.m.

I am definitely going to main Guy along with Chun-li.

Losha said on May 4, 2010 at 8:40 p.m.

@OG & darkneos

I jump alot. Bait them into DP/Tigerupper with a forward jump, then right before you'd be in range, elbow drop (down MP). If they DP, walk up an Bushin chain into ex elbow or spin, if not, try again. If they adapt, start mixing up your real jump ins and fake ones.
Thats how I do it, anyway.

Existent said on May 7, 2010 at 1:14 p.m.

If you use the old school Tiger Knee motion plus Punch you'll Izuna drop as soon as you leave the ground. It's an AA attack and also a great punisher for missed DP's and such. Try it if anyone doesn't believe me. I've ID'd T Hawk out of his dive with it.

Losha said on May 7, 2010 at 4:39 p.m.

Yup, I do that all the time. I figured out while doing the Dalhsim trail FA into Shangrila. It's how I did it, except I added an extra rotate.

Sakanade said on May 7, 2010 at 11:38 p.m.

Noob lookin for some advice on switchin from Cammy to Guy

Existent said on May 8, 2010 at 6:40 a.m.

@67 Check the character forums here or at SRK. All of the beginner to advanced info you'll ever need is there.

Losha said on May 10, 2010 at 7:24 p.m.

Man, I never realised how good his and slide (dash) are for combos. You can practically combo anything out of the mp, and anything into the slide (as long as its dash cancelable)

MrPjSyrup said on May 13, 2010 at 4:24 p.m.

with guy once people get the hang of his one frame link with like guile and other street fighters members he will be more of a threat. 1 c.lp leads to big damage and pushes you halfway across the screen lol... U1 is good because of combo ability but the trade off is damage scaling.. U2 is good because it makes people more careful when fighting him up close.. which leads to heavy zoning.. not to mention the lack of range.... U2 will basically be usuful if you can get inside your opponents head... usually if your dashing toward your opponent they will either a) block low because of the slide.. b) wake up reversal or c) jump away and try to poke you before you get close enough.
Its all about mind games
Also could anyone test his U2 and its ability to grab characters who will try and poke you... i know its no where near the ability of an SPD but it will be very useful if it can grab limbs that stick out.. which makes guy even more of a threat when they try to zone him.

Losha said on May 13, 2010 at 6:06 p.m.

I use c.lp twice for my hit confirm, then:
If they block - mp, fp, light elbow
If it hit in the corner - mp, fp, light elbow, heavy spin
If it hit not in the corner - bushin chain, ex elbow
Its really quite devastating.

Sakanade said on May 22, 2010 at 3:41 p.m.

Guy isnt a hard character to pick up until you want to go up some levels.. he is a very execution heavy character.. the timing for his combos are crazy tight..

Losha said on May 24, 2010 at 9:44 a.m.

I always thought his combos were easy... Only thing I find a bit hard is the jab after dash overhead (counterhit only), and the strong into dash into stop into jab (counterhit only).

Losha said on May 24, 2010 at 2:54 p.m.

I'm the top Canadian Guy on Xbox... YESH! YESH! THIS IS DELICIOUS!

Existent said on May 24, 2010 at 3:03 p.m.

@73 Sakanade might be talking about the more difficult links like x3 and, or possibly the obscure links that no one uses.

Losha said on May 24, 2010 at 5:27 p.m.

True, those are fairly difficult. I can't beleive I lost 200BP from the time of the post above yours and now...

SeoulZombie said on May 25, 2010 at 7:38 p.m.

Does anyone know what the symbols on Guy's outfit means or translates to?

Existent said on May 26, 2010 at 1:18 p.m.

@77 Nike Ninja?

shadow050 said on June 25, 2010 at 6:50 a.m.

@ 72

haha... you think guy's combo's are execution heavy and tight on timing? try vega... believe me... there's a reason why people often don't even attempt his combos with more hits (rolling claw attack aside, that is). i cringe just remembering his trials from SF4.

anyway, i want to get into using guy.... i think it's messed up that he's the only character i know of who's air grab requires directional inputs... and why the hell is his ex air grab LESS DAMAGE than the normal ones?????

Sakanade said on June 26, 2010 at 9:32 p.m.

The EX version of the grab gives it more priority meaning it beats guile's since guile has the best air throw in game. Go over his range and you'll see im right.. but with that being said ur better off using the bushin throw or a hurricane kick for safer results.. i recommend the kick cuz if you do the flip too late and their too deep your flip will be stuffed.

Sakanade said on June 29, 2010 at 2:37 p.m.

a vid of me fightin an akuma.. Sorry for the crappy quality. but its the fight that mattersz.

snakeeater91 said on August 5, 2010 at 3:50 a.m.

Oughtta add the instant air throw(QCF,UF + P/PP) since it helps him avoid reversals and other attacks that make the enemy airborne.

Existent said on August 21, 2010 at 9:34 p.m.

Just some advice I thought I should leave here: ( crouching jab x3 < standing medium punch < anything ) is a great hit confirm that has an easy rhythm to it.

yhposolihP said on September 1, 2010 at 4:20 p.m.


Pretty sure that the three cr.lp would be terrible for the damage scaling. You'd be better off learning to do just one, or replace the lp with a lk for a low-hitting start. Another good setup that comes to mind is cr.hp > xx EX Shoulder.

Existent said on September 2, 2010 at 9:56 a.m.

Test it out in training mode. The difference between three jabs and two in the combo I mentioned is a whopping 1 point, so yes as I said it's an effective confirm.

yhposolihP said on September 7, 2010 at 5:38 p.m.

Right, but it's far more effective to use as your hit confirm, since it hits low and does ten more damage than doing just one cr.lp (which in turn makes it stronger than the three in a row).

I'm not saying your idea is bad, but there are better options. :P

Losha said on December 29, 2010 at 12:57 a.m.

Well, considering when the last post was, I'll recomend everyone who reads this (cricket) to try the SRK Guy forums. They have some good tips.

Keetro said on January 3, 2011 at 3:29 p.m.

yeah . . . he has really bad damage scaling, heres one of my Vids!
i think they are great tools fro the spamming match up, but this kid was a scrub who talked to much

Ryu_Apprentice said on March 14, 2011 at 11:33 p.m.
x_Who_Is_Alpha said on April 25, 2011 at 5:48 p.m.

Check my Guide out on the forums for additional Guy info. Also feel free to drop a question in the Guy Thread.

x_Who_Is_Alpha said on April 25, 2011 at 5:48 p.m.

Woops forgot to link my guide.

IntruderN313 said on July 17, 2011 at 6:51 p.m.

Thanks for the credits, but it is too much, I just gave a small tip. Take care.

Raius1 said on July 17, 2011 at 6:58 p.m.

Slight oversight, you forgot to mention that Guy can cancel into his Super from the last hit of his Target Combo 1. One of his most damaging combos.

Links said on July 17, 2011 at 9:08 p.m.

Small typo in the Combos section - on the fourth combo, it should be a LIGHT Hozanto, not Medium.

Great work on the guide though. :)

JDM98Ferio said on July 18, 2011 at 6:48 a.m.

^^^Yes this! Also combo 4 can substitute EX hozanto insted of HK tatsu in corners if you chose. I prefer HK tatsu though! Also The sixth and last combo can end with run slide which is an untechable knockdown. I use run slide more for the mix up situations instead of ex hozanto. I like EX hozanto in the corner into EX Tatsu.

MaysTheCraze said on July 29, 2011 at 12:52 p.m.

Good page. Just switched my main over to Guy and I'm loving him so far. Wish the reversal game was better, but he's a pretty solid character.

TulpaVision said on August 11, 2011 at 11:43 a.m.

This is my tips and tricks with Guy check it out Event Hubs Family

Keetro said on June 5, 2012 at 11:01 a.m.

Hey Tulpa is that AE or 2012 for your Vid?

MuayThaiBushinryu said on August 11, 2012 at 7:05 p.m.

Hey, I just picked up Guy, and would love some tips for playing him. A good tutorial vid would be even better. (This has nothing to do with my skill, Just my learning style. Meh.)

realtime said on September 16, 2012 at 1:24 a.m.

i got big problems with ultra 2 .. can someone help

WhaleRFail said on April 8, 2014 at 6:26 p.m.

I just found a way to juggle in to ultra 1 without using FADC
If your in the corner use grounded ninja sicke thenjuggle in to ultra

rayyz865 said on April 22, 2014 at 2:32 a.m.

I cant do any good moves with this guy called ryu ken and dan also guy its really hard on the xbox 360 to perform a hard kick with guy or dan so I need to figure out the way I do this


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