Biglightning (talk | contribs) No edit summary |
Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
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Point | Point | ||
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Guy excels at one thing and one thing only: speed. Guy is all about using his fast walk, dash, command dash, flip, and wall jump to mix up how he'll get in on the opponent. Unfortunately, Guy lacks in most departments outside of speed. His reversal is weak and costs meter, his only reliable anti air is cr.mp, and he doesn't get that much reward for winning in neutral compared to the rest of the cast. However, | Guy excels at one thing and one thing only: speed. Guy is all about using his fast walk, dash, command dash, flip, and wall jump to mix up how he'll get in on the opponent. Unfortunately, Guy lacks in most departments outside of speed. His reversal is weak and costs meter, his only reliable anti air is cr.mp, and he doesn't get that much reward for winning in neutral compared to the rest of the cast. However, the little reward he gets doesn't matter much when you're just focused on getting in with your great speed and vast amount of options. Guy is best used to get in on the opponent by mixing up timings with his command dash (qcf+k) and flip (qcf+p). Once he gets in, he can tag his partner in to help him with his damage dealing issue. Guy is best used on point with a strong character as an anchor, so he can do his job of getting in while letting his partner take care of the damage department. | ||
| | | | ||
*Great walk and dash speed, as well as his run (qcf+k) and Bushin flip (qcf+p) to help him close the gap with a variety of options. | *Great walk and dash speed, as well as his run (qcf+k) and Bushin flip (qcf+p) to help him close the gap with a variety of options. | ||
*His elbow drop (d+mp while in the air) helps alter his jump arc, as well as being greatly advantageous on block and leading to a full combo on hit. | *His elbow drop (d+mp while in the air) helps alter his jump arc, as well as being greatly advantageous on block and leading to a full combo on hit. | ||
*Can tag cancel is overhead (f.mp) into a full combo. | *Can tag {{cancel}} is overhead (f.mp) into a full combo. | ||
*Has a good presence in the air thanks to his high priority air command throw (qcf+p), his elbow drop, and good air normals. | *Has a good presence in the air thanks to his {{high}} priority air command {{throw}} (qcf+p), his elbow drop, and good air normals. | ||
| | | | ||
*Low damage output, relies a lot on his partner to pick up the slack. | *Low damage output, relies a lot on his partner to pick up the slack. | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel rpdfire <br> Whiffs Crouching }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} {{rpdfire}} <br> Whiffs Crouching }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Standing (close) Light Punch | lp | speccancel rpdfire <br> Whiffs Crouching }} | {{SFxTMoveListRow | Standing (close) Light Punch | {{lp}} | {{speccancel}} {{rpdfire}} <br> Whiffs Crouching }} | ||
{{SFxTMoveListRow | Standing (close) Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing (close) Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing (close) Hard Punch | hp | speccancel <br> Forces Standing }} | {{SFxTMoveListRow | Standing (close) Hard Punch | {{hp}} | {{speccancel}} <br> Forces Standing }} | ||
{{SFxTMoveListRow | Standing (close) Light Kick | lk | speccancel }} | {{SFxTMoveListRow | Standing (close) Light Kick | {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing (close) Medium Kick | mk | speccancel }} | {{SFxTMoveListRow | Standing (close) Medium Kick | {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing (close) Hard Kick | hk | }} | {{SFxTMoveListRow | Standing (close) Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel <br> rpdfire }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} <br> {{rpdfire}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low hardknockdown }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low hardknockdown <br> Later active frames don’t cause HKD }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} {{hardknockdown}} <br> Later active frames don’t cause HKD }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | uf / u / ub + hp | high }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high Knockdown on airborne }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} Knockdown on airborne }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high speccancel }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} {{speccancel}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | uf / ub + hp | high }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{uf}} / {{ub}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Elbow Drop | d + MP <br> during Forward Jump | Cannot hit airborne }} | {{SFxTMoveListRow | Elbow Drop | {{d}} + MP <br> during Forward Jump | Cannot hit airborne }} | ||
{{SFxTMoveListRow | Ninja Sickle | df + HK | }} | {{SFxTMoveListRow | Ninja Sickle | {{df}} + HK | }} | ||
{{SFxTMoveListRow | Neck Breaker | f + MP | high <br> On Whiff - speccancel <br> knockdown on airborne }} | {{SFxTMoveListRow | Neck Breaker | {{f}} + MP | {{high}} <br> On Whiff - {{speccancel}} <br> {{knockdown}} on airborne }} | ||
{{SFxTMoveListRow | Wall Jump | f or uf | }} | {{SFxTMoveListRow | Wall Jump | {{f}} or {{uf}} | }} | ||
{{SFxTMoveListRow | Bushin Gokusaken | lp --- mp --- hp --- hk | }} | {{SFxTMoveListRow | Bushin Gokusaken | {{lp}} {{---}} {{mp}} {{---}} {{hp}} {{---}} {{hk}} | }} | ||
{{SFxTMoveListRow | Bushin Gokusaken (throw) | lp --- mp --- hp (jump) --- d+hk | }} | {{SFxTMoveListRow | Bushin Gokusaken (throw) | {{lp}} {{---}} {{mp}} {{---}} {{hp}} (jump) {{---}} d+hk | }} | ||
{{SFxTMoveListRow | Target Combo | mp --- hp | speccancel }} | {{SFxTMoveListRow | Target Combo | {{mp}} {{---}} {{hp}} | {{speccancel}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Grab Throw | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Grab Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Shoulder Throw i | b + lp + lk | throw }} | {{SFxTMoveListRow | Shoulder Throw i | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Bushin Sepnukyaku | qcb + k | lk crushes low attacks, throw invul. <br> mk projectile invul <br> hk whiffs crouching <br> ex Full Body Invul. 1-11f }} | {{SFxTMoveListRow | Bushin Sepnukyaku | {{qcb}} + {{k}} | {{lk}} crushes {{low}} attacks, {{throw}} invul. <br> {{mk}} projectile invul <br> {{hk}} whiffs crouching <br> {{ex}} Full Body Invul. 1-11f }} | ||
{{SFxTMoveListRow | Bushin Izuna Otoshi | qcf + p | Button strength determines distance <br> ex Projectile Invul., Tracks }} | {{SFxTMoveListRow | Bushin Izuna Otoshi | {{qcf}} + {{p}} | Button strength determines distance <br> {{ex}} Projectile Invul., Tracks }} | ||
{{SFxTMoveListRow | Bushin Izuna Otoshi Elbow | p during Bushin Izuna Otoshi | hardknockdown }} | {{SFxTMoveListRow | Bushin Izuna Otoshi Elbow | {{p}} during Bushin Izuna Otoshi | {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Bushin Izuna Otoshi Throw | p during Bushin Izuna Otoshi (close) | throw <br> hardknockdown }} | {{SFxTMoveListRow | Bushin Izuna Otoshi Throw | {{p}} during Bushin Izuna Otoshi (close) | {{throw}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Bushin Izuna Otoshi EX | ex p during Bushin Izuna Otoshi | throw <br> hardknockdown <br> Projectile Invul. <br> Tracks }} | {{SFxTMoveListRow | Bushin Izuna Otoshi EX | {{ex}} {{p}} during Bushin Izuna Otoshi | {{throw}} <br> {{hardknockdown}} <br> Projectile Invul. <br> Tracks }} | ||
{{SFxTMoveListRow | Kaizen Izuna Otoshi | (air) qcf + p | throw <br> hardknockdown <br> MP version considered as a Strike <br> ex invu. to air attacks }} | {{SFxTMoveListRow | Kaizen Izuna Otoshi | (air) {{qcf}} + {{p}} | {{throw}} <br> {{hardknockdown}} <br> MP version considered as a Strike <br> {{ex}} invu. to air attacks }} | ||
{{SFxTMoveListRow | Run | qcf + k | ex 2 hits of Armor }} | {{SFxTMoveListRow | Run | {{qcf}} + {{k}} | {{ex}} 2 hits of Armor }} | ||
{{SFxTMoveListRow | Sudden Stop | lk during Run | ex 1 hit of Armor }} | {{SFxTMoveListRow | Sudden Stop | {{lk}} during Run | {{ex}} 1 hit of Armor }} | ||
{{SFxTMoveListRow | Shadow Kick | mk during Run | low <br> hardknockdown }} | {{SFxTMoveListRow | Shadow Kick | {{mk}} during Run | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Neck Flip | hk during Run | hardknockdown <br> 1st hit Whiffs crouching opponents <br> 2nd hit is overhead <br> ex groundbounce }} | {{SFxTMoveListRow | Neck Flip | {{hk}} during Run | {{hardknockdown}} <br> 1st hit Whiffs crouching opponents <br> 2nd hit is overhead <br> {{ex}} {{groundbounce}} }} | ||
{{SFxTMoveListRow | Hozanto | qcf + p | ex chrg Projectile Invul. <br> knockdown <br> ex wallbounce }} | {{SFxTMoveListRow | Hozanto | {{qcf}} + {{p}} | {{ex}} {{chrg}} Projectile Invul. <br> {{knockdown}} <br> {{ex}} {{wallbounce}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Bushin Goraisenpujin | qcb + 3p | Full Body Invul. 1-3f }} | {{SFxTMoveListRow | Bushin Goraisenpujin | {{qcb}} + {{3p}} | Full Body Invul. 1-3f }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Frame Data (Updated for v2013) == | |||
{| class="wikitable" | |||
! Move !! Command !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! JS !! Notes | |||
|- | |||
| Far LP || || H || 30 || 4 || 2 || 9 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent | |||
|- | |||
| Far MP || || H || 60 || 5 || 2 || 17 || +2 || -1 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Far HP || || H || 90 || 7 || 2 || 21 || +2 || -3 || - || 3 || 1 || 1 || - | |||
|- | |||
| Far LK || || H || 30 || 6 || 2 || 10 || +5 || +1 || - || 1 || 1 || 1 || - | |||
|- | |||
| Far MK || || H || 60 || 8 || 2 || 16 || 0 || -1 || - || 2 || 1 || 1 || - | |||
|- | |||
| Far HK || || H || 90 || 8 || 3 || 19 || +3 || -2 || - || 3 || 1 || 1 || - | |||
|- | |||
| Close LP || || H || 30 || 4 || 2 || 9 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent | |||
|- | |||
| Close MP || || H || 60 || 5 || 2 || 13 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Close HP || || H || 90 || 5 || 2 || 20 || +4 || -2 || SM,EX,SA,CA || 3 || 1 || 1 || Forces standing | |||
|- | |||
| Close LK || || H || 30 || 5 || 3 || 12 || +2 || -2 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Close MK || || H || 60 || 7 || 2 || 13 || +6 || +2 || SM,EX,SA,CA || 2 || 1 || 1 || - | |||
|- | |||
| Close HK || || H || 90 || 7 || 3 || 14 || +8 || +3 || - || 3 || 1 || 1 || - | |||
|- | |||
| Crouch LP || || H || 30 || 4 || 2 || 9 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light normal attacks | |||
|- | |||
| Crouch MP || || H || 60 || 6 || 4 || 11 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Crouch HP || || H || 90 || 9 || 2 || 17 || +7 || +1 || - || 3 || 1 || 1 || Forces standing | |||
|- | |||
| Crouch LK || || L || 30 || 4 || 2 || 10 || +5 || +1 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Crouch MK || || L || 30,30 || 6 || 2(2)2 || 17 || hard knockdown || -2 || - || 2 || 0,1 || - || - | |||
|- | |||
| Crouch HK || || L || 90 || 7 || 10 || 18 || hard knockdown || -8 || - || 3 || 1 || - || The last 5 active frames do not cause knockdown | |||
|- | |||
| Jump Up LP || || M || 40 || 5 || 7 || until ground+4 || +12 || +3 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MP || || M || 70 || 5 || 4 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HP || || M || 100 || 6 || 4 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Up LK || || M || 40 || 5 || 8 || until ground+4 || +13 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MK || || M || 70 || 6 || 3 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HK || || M || 70,30 || 5 || 2(5)4 || until ground+4 || +20 || +8 || - || 3,3 || 0,1 || 1 || Knockdown on airborne opponent | |||
|- | |||
| Jump Diagonal LP || || M || 40 || 5 || 7 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MP || || M || 70 || 5 || 2 || until ground+4 || +16 || +5 || SM,EX || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HP || || M || 100 || 6 || 4 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal LK || || M || 40 || 5 || 8 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MK || || M || 70 || 6 || 6 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HK || || M || 100 || 8 || 3 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || switch || -34 || - || 3 || - || - || Crushes crouching attacks frames 1-14, Launches opponent while switching characters | |||
|- | |||
| Cross Cancel || f+HP+HK (while blocking) || H || 40x3 || 5 || 2(4)2(6)2 || 14+20 || hard knockdown || - || - || - || - || - || Invulnerability frames 1-11, Resembles LK Bushin Senpukyaku | |||
|- | |||
| Grab Throw || LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || - | |||
|- | |||
| Shoulder Throw || b+LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || - | |||
|- | |||
| Elbow Drop || d+MP (during jump) || H || 60 || 10 || 10 || until ground+4 || +12 || +8 || - || - || - || - || Whiffs on airborne opponent | |||
|- | |||
| Ninja Sickle || df+HK || H || 70,50 || 10 || 2(2)2 || 25 || float || -5 || - || 3,3 || 0,1 || 1 || - | |||
|- | |||
| Neck Breaker || f+MP || M || 35,35 || 16 || 2,2 || 14 || +3 || -1 || Whiff: SM,EX,SA,CA || 2,2 || 1,1 || 1 || Knockdown on airborne opponent | |||
|- | |||
| Wall Jump || f or uf (during jump, near wall) || - || - || - || - || - || - || - || - || - || - || - || - | |||
|- | |||
| - **LC || LP > MP || H || 50 || 7 || 1 || 22 || -2 || -6 || BC,LA || 2 || 1 || - || - | |||
|- | |||
| - || LP > MP > HP || H || 60 || 5 || 2 || 28 || -5 || -11 || LA || 3 || 1 || - || - | |||
|- | |||
| Bushin Gokusaken **LC || LP > MP > HP > HK || H || 120 || 7 || 3 || 26 || float || -9 || Jump || 3 || 1 || - || - | |||
|- | |||
| Bushin Gokusaken (Throw) || LP > MP > HP > d+HK || H || 170 || 4 || 2 || - || float || - || - || 0 || - || - || - | |||
|- | |||
| Target Combo || MP > HP || H || 50 || 9 || 2 || 24 || 0 || -6 || SM,EX,SA,CA || 3 || 1 || - || - | |||
|- | |||
| Bushin Senpukyaku LK || qcb+LK || H || 30x3 || 11 || 2(6)2(6)1 || 11+19 || knockdown || -17 || - || 3,3,3 || 1,1,3 || 0 || Throw invulnerable until the end of active frames | |||
|- | |||
| Bushin Senpukyaku MK || qcb+MK || H || 40x3 || 10 || 2(6)2(6)2 || 16+20 || knockdown || -23 || - || 3,3,3 || 1,1,3 || 0 || Projectile invulnerability frames 1-11 | |||
|- | |||
| Bushin Senpukyaku HK || qcb+HK || - || 40x3,30 || 7 || 3(6)2(5)2(6)2 || 15+20 || knockdown || - || - || 4,4,4,4 || 1,1,1,4 || 0 || Whiffs on grounded opponent | |||
|- | |||
| Bushin Senpukyaku EX || qcb+KK || H || 40x4 || 4 || 2(6)2(5)2(4)2 || 16+20 || knockdown || -29 || - || 4,4,4,4 || 0,0,0,4 || 0 || Invulnerability frames 1-11 | |||
|- | |||
| Bushin Izuna Otoshi || qcf+P || - || - || 24 || - || - || - || - || - || - || - || - || Button strength determines distance | |||
|- | |||
| Bushin Izuna Otoshi EX || qcf+PP || - || - || - || - || - || - || - || - || - || - || - || Projectile invulnerable, Tracks opponent | |||
|- | |||
| Bushin Izuna Otoshi Throw || P during Bushin Izuna Otoshi || throw || 150 || 1 || 2 || - || hard knockdown || - || - || - || - || - || Transitions to Elbow on whiff | |||
|- | |||
| Bushin Izuna Otoshi EX Throw || P during Bushin EX Izuna Otoshi || throw || 170 || 1 || 2 || - || hard knockdown || - || - || - || - || - || Transitions to Elbow on whiff | |||
|- | |||
| Bushin Izuna Otoshi Elbow || P during Bushin Izuna Otoshi || H || 60 || 16 || until ground || 3 || +18 || +11 || - || 3 || 3 || 0 || Non-EX version whiffs on airborne opponent | |||
|- | |||
| Kaizen Izuna Otoshi || qcf+P (air) || air throw || 150 || 4 || 3 || until ground+4 || hard knockdown || - || - || 6 || - || - || MP version considered as strike | |||
|- | |||
| Kaizen Izuna Otoshi EX || qcf+PP (air) || air throw || 150 || 4 || 3 || until ground+4 || hard knockdown || - || - || 6 || - || - || "Invulnerability frames 1-4 | |||
|- | |||
| " | |||
|- | |||
| Run || qcf+K || - || - || 5 || - || - || - || - || LK,MK,HK || - || - || - || - | |||
|- | |||
| Run EX || qcf+KK || - || - || 11 || - || 36-48 || - || - || LK,MK,HK || - || - || - || 2 points of armor from frame 1 until frame 34-46 | |||
|- | |||
| Sudden Stop || LK during Run || - || - || - || - || 17 || - || - || - || - || - || - || - | |||
|- | |||
| Sudden Stop EX || LK during EX Run || - || - || - || - || 16 || - || - || - || - || - || - || 1 point of armor during frames 1-15 | |||
|- | |||
| Shadow Kick || MK during Run || L || 120 || 10 || 6 || 22 || hard knockdown || -11 || - || 3 || 3 || - || - | |||
|- | |||
| Shadow Kick EX || MK during EX Run || L || 140 || 10 || 13 || 13 || hard knockdown || -9 || - || 3 || 3 || - || - | |||
|- | |||
| Neck Flip **LC || HK during Run || M,H || 50x2 || 22 || 2,3 || 19 || 0 || -4 || - || 3,3 || 0,3 || 0 || 1st hit: Whiffs on crouching opponent | |||
|- | |||
| Neck Flip EX **LC || HK during EX Run || M,H || 60x2 || 22 || 2,3 || 19 || ground bounce || -4 || - || 3,3 || 0,3 || 0 || - | |||
|- | |||
| Hozanto LP || qcb+LP || H || 80 || 20 || 3 || 21 || knockdown || -2 || - || 1 || 1 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-15 | |||
|- | |||
| Hozanto MP || qcb+MP || H || 100 || 23 || 3 || 22 || knockdown || -3 || - || 1 || 1 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-19 | |||
|- | |||
| Hozanto HP || qcb+HP || H || 120 || 31 || 3 || 22 || knockdown || -3 || - || 1 || 1 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-27 | |||
|- | |||
| Hozanto EX || qcb+PP || H || 100 || 11 || 3 || 24 || wall bounce || -5 || - || 3 || 3 || 0 || Chargeable: 51F for Super Art | |||
|- | |||
| Bushin Goraisenpujin **LC || qcb+PPP || H || 300 || 3 || 5(8)5(13)4(14)2 || 44 || hard knockdown || -29 || - || 4,5,6,7 || 1,1,1,7 || - || 62 frames cinematic freeze before attack begins, Invulnerability frames 1-3 | |||
|- | |||
| Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2 || 43 || switch || -23 || - || 3 || - || - || 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | |||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! Notes | |||
|- | |||
| Far LP || H || 30 || 4 || 2 || 9 || +6 || +2 || EX,SA,CA || Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent | |||
|- | |||
| Far MP || H || 42 || 5 || 2 || 22 || -3 || -7 || EX,SA,CA || - | |||
|- | |||
| Far HP **LC || H || 63 || 7 || 2 || 32 || -9 || -14 || - || - | |||
|- | |||
| Far LK || H || 30 || 6 || 2 || 10 || +5 || +1 || - || - | |||
|- | |||
| Far MK **LC || H || 42 || 8 || 2 || 26 || -10 || -11 || - || - | |||
|- | |||
| Far HK **LC || H || 63 || 8 || 3 || 30 || -8 || -13 || - || - | |||
|- | |||
| Close LP || H || 30 || 4 || 2 || 9 || +6 || +2 || EX,SA,CA || Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent | |||
|- | |||
| Close MP **LC || H || 42 || 5 || 2 || 20 || -1 || -5 || EX,SA,CA || - | |||
|- | |||
| Close HP || H || 63 || 5 || 2 || 31 || -7 || -13 || EX,SA,CA || Forces standing | |||
|- | |||
| Close LK || H || 30 || 5 || 3 || 12 || +2 || -2 || EX,SA,CA || - | |||
|- | |||
| Close MK || H || 42 || 7 || 2 || 22 || -3 || -7 || EX,SA,CA || - | |||
|- | |||
| Close HK || H || 63 || 7 || 3 || 30 || -8 || -13 || - || - | |||
|- | |||
| Crouch LP || H || 30 || 4 || 2 || 9 || +6 || +2 || EX,SA,CA || Rapid fire cancelable into light normal attacks | |||
|- | |||
| Crouch MP **LC || H || 42 || 6 || 4 || 22 || -5 || -9 || EX,SA,CA || - | |||
|- | |||
| Crouch HP || H || 63 || 9 || 2 || 34 || -10 || -16 || - || Forces standing | |||
|- | |||
| Crouch LK || L || 30 || 4 || 2 || 10 || +5 || +1 || - || - | |||
|- | |||
| Crouch MK || L || 21,21 || 6 || 2(2)2 || 22 || hard knockdown || -7 || - || - | |||
|- | |||
| Crouch HK || L || 63 || 7 || 10 || 27 || hard knockdown || -17 || - || The last 5 active frames do not cause knockdown | |||
|} | |||
== Move Analysis == | == Move Analysis == | ||
Line 122: | Line 307: | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | * cr.LK, cr.LP, st.MP > HP xx qcf+K > MK (215) | ||
(0bar, hitconfirm, medium) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | * cr.MP, st.MP > HP xx qcb+MP, LP MP HP HK, jump cancel, (air) qcf+MP | ||
(0bar, medium, corner) | |||
* cr.LP, cr.LP, cr.MP, st.MP xx qcf+K > MK (222) | |||
(0bar, easy) | |||
* cl.HK, st.MP > HP xx qcf+K > MK (274) | |||
(0bar, easy) | |||
* LP > MP > HP > HK, walk forward, LP > MP > HP > HK xx Jump, (air) qcf+MP | |||
(0bar, medium) | |||
* qcb+P, cr.MP, walk forward, cl.MK, cl.HP xx qcb+HK | |||
(0bar, medium) | |||
* qcb+PP, dash forward, cl.HK, st.MP > HP xx qcb+HK | |||
(1bar, medium) | |||
=== Post-Launch Combos === | |||
* cl.MK, st.MP > HP xx qcb+HK | |||
(0bar, medium) | |||
* LP > MP > HP > HK, jump cancel, (air) qcf+MP | |||
(0bar, easy) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* LP > MP > HP > HK, jump cancel, j.HK, cl.mp x qcb+MK | |||
(0bar, medium) | |||
NOTE: for large characters, cl.HP x qcb+MK will work as an ender | |||
=== Combos Into Supers === | === Combos Into Supers === | ||
Line 139: | Line 350: | ||
[https://docs.google.com/spreadsheet/ccc?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE#gid=39 zUkUu's Frame Data Guide for Guy] | [https://docs.google.com/spreadsheet/ccc?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE#gid=39 zUkUu's Frame Data Guide for Guy] | ||
{{Navbox-SFxTK}} | |||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] | ||
[[Category:Guy]] |
Latest revision as of 18:13, 2 October 2023


Guy
Ideal Team Position: Point
Guy excels at one thing and one thing only: speed. Guy is all about using his fast walk, dash, command dash, flip, and wall jump to mix up how he'll get in on the opponent. Unfortunately, Guy lacks in most departments outside of speed. His reversal is weak and costs meter, his only reliable anti air is cr.mp, and he doesn't get that much reward for winning in neutral compared to the rest of the cast. However, the little reward he gets doesn't matter much when you're just focused on getting in with your great speed and vast amount of options. Guy is best used to get in on the opponent by mixing up timings with his command dash (qcf+k) and flip (qcf+p). Once he gets in, he can tag his partner in to help him with his damage dealing issue. Guy is best used on point with a strong character as an anchor, so he can do his job of getting in while letting his partner take care of the damage department.
Strengths | Weaknesses |
---|---|
|
|
Normal Attacks



Whiffs Crouching









Whiffs Crouching




Forces Standing


























Later active frames don’t cause HKD













































Unique Attacks

during Forward Jump



On Whiff -





















Throws









Special Moves




















Projectile Invul.
Tracks




MP version considered as a Strike











1st hit Whiffs crouching opponents
2nd hit is overhead









Super Combo


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Far LP | H | 30 | 4 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent | |
Far MP | H | 60 | 5 | 2 | 17 | +2 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far HP | H | 90 | 7 | 2 | 21 | +2 | -3 | - | 3 | 1 | 1 | - | |
Far LK | H | 30 | 6 | 2 | 10 | +5 | +1 | - | 1 | 1 | 1 | - | |
Far MK | H | 60 | 8 | 2 | 16 | 0 | -1 | - | 2 | 1 | 1 | - | |
Far HK | H | 90 | 8 | 3 | 19 | +3 | -2 | - | 3 | 1 | 1 | - | |
Close LP | H | 30 | 4 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent | |
Close MP | H | 60 | 5 | 2 | 13 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close HP | H | 90 | 5 | 2 | 20 | +4 | -2 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Close LK | H | 30 | 5 | 3 | 12 | +2 | -2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close MK | H | 60 | 7 | 2 | 13 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 90 | 7 | 3 | 14 | +8 | +3 | - | 3 | 1 | 1 | - | |
Crouch LP | H | 30 | 4 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Crouch MP | H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch HP | H | 90 | 9 | 2 | 17 | +7 | +1 | - | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 30,30 | 6 | 2(2)2 | 17 | hard knockdown | -2 | - | 2 | 0,1 | - | - | |
Crouch HK | L | 90 | 7 | 10 | 18 | hard knockdown | -8 | - | 3 | 1 | - | The last 5 active frames do not cause knockdown | |
Jump Up LP | M | 40 | 5 | 7 | until ground+4 | +12 | +3 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 5 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 6 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 40 | 5 | 8 | until ground+4 | +13 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 6 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 70,30 | 5 | 2(5)4 | until ground+4 | +20 | +8 | - | 3,3 | 0,1 | 1 | Knockdown on airborne opponent | |
Jump Diagonal LP | M | 40 | 5 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 5 | 2 | until ground+4 | +16 | +5 | SM,EX | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 100 | 6 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 5 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 6 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 8 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 40x3 | 5 | 2(4)2(6)2 | 14+20 | hard knockdown | - | - | - | - | - | Invulnerability frames 1-11, Resembles LK Bushin Senpukyaku |
Grab Throw | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Shoulder Throw | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Elbow Drop | d+MP (during jump) | H | 60 | 10 | 10 | until ground+4 | +12 | +8 | - | - | - | - | Whiffs on airborne opponent |
Ninja Sickle | df+HK | H | 70,50 | 10 | 2(2)2 | 25 | float | -5 | - | 3,3 | 0,1 | 1 | - |
Neck Breaker | f+MP | M | 35,35 | 16 | 2,2 | 14 | +3 | -1 | Whiff: SM,EX,SA,CA | 2,2 | 1,1 | 1 | Knockdown on airborne opponent |
Wall Jump | f or uf (during jump, near wall) | - | - | - | - | - | - | - | - | - | - | - | - |
- **LC | LP > MP | H | 50 | 7 | 1 | 22 | -2 | -6 | BC,LA | 2 | 1 | - | - |
- | LP > MP > HP | H | 60 | 5 | 2 | 28 | -5 | -11 | LA | 3 | 1 | - | - |
Bushin Gokusaken **LC | LP > MP > HP > HK | H | 120 | 7 | 3 | 26 | float | -9 | Jump | 3 | 1 | - | - |
Bushin Gokusaken (Throw) | LP > MP > HP > d+HK | H | 170 | 4 | 2 | - | float | - | - | 0 | - | - | - |
Target Combo | MP > HP | H | 50 | 9 | 2 | 24 | 0 | -6 | SM,EX,SA,CA | 3 | 1 | - | - |
Bushin Senpukyaku LK | qcb+LK | H | 30x3 | 11 | 2(6)2(6)1 | 11+19 | knockdown | -17 | - | 3,3,3 | 1,1,3 | 0 | Throw invulnerable until the end of active frames |
Bushin Senpukyaku MK | qcb+MK | H | 40x3 | 10 | 2(6)2(6)2 | 16+20 | knockdown | -23 | - | 3,3,3 | 1,1,3 | 0 | Projectile invulnerability frames 1-11 |
Bushin Senpukyaku HK | qcb+HK | - | 40x3,30 | 7 | 3(6)2(5)2(6)2 | 15+20 | knockdown | - | - | 4,4,4,4 | 1,1,1,4 | 0 | Whiffs on grounded opponent |
Bushin Senpukyaku EX | qcb+KK | H | 40x4 | 4 | 2(6)2(5)2(4)2 | 16+20 | knockdown | -29 | - | 4,4,4,4 | 0,0,0,4 | 0 | Invulnerability frames 1-11 |
Bushin Izuna Otoshi | qcf+P | - | - | 24 | - | - | - | - | - | - | - | - | Button strength determines distance |
Bushin Izuna Otoshi EX | qcf+PP | - | - | - | - | - | - | - | - | - | - | - | Projectile invulnerable, Tracks opponent |
Bushin Izuna Otoshi Throw | P during Bushin Izuna Otoshi | throw | 150 | 1 | 2 | - | hard knockdown | - | - | - | - | - | Transitions to Elbow on whiff |
Bushin Izuna Otoshi EX Throw | P during Bushin EX Izuna Otoshi | throw | 170 | 1 | 2 | - | hard knockdown | - | - | - | - | - | Transitions to Elbow on whiff |
Bushin Izuna Otoshi Elbow | P during Bushin Izuna Otoshi | H | 60 | 16 | until ground | 3 | +18 | +11 | - | 3 | 3 | 0 | Non-EX version whiffs on airborne opponent |
Kaizen Izuna Otoshi | qcf+P (air) | air throw | 150 | 4 | 3 | until ground+4 | hard knockdown | - | - | 6 | - | - | MP version considered as strike |
Kaizen Izuna Otoshi EX | qcf+PP (air) | air throw | 150 | 4 | 3 | until ground+4 | hard knockdown | - | - | 6 | - | - | "Invulnerability frames 1-4 |
" | |||||||||||||
Run | qcf+K | - | - | 5 | - | - | - | - | LK,MK,HK | - | - | - | - |
Run EX | qcf+KK | - | - | 11 | - | 36-48 | - | - | LK,MK,HK | - | - | - | 2 points of armor from frame 1 until frame 34-46 |
Sudden Stop | LK during Run | - | - | - | - | 17 | - | - | - | - | - | - | - |
Sudden Stop EX | LK during EX Run | - | - | - | - | 16 | - | - | - | - | - | - | 1 point of armor during frames 1-15 |
Shadow Kick | MK during Run | L | 120 | 10 | 6 | 22 | hard knockdown | -11 | - | 3 | 3 | - | - |
Shadow Kick EX | MK during EX Run | L | 140 | 10 | 13 | 13 | hard knockdown | -9 | - | 3 | 3 | - | - |
Neck Flip **LC | HK during Run | M,H | 50x2 | 22 | 2,3 | 19 | 0 | -4 | - | 3,3 | 0,3 | 0 | 1st hit: Whiffs on crouching opponent |
Neck Flip EX **LC | HK during EX Run | M,H | 60x2 | 22 | 2,3 | 19 | ground bounce | -4 | - | 3,3 | 0,3 | 0 | - |
Hozanto LP | qcb+LP | H | 80 | 20 | 3 | 21 | knockdown | -2 | - | 1 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-15 |
Hozanto MP | qcb+MP | H | 100 | 23 | 3 | 22 | knockdown | -3 | - | 1 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-19 |
Hozanto HP | qcb+HP | H | 120 | 31 | 3 | 22 | knockdown | -3 | - | 1 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 6-27 |
Hozanto EX | qcb+PP | H | 100 | 11 | 3 | 24 | wall bounce | -5 | - | 3 | 3 | 0 | Chargeable: 51F for Super Art |
Bushin Goraisenpujin **LC | qcb+PPP | H | 300 | 3 | 5(8)5(13)4(14)2 | 44 | hard knockdown | -29 | - | 4,5,6,7 | 1,1,1,7 | - | 62 frames cinematic freeze before attack begins, Invulnerability frames 1-3 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 43 | switch | -23 | - | 3 | - | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|
Far LP | H | 30 | 4 | 2 | 9 | +6 | +2 | EX,SA,CA | Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent |
Far MP | H | 42 | 5 | 2 | 22 | -3 | -7 | EX,SA,CA | - |
Far HP **LC | H | 63 | 7 | 2 | 32 | -9 | -14 | - | - |
Far LK | H | 30 | 6 | 2 | 10 | +5 | +1 | - | - |
Far MK **LC | H | 42 | 8 | 2 | 26 | -10 | -11 | - | - |
Far HK **LC | H | 63 | 8 | 3 | 30 | -8 | -13 | - | - |
Close LP | H | 30 | 4 | 2 | 9 | +6 | +2 | EX,SA,CA | Rapid fire cancelable into light normal attacks, Whiffs on crouching opponent, Knockdown on airborne opponent |
Close MP **LC | H | 42 | 5 | 2 | 20 | -1 | -5 | EX,SA,CA | - |
Close HP | H | 63 | 5 | 2 | 31 | -7 | -13 | EX,SA,CA | Forces standing |
Close LK | H | 30 | 5 | 3 | 12 | +2 | -2 | EX,SA,CA | - |
Close MK | H | 42 | 7 | 2 | 22 | -3 | -7 | EX,SA,CA | - |
Close HK | H | 63 | 7 | 3 | 30 | -8 | -13 | - | - |
Crouch LP | H | 30 | 4 | 2 | 9 | +6 | +2 | EX,SA,CA | Rapid fire cancelable into light normal attacks |
Crouch MP **LC | H | 42 | 6 | 4 | 22 | -5 | -9 | EX,SA,CA | - |
Crouch HP | H | 63 | 9 | 2 | 34 | -10 | -16 | - | Forces standing |
Crouch LK | L | 30 | 4 | 2 | 10 | +5 | +1 | - | - |
Crouch MK | L | 21,21 | 6 | 2(2)2 | 22 | hard knockdown | -7 | - | - |
Crouch HK | L | 63 | 7 | 10 | 27 | hard knockdown | -17 | - | The last 5 active frames do not cause knockdown |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
== The Basics ==N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.LK, cr.LP, st.MP > HP xx qcf+K > MK (215)
(0bar, hitconfirm, medium)
Hit Confirm Combos
- cr.MP, st.MP > HP xx qcb+MP, LP MP HP HK, jump cancel, (air) qcf+MP
(0bar, medium, corner)
- cr.LP, cr.LP, cr.MP, st.MP xx qcf+K > MK (222)
(0bar, easy)
- cl.HK, st.MP > HP xx qcf+K > MK (274)
(0bar, easy)
- LP > MP > HP > HK, walk forward, LP > MP > HP > HK xx Jump, (air) qcf+MP
(0bar, medium)
- qcb+P, cr.MP, walk forward, cl.MK, cl.HP xx qcb+HK
(0bar, medium)
- qcb+PP, dash forward, cl.HK, st.MP > HP xx qcb+HK
(1bar, medium)
Post-Launch Combos
- cl.MK, st.MP > HP xx qcb+HK
(0bar, medium)
- LP > MP > HP > HK, jump cancel, (air) qcf+MP
(0bar, easy)
Advanced Combos
- LP > MP > HP > HK, jump cancel, j.HK, cl.mp x qcb+MK
(0bar, medium) NOTE: for large characters, cl.HP x qcb+MK will work as an ender
Combos Into Supers
- N/A