Street Fighter Alpha 2/Guy: Difference between revisions

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=== Alpha Counters ===
=== Alpha Counters ===
[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:P.png]]-  
[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:P.png]]- Punch AC is good against jumping attacks and fireballs. Gives knockdown.


[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:K.png]]-
[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:K.png]]- Kick AC is good against ground moves. Gives knockdown.


== Special Moves ==
== Special Moves ==

Revision as of 00:06, 22 February 2019

Guy-stance.gif


Introduction

Guy's command of ninjitsu fuels his belief that he is a descendant of a ninja. An intelligent fighter, Guy balances street smarts with the ninjitsu tradition. Instrumental in the downfall of the Mad Gear Gang, Guy trounces evil wherever it lurks.

Guy Alpha2 colors.PNG

Obviously Guy was an overpowered character in SFA1 with redizzy combos up the ass, so it was only natural that Capcom nerf the hell out of him in SFA2. I've always been under the impression that Guy was pretty horrible in this game, probably 4th or 5th-worst or so. When GGPO came around I started using Guy as a fuck-around character, knowing that I would probably lose my matches but I was determined to use him anyway because he seemed fun. As I played him more and more though, I began to find little things here and there that made him more and more useful. All of a sudden I was winning more games, and it's gotten to the point where I consider Guy one of my "main" characters now. I'm not sure where exactly I'd put him in the tiers, but I believe he's got to be somewhere in the middle. He may be at disadvantages against some characters, but he can still win if you know what you're doing.

Moves List

Normal Moves

STANDING Lp.png-

Mp.png-

Hp.png-

Lk.png-

Mk.png-

Hk.png-

CROUCHING cr.Lp.png-

cr.Mp.png-

cr.Hp.png-

cr.Lk.png-

cr.Mk.png-

cr.Hk.png-

JUMPING Jumping U.png (Neutral jump)

nj.Lp.png-

nj.Mp.png-

nj.Hp.png-

nj.Lk.png-

nj.Mk.png-

nj.Hk.png-

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png-

dj.Mp.png-

dj.Hp.png-

dj.Lk.png-

dj.Mk.png-

dj.Hk.png-

Command Normals

F.png+Mp.png- a two-hit overhead. Although somewhat slow (of course), it’s still very useful. After it hits, try doing a standing MP into qcf+LK, K to close the distance, or try a qcb+MK since people often tend to throw out an attack after getting hit by an overhead.

Df.png+Hk.png- I don’t know. Does anyone have a use for this move? I don’t. A move that sends Guy backwards is pointless to me. Maybe if you want to turtle a little bit and build meter instead, that’s a good way to make a getaway… I guess. (RSX note* df+HK makes doing his lvl 3 cc hella easy)

j.D.png+Mp.png- definitely has its uses since you can use it to stop your jump short, which is good since Guy’s jump is so floaty. Getting tired of shotos Dragon Punching you? Do an early jumping d+MP to stop short and make them whiff. The problem with this move is that if it hits, it’s very difficult to land it “deep” and combo after it, so you might get thrown after one connects. Use it with caution.

Lp.png,Mp.png,Hp.png,Hk.png- Bushin Chain. his classic attack combo from Final Fight. Unfortunately, it’s not quite as useful in this game. For one thing Standing LP whiffs against 14 of the 18 characters in this game when they’re crouching. That’s not good. Since most opponents are going to be in crouch block when you’re close, this means you won’t have a chance of even starting the chain up unless something forces them to stand.

And of course, the timing on this chain isn’t easy. It’s hard to properly explain the timing, so I would recommend practicing the timing on your own against a dummy opponent until you can get it down. There’s a certain rhythm to it and the only way to get a feel for that rhythm is by practicing it a lot. Of course, you’ll then have to recompensate your timing a little bit for GGPO lag, but it’s still better to get a general feel for the timing on your own first.

Another problem is that the last hit often whiffs entirely if you’re not close enough. Even worse, if done in the corner, the last hit misses most characters for no reason at all, even if you started it from point-blank range!

So why bother doing the Bushin Chain in the first place? STYLE. Well, I think it looks stylish anyway. Keep in mind it does about 25% damage and a lot of stun too. If you don’t have meter and someone whiffs a DP or super or something, bust out with the Bushin Chain!

If you can’t get the timing down, don’t worry about it too much, because it’s not an absolutely vital part of Guy’s game. It’s just there for fun (and Final Fight fanservice, I guess)

Normal Throws

F.png/B.png+Mp.pngHp.png -

F.png/B.png+Mk.pngHk.png -


Alpha Counters

B.pngDb.pngD.png+P.png- Punch AC is good against jumping attacks and fireballs. Gives knockdown.

B.pngDb.pngD.png+K.png- Kick AC is good against ground moves. Gives knockdown.

Special Moves

qcb+MK is your friend. Use it. It beats so many normal moves on the ground clean, it's an excellent counter. It even makes for a great AC reversal if you're expecting one of your normal moves to be AC'ed (although it mostly only works against kick AC's). Problem is it leaves you vulnerable to a sweep or CC if they block it, but them's the breaks. The mk version does go thru fireballs also if the kick hits.

The LK version of the qcb+K hurricane kick isn't very useful, it goes through fireballs but usually whiffs against crouching opponents, and even if it hits you only get one hit. qcb+HK will practically always miss crouchers because it goes so high - use it only in juggles (especially if you can buffer into it off an anti-air normal move) and CC's.

The qcf+P Bushin Grab I generally don't use all that much, because you're a sitting duck during the jump. If you use the wrong strength button you'll usually stop short or fly past them, the latter of which is always dangerous. Nonetheless, it looks cool if you can successfully predict a fireball with it and grab them out of it. Remember that it doesn't grab if they're stationary in the corner, but if you can grab them out of certain moves (such as... well, a fireball) you will get the grab. Plus you have a potential juggle in the corner!

If the qcf+P whiffs, you get an elbow instead that does pitiful damage. If you land it against a crouching opponent, you can actually combo after it if you're fast enough. Try crouching LK into qcb+MK for a 4-hit combo that knocks them down. Be careful though, if your timing is off or the elbow gets blocked, whiffing the qcb+MK will leave you vulnerable.

His qcb+P, Northern Mountain Breaker or whatever ridiculous name it has, is useful for applying pressure. Buffer into it off a blocked normal move and you might hit them if they flinch. Unfortunately it's only a guaranteed combo after a standing or crouching HP, or a standing MP-HP chain. Whenever you get an opening and you don't have meter, always do Standing HP into qcb+HP to punish, or Standing MP-HP into qcb+HP if you're close enough. Even if you screw up your timing and they block, you'll be safe.

His qcf+K wind dashes... first of all, qcf+HK, K is garbage. Don't ever use it, unless they're almost dead and blocking low. There is no reason to ever use this if they have a lot of life, because it puts you at frame disadvantage on hit. Garbage. qcf+MK, K isn't that useful either, but okay to throw into the mix when they least expect it - usually from full screen distance, since it's so fast.

The qcf+LK, K dash cancel though? Very, very useful. Buffering into it off a normal move is almost always a good idea since it gives you an opportunity to get back in their face, instead of getting pushed back by the normal move. Of course, a great thing to do after a cancelled dash is to throw since you're so close to them. If you think they're going to reverse, use qcb+MK or CC. Or just do a crouching MK cancelled off the first hit into ANOTHER dash, etc. Whenever you throw someone across the screen and they're not in the corner, use the dash to get close to them. Remember, using the dash cancel is free super meter!

Another thing to keep in mind about the qcf+LK dash is that you do NOT have to push LK again to cancel the dash. Either MK or HK will cancel it, as long as you started the dash with qcf+LK. I find it easier to "piano" the buttons and hit MK immediately after the qcf+LK, instead of hitting LK twice in a row. Your mileage may vary, see what method works best for you.

Super Moves

For the most part, you shouldn’t be using meter on Guy’s super moves. Save the meter for CC’s or AC’s.

qcfx2+P isn’t completely worthless though - at level 2 or 3 it’s a guaranteed anti-air if you can anticipate their jump and do it fast enough. Don’t bother at level 1, it trades hits most of the time. And of course, you can juggle it after a qcf+P Bushin Grab in the corner if you’re fast enough.

qcfx2+K is garbage, unless you’re really good at hit-confirming or something. Depending on the distance you’re at, some parts of the super will whiff sometimes. You can get much more damage with a CC. Pretty much the only time I ever use this super is to kill someone with block damage.

The Basics

one word - rushdown.

Your general plan of attack should be to land knockdowns. Knocking the opponent down starts a wakeup guessing game that is mostly in Guy’s favor. Look at the things he can do to someone getting up from a knockdown:

Crouching MK (if they don’t block, they get knocked down again) f+MP overhead Throw out a crouching LP or LK, then throw (another knockdown) Do nothing, then throw Do a crouching LP or LK, and if you think they’re going to try to reverse your throw, activate CC instead If in the corner, jump straight up and come down with a jumping HK or d+mp, then proceed to do any of the above options (or if you fear an AC, don’t do an attack on the way down and throw when you land) Do nothing and bait their wake-up move/super/CC etc, etc. He has so many options on what to do to someone getting up, so the most important thing to do is to keep all these options in mind and MIX THEM UP! Don’t just alternate between crouching MK and f+MP every time, toss in some throws too. Sooner or later they’re going to pull off some sort of reversal and turn the tide so you’ll have to know when to back off too.

Combos

bushin chain: s.LP, s.MP, s.HP, s.HK

s.HP, qcb + LP

c.LK, qcb + LK

c.MK, qcb + MK (or HK) C HP, QCB HP

MP, HP, QCB HP

MP,HP,LP Hozanto or BG Kyaku

Corner LP,MP,HP,HK ,Lv3 BH Ken

Corner Back Throw, LV3 BH Ken

Advanced Strategy

Custom Combos

This is where your super meter should be going. Although his CC's aren't anywhere close to being the most damaging in the game, they are very solid and give him the potential for an HKD juggle afterwards. Standard CC's activated against a ground opponent:

Level 1 CC - Activate, Crouching MK, qcb+hp, qcb+hp, qcb+HK - 35% damage or so.

You have to be fast to get two qcb+hp - if you're not fast enough, the meter will run out before the qcb+HK can juggle. If you're not sure you can connect two qcb+LP's, do one instead and then the qcb+HK. It's highly recommended to go for two though, especially if you have about 1.5 meters.

Level 2 CC - Activate, Crouching MK, qcb+HP, qcb+HK, qcb+HK - 45% damage

I think the qcb+HP gives slightly more damage than qcb+LP but is also slightly slower - although it's nearly impossible to tell in a CC.

Level 3 CC - Activate, Crouching MK, qcb+HP, qcb+HK, qcb+HK, qcb+HK - around 60% damage!

You have to be fast to get three qcb+HK's in. If you're not sure you can do it, try substituting a qcb+MK for one of the HK's - the damage will end up roughly the same anyway.

RSX note* If you get a blow out of punishing a whiff dp etc, do this cc at lvl 3:

df+hk (1 hit), qcb+hp x5, qcb+hk (about 75%) (lvl 3)

An alternate means of starting the CC is to do it with a Standing MK instead of a Crouching MK - this is useful if they whiff a move from a distance. They might think they're out of range from retaliation, but you can suck them in from half-screen distance with this! Only use a Standing MK if you're sure they can't block it though - in any other circumstance it's wiser to start with Crouching MK because of the whole "Valle CC" effect of catching an opponent in standing block.

RSX note* s.mk cc is nasty, it allows you to punish a lot of shit like blocked fireball or sagats s.mk on block/hit.

However, let's say they anticipated your CC and were blocking low ahead of time when you activate. Whoops! What you can now do is his f+MP overhead to break their guard, then do a crouching/standing MK into a qcb+P, possibly followed by a qcb+HK if you have enough meter. This isn't as good as it sounds though, as the f+MP is still pretty slow, and after you land this once, your opponent will be more likely to be on the lookout for this and poke you out of it. If that starts happening, try to keep doing crouching MK's to try to trip them up. Don't do them rapid-fire, wait a little bit between each one. If it doesn't work and you blow all your meter... well, that's life.

His AA cc is too good, Ive never seen it trade, basically there are a few variation at lvl 3, lower lvls just hk hurricane.

AA CC 1: s.lp, qcf+hp, qcb+hp x3, qcb+hk AA CC 2: s.lp, qcb+lk x3, qcb+hk AA CC 3: s.lp, qcb+hk x3 or qcb+lk x3, qcb+hp OR s.lp qcf+hp,p, qcb+hp x3, qcb+hk


Guy: lvl 1- c.mk xx hp shoulder x2, hk hurricane

lvl 2- c.mk xx hp shoulder x3, hk hurricane

lvl 2- c.mk xx hp shoulder, hk hurricane x2

lvl 3- c.mk xx hp shoulder x4, hk hurricane

lvl 3- c.mk xx hp shoulder x3, hk hurricane x2

lvl 3- df+rh xx hp shoulder x5, hk hurricane

aa cc- s.lp xx hk hurricane xN

aa cc lvl 3- s.lp xx qcf+hp,p, hp shoulder x 3, hk hurricane

Near corner on standing tall opponent- c.fp xx qcf+p, grab, mk hurricane, hk hurricane

Match-ups

Vs. Adon:


Vs. Akuma:


Vs. Birdie:


Vs. Charlie:


Vs. Chun-Li:


Vs. Dan:


Vs. Dhalsim:


Vs. Gen:


Vs. Guy (self):


Vs. Ken:


Vs. M. Bison (dictator):


Vs. Rolento:


Vs. Rose:


Vs. Ryu:


Vs. Sagat:


Vs. Sakura:


Vs. Sodom:


Vs. Zangief:

Street Fighter Alpha 2
Characters
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief