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.
• Strengths •
+ 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.
• Weaknesses •
- 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
Damage
Light
180
Medium
180
Hard
180
EX
180
Properties
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.
Damage
Light
80
Medium
130
Hard
160
EX
120
Properties
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.
Damage
Light
120
Medium
150
Hard
160
EX
170
Properties
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.
Damage
Slide Kick
110
Shadow Kick
170
Properties
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.
Damage
Regular
180
EX
170
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
Properties
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.
Properties
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.
Properties
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
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.

or
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.
Posted by ED on November 25, 2009 at 9:08 a.m. #1
Now this is wicked char. I won't be using him, but I'm sure I'll be fighting him a lot.
Except against scrubs. Those are all about Ryu and Ken. Doesn't matter who the hell else is in the game.
Posted by TheSFK on November 25, 2009 at 9:36 a.m. #2
a potential new main for me, psyched he is in this
Posted by Losha on November 25, 2009 at 10:18 a.m. #3
I loved using guy in SFA3, cant wait to main him in this!
Posted by kingy on November 25, 2009 at 11:02 a.m. #4
Guy is truly the king of mixups. More so than Abel or Blanka (who I main). Guy is crazy fast and it makes super hard to turtle against any good Guy player. Which is what makes him popular.
Guy is weak against characters whose only power is being in close which is effectively Zangief, Honda, and T.Hawk. Not so much Abel, he lacks the grab range and has too much delay on counter-pokes.
Posted by ED on November 25, 2009 at 11:13 a.m. #5
@ kingy
I allways saw Guy as a "in-you-face" type of char. So keeping presure was key to using him. I had trouble with chars that had some kind of high priority move that could keep me away. Some kind of "get-the-hell-of-me" move, like a shoryuken.
Would you say that's correct?
Posted by Test Page for Apache on November 25, 2009 at 12:10 p.m. #6
Um, if you want to provide these speculation pages, you could AT LEAST try to adapt the old motions into the SFIV conventions. Based on Akuma, Gouken and Cammy, his elbow drop will most probably use a throw notation, not just a punch.
Posted by Running Wild on November 25, 2009 at 1:39 p.m. #7
Guy was my main in the original SFA, but then I dropped him when I saw all of my friends at the arcade were using him, apparently because he was top tier. Then I started using him in SFA3 again because I liked the look of his new command grab super, even though the range on it sucks...
Posted by Sephirothclone on November 25, 2009 at 1:57 p.m. #8
To me...when I fought Guy in the Alpha series...I thought we was God like. Bloody good speed, insane mix up, good priority on moves, great combo potential making huge damage to the oppenent, and just plain fun...hell, it's the reason why people love him, but also why I hate this bastard. His only two faults I saw he had was below average health and difficulty in making choice moves depending on who you faced.
IF Capcom keeps most of his pros I mentioned above in SSFIV...I think he'll even out like Seth. Considering the SFIV engine, his combos will be no where near as damaging due to combo-reduction. His HP might be 900...maybe 950 if they feel he needs it, since he is a speed demon. And becuase he is fast, his strenght might be brought down.
So the way I see it right now...he might be a slighty better SSFIV Sakura. No mean to insult Guy lovers but...you gotta consider balance to the equation.
Posted by Bruno on November 25, 2009 at 4:57 p.m. #9
The Dash attack is probably wrong. It will probably be like El Fuerte, that the second button pressed determines what comes out. Otherwise what will come out in the Ex version?
Posted by @bruno on November 25, 2009 at 6:35 p.m. #10
hopefully, then it would be much more versatile
Posted by Panda on November 25, 2009 at 8:11 p.m. #11
Here's what I got from the video:
1) Guy still has his target combo from alpha (lp, mp, hp, hk) It leads to juggle state, you can see guy juggle rose in the corner with his EX hurricane kick in the vid. Unsure if it's a universal juggle state (like abel's c.HP) or you need meter to juggle from it (like bison's hell combo). If it's the former, expect something like target combo -> command run -> slide to be a staple.
2) His "dashing Elbow" (qcb + P) goes through fireballs on all versions, just like in alpha. How easy it is to do that remains to be seen, but you can do it without needing to EX it.
3) Ultra (first ultra?) looks like a souped up version of his qcfx2+p super, the first few hits are EXACTLY the same.
Posted by Roland on November 26, 2009 at 12:45 a.m. #12
Cant wait to use Guy again.
Posted by chickenwings on November 26, 2009 at 2:11 a.m. #13
with all these people "excited" about guy i hope i actually see him online. As it is now out of the 25 we have i only see maybe 7 of them. I almost forget certain characters are even in the game till i play random select and get that character.
Posted by Dafro1989 on November 26, 2009 at 6:22 a.m. #14
I saw the Hurricane juggle in the corner and my first thought was - he could hit Ultra there. Only question is whether it'd hit properly or be like Fei Long's... And of course, whether or not it's worth it after scaling/much more useful setup.
Anyone else think this?
Posted by chickenwings on November 26, 2009 at 3:36 p.m. #15
@dafro
The damage scaling will hurt his chain combos without a doubt. GOing higher then 5 hits will be a waste of time.
Posted by Dafro1989 on November 28, 2009 at 3:51 a.m. #16
@chickenwing
I agree, but in a pinch if you can do it when necessary, it'd be awesome if it'll hit properly. We'll have to wait and see. Guy for top tier after an initial learning period.
Posted by virgo on November 28, 2009 at 12:27 p.m. #17
Finally this is the character I wanted in this game. he has everything, very complex
Posted by Losha on November 28, 2009 at 8:09 p.m. #18
the chain combos will sort of suck with damage scaling now that i think about it... oh well, im still gonna main him, hes much fun to play!
Posted by nongshim on November 30, 2009 at 8:58 p.m. #19
I hope he still has his grab super in this version
Posted by shiretoko on January 10, 2010 at 6:51 a.m. #20
Normal Throws:
Grab Throw: (near opponent) f or n + LP + LK
Shoulder Throw: (near opponent) b + LP + LK
Command Normals/Unique Attacks:
Elbow Drop: (while jumping) d + MP
Ninja Sickle: df + HK
Neck Breaker: f + MP
Bushin Gokusaken: LP -> MP -> HP -> HK (switch HK to d+HK for throw)
Special Moves:
Houzanto: QCB + P [this attack breaks through Focus Attacks]
Bushin Senpukyaku: QCB + K
Bushin Izuna Otoshi: QCF + P -> P (when opponent is far, Bushin Izuna Otoshi is replaced with Elbow Drop)
Run: QCF + K
Ultra Moves:
Bushin Goraisenpujin: QCF, QCF + 3K (not sure what the lighting bolt stands for; maybe to signify that you can FADC into it/from it?; EDIT: Lightning bolt means that the attack blows through Focus Attack) [This attack blows through Focus Attacks]
Bushin Muso Renge: HCB, HCB + 3P (a grab, for those who don't know)
shoryuken
Posted by Bushin_Junkie on January 11, 2010 at 4:11 p.m. #21
Guy's other Target combo MP, FP is in as well
Posted by Guy on January 13, 2010 at 10:49 a.m. #22
Hopefully guy will have some good pokes which can be combo'd otherwise i won't bother playing him, sorta like Fei Long he looks like a beast to play with but when you actually use him he ends up needing some improvements for him to be worthy to beatdown the annoying shotos. so that being said aslong as he has a poke combo i main him all day with his badass nike hi-tops
Posted by Losha on January 13, 2010 at 5:11 p.m. #23
You should use a character because you like them, not because they're good. Only a couple more months till I get my hands on this game. CANT WAIT! Plus, any character can beat out shoto spam.
Posted by CHiNeSeDrAgOnST on January 15, 2010 at 11:17 p.m. #24
I can't wait to play Guy. I wish his Bushin Flip was punch for the elbow drop and lp + lk for the Bushin Izuna Drop though.
But no matter... I will ROCK him. haha.
Posted by Kizasoza on January 16, 2010 at 10:46 a.m. #25
#1
really u thnk scrubs only use Ryu & Ken?? Daigo uses Ryu & he da best so really watch it , only reason u say tht is bc u cnt beat thm
Posted by @Kizasosa on January 26, 2010 at 7:03 p.m. #26
#1 is right
Posted by HeroMystic on January 27, 2010 at 11:44 a.m. #27
Now this is the guy I'm waiting for.
Posted by Jay on January 29, 2010 at 1:38 a.m. #28
#1 is definitely right.
In 15 online matches i'll probably face 12 guys using Ryu or Ken and they are almost always guys who refuse to actually learn how to play street fighter.
He is saying that scrubs typically pick Ken or Ryu. Not that pros are scrubs for picking Ken or Ryu.
Posted by Guy Says on February 1, 2010 at 2:45 a.m. #29
Muning!
Posted by zerowolf on February 3, 2010 at 11:40 a.m. #30
dude how do you know the people using ryu and ken arnt trying to learn how to play the game ? scrubs pick them because they know them from past street fighters.ryu is the main characters in the game.Yes its lame that there is so many people who only use those two but thats just how it is.
Posted by delucifer on February 7, 2010 at 12:37 p.m. #31
@shiretoko
im pretty sure the lightning bolt stands for armor breaking.
Posted by Oneil on February 12, 2010 at 4:34 a.m. #32
seth killian (1 of the developers) said the key to playing Guy effectively is to mix it up & learn to break your opponents down from a distance (ninja assassin style lol) & utilize his powerful air throws. This must be true cuz from the gameplay vids u can see that his normals & regular throws do horrible damage so he cant go toe to toe up close with stronger fighters/grapplers. In other words good Abel's & Giefs will give him hell since they dont have to jump in to get close to him & therefor wont be too vulnerable to Guy's strong air throws
Posted by Oneil on February 12, 2010 at 4:49 a.m. #33
Zangief is sure to be his worst matchup tho. The good news is that both of his throws (front & back) create distance between him & his opponent, so u'll be able to throw Giefs who love to spam banishing fist & create distance that way. His "flip throw" can grab lariot happy zangiefs out of their lariot & he can mix that up with his "dash slide" to trip him out of his lariot also (sorta like El Fuerte's Gief strategy). Those are just a few things Guy can do to help level things out against that annoying russian.
Posted by methinks on February 12, 2010 at 5:55 a.m. #34
guy may have kara throw
Posted by little sf prodigy on February 12, 2010 at 9:47 p.m. #35
him and feilong all day
Posted by the frog-splash lives on February 19, 2010 at 4:29 a.m. #36
guy, fei long, el fuerte and ibuki my new team for real. his trial mode will be very interesting and challenging i think. but bushin musou renge looks so sweet.
Posted by @ 6 on February 21, 2010 at 10:27 a.m. #37
His bushin flip never used throw button at all other wise in alpha 3 they would of made you hit two punches to grab rather than one.. but we shall see.. I don't think they would change it though.
Posted by cuttyb87 on February 25, 2010 at 10:12 a.m. #38
What did they do to Guy he was great in Alpha 1 and 3 but maybe he will be toned down he seems faster and has more punishing options but who knows what they will do
Posted by Qorn on March 2, 2010 at 11:03 a.m. #39
Guy is just fine in this game cause so far it looks like they didn't even change him(except for his ultras).
Posted by Bushin_Junkie on March 3, 2010 at 10:27 a.m. #40
I hope that the speed of this game doesn't detract from the effectiveness of his rush down. In all the test videos I haven't really seen any one make good use of Bushin Dash to employ mix-ups. Please, not the up-hill struggle from SF:Alpha 2 again :(. Also I'm kindaa worried about how focuss attack will effect his rush down.
Posted by Bushin_Junkie on March 3, 2010 at 10:31 a.m. #41
Sorry to double post but by Bushin das I mean with qcf+lk. Check the Guy tutorials on youtube and Alpha 2 GGPO on youtube featuring Guy vids to see what I mean
Posted by ActualProof on March 14, 2010 at 9:55 a.m. #42
The move lists that were released on Shoryuken.com 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.
Posted by ayo33 on March 23, 2010 at 10:22 a.m. #43
i was playing sfa3 to get return to form w/guy and i fought maki....is 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 good.lol
Posted by Awesome_Dhalsim on April 22, 2010 at 8:12 a.m. #44
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.
Posted by Bibuki on April 23, 2010 at 11:24 a.m. #45
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
http://purchaze.com/news/wp-content/u...
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.
http://www.eventhubs.com/artwork/yun-...
I don't know where you see all those converse shoes man...
Posted by jonnycbad on April 26, 2010 at 8:35 a.m. #46
How many characters have variable air attacks that can be mixed up with a hit or throw depending on button press?
Guy
Cammy
Akuma
Gouken
Sakura(sort of)
Vega
Posted by ScytheWP on April 27, 2010 at 11:32 a.m. #47
(FA) - FA, hp, m.Senpukyaku - 265 / 325
(Standing) - Elbow Drop, c.lk, c.lp, lp, mp, hp, hk - 256
- with EX Hozanto - 292
(Standing Cross-up Sweep) - j.mk, c.lp, c.mk - 146
(Couchr/Stand Sweep) - Elbow Drop, c.lp, c.mk - 156
(Crouching Cross-up Sweep) - j.mk, c.lp, c.lp, c.mk - 155
(Crouching) -. Elbow Drop, .lk, clp, mp, m.Senpukyaku - 258
(Crouching Cross-up) - j.mk, c.lk, c.lp, mp, m.Senpukyaku - 248
(Corner) - Elbow Drop, c.lk, c.lp, lp, mp, hp, hk, - 256
-with h.Senpukyaku - 283
- with Ultra - 351
(Corner) - FA, Ninja Sickle, Ultra - 441 / 501
(Near Corner) - j.mk, c.lk, c.lp, mp, hp, EX Horanto, FADC, Ultra - 385
Posted by Donkey_Disk on April 28, 2010 at 7:50 a.m. #48
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
Posted by OG on April 28, 2010 at 9:40 a.m. #49
Anyone know if you can combo after an flying elbow drop? Window definitely isn't as big as Akuma's.
Posted by ScytheWP on April 28, 2010 at 9:51 a.m. #50
@ 49
Yes. The timing is just more strict
Posted by VegaBisonAbel on April 28, 2010 at 9:36 p.m. #51
http://www.youtube.com/watch?v=ge2qdx...
need to practice these myself
Posted by OG on April 29, 2010 at 9:56 a.m. #52
@51
Ohhh, I like that reset into flying flip throw.
Posted by Sm00th on May 1, 2010 at 2:03 a.m. #53
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?
Posted by Sm00th on May 1, 2010 at 2:52 a.m. #54
ha! got it :)
Posted by Flux289 on May 1, 2010 at 6:54 p.m. #55
Does anyone else keep accidentally doing guys air throw when they were actually supposed to do his air flip (qcf+p)?
Posted by Existent on May 2, 2010 at 12:03 a.m. #56
@ 55 God yes.
Posted by Existent on May 2, 2010 at 12:04 a.m. #57
It's usually only when I'm frustrated though.
Posted by Dynames on May 2, 2010 at 1:33 a.m. #58
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
Posted by akillyz on May 2, 2010 at 8:23 a.m. #59
lol, i love how this guy walks, he cuts the bullsh*t, drops his fighting stance and just storms towards you.
Posted by Maverick on May 3, 2010 at 8:48 a.m. #60
Guy's c.MK is one hell of a poke
Posted by akillyz on May 3, 2010 at 6:16 p.m. #61
how can i get around spamers with this character? Ryu and Sagat are giving me real problems online.
Posted by OG on May 4, 2010 at 2:15 p.m. #62
@ #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.
Posted by darkneos on May 4, 2010 at 3:07 p.m. #63
I am definitely going to main Guy along with Chun-li.
Posted by Losha on May 4, 2010 at 8:40 p.m. #64
@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.
Posted by Existent on May 7, 2010 at 1:14 p.m. #65
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.
Posted by Losha on May 7, 2010 at 4:39 p.m. #66
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.
Posted by Sakanade on May 7, 2010 at 11:38 p.m. #67
Noob lookin for some advice on switchin from Cammy to Guy
Posted by Existent on May 8, 2010 at 6:40 a.m. #68
@67 Check the character forums here or at SRK. All of the beginner to advanced info you'll ever need is there.
Posted by Losha on May 10, 2010 at 7:24 p.m. #69
Man, I never realised how good his c.mp 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)
Posted by MrPjSyrup on May 13, 2010 at 4:24 p.m. #70
with guy once people get the hang of his one frame link with c.mp 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.
Posted by Losha on May 13, 2010 at 6:06 p.m. #71
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.
Posted by Sakanade on May 22, 2010 at 3:41 p.m. #72
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..
Posted by Losha on May 24, 2010 at 9:44 a.m. #73
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).
Posted by Losha on May 24, 2010 at 2:54 p.m. #74
I'm the top Canadian Guy on Xbox... YESH! YESH! THIS IS DELICIOUS!
Posted by Existent on May 24, 2010 at 3:03 p.m. #75
@73 Sakanade might be talking about the more difficult links like c.lk x3 and c.hp-s.hk, or possibly the obscure links that no one uses.
Posted by Losha on May 24, 2010 at 5:27 p.m. #76
True, those are fairly difficult. I can't beleive I lost 200BP from the time of the post above yours and now...
Posted by SeoulZombie on May 25, 2010 at 7:38 p.m. #77
Does anyone know what the symbols on Guy's outfit means or translates to?
Posted by Existent on May 26, 2010 at 1:18 p.m. #78
@77 Nike Ninja?
Posted by shadow050 on June 25, 2010 at 6:50 a.m. #79
@ 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?????
Posted by Sakanade on June 26, 2010 at 9:32 p.m. #80
#79
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.
Posted by Sakanade on June 29, 2010 at 2:37 p.m. #81
http://www.youtube.com/watch?v=-x3Xmb...
a vid of me fightin an akuma.. Sorry for the crappy quality. but its the fight that mattersz.
Posted by snakeeater91 on August 5, 2010 at 3:50 a.m. #82
Oughtta add the instant air throw(QCF,UF + P/PP) since it helps him avoid reversals and other attacks that make the enemy airborne.
Posted by Existent on August 21, 2010 at 9:34 p.m. #83
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.
Posted by yhposolihP on September 1, 2010 at 4:20 p.m. #84
#83
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 > st.mp xx EX Shoulder.
Posted by Existent on September 2, 2010 at 9:56 a.m. #85
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.
Posted by yhposolihP on September 7, 2010 at 5:38 p.m. #86
Right, but it's far more effective to use cr.lk 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
Posted by Losha on December 29, 2010 at 12:57 a.m. #87
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.
Posted by Keetro on January 3, 2011 at 3:29 p.m. #88
yeah . . . he has really bad damage scaling, heres one of my Vids! http://www.youtube.com/watch?v=IA38-Q...
i think they are great tools fro the spamming match up, but this kid was a scrub who talked to much
Posted by Ryu_Apprentice on March 14, 2011 at 11:33 p.m. #89
http://www.youtube.com/watch?v=V1Eyuu...
Daigo vs Guy Player
Posted by x_Who_Is_Alpha on April 25, 2011 at 5:48 p.m. #90
Check my Guide out on the forums for additional Guy info. Also feel free to drop a question in the Guy Thread.
Posted by x_Who_Is_Alpha on April 25, 2011 at 5:48 p.m. #91
Woops forgot to link my guide.
http://forums.eventhubs.com/viewtopic...
Posted by IntruderN313 on July 17, 2011 at 6:51 p.m. #92
Thanks for the credits, but it is too much, I just gave a small tip. Take care.
Posted by Raius1 on July 17, 2011 at 6:58 p.m. #93
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.
Posted by Links on July 17, 2011 at 9:08 p.m. #94
Small typo in the Combos section - on the fourth combo, it should be a LIGHT Hozanto, not Medium.
Great work on the guide though. :)
Posted by JDM98Ferio on July 18, 2011 at 6:48 a.m. #95
^^^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.
Posted by MaysTheCraze on July 29, 2011 at 12:52 p.m. #96
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.
Posted by TulpaVision on August 11, 2011 at 11:43 a.m. #97
This is my tips and tricks with Guy check it out Event Hubs Family
http://youtu.be/40pWckqNTdg
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