Street Fighter Alpha 3/Guy/Introduction: Difference between revisions

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==Introduction==
=Introduction=
Underpass, USA The modern-day ninja chose to investigate Shadaloo and its activities after Guy's master Zeku (and Karin, after an encounter) had stated that the forces of Bushinryu will rise from the shadows to protect the world, believing that they were referring to Shadaloo.
Underpass, USA The modern-day ninja chose to investigate Shadaloo and its activities after Guy's master Zeku (and Karin, after an encounter) had stated that the forces of Bushinryu will rise from the shadows to protect the world, believing that they were referring to Shadaloo.


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| intro =  
| intro =  
| pros =
| pros =
* Good mobility - Fast walk speed, and moves like run/flip that let you move around quickly
* Good mobility - Fast walk speed, and his bushin run/flip let you get around the screen quickly
* Good reach, far mk, far mp, and cr hk all have good distance
* Good reach and priority with grounded normals
* Slide in general is incredibly oppressive against many characters
* Slide in general is incredibly safe and oppressive against many characters
* Can combo into flip grab off counter-hit anti-airs, making it risky to jump at him
* Can combo into flip grab off counter-hit anti-airs, making it risky to jump at him
* Fantastic air grab that does full damage on tech
* Fantastic air grab that does full damage on tech
* Air elbow lets him change his jump trajectory
* Air elbow (air d. MP) lets him change his jump trajectory
* Insane burst potential with level 3 kick super.  Potentially round ending once it lands and can be confirmed into from a variety of ranges/situations
* Insane burst damage potential with bushin chain and juggles off level 3 kick super.  Potentially round ending once it lands and can be confirmed into from a variety of ranges/situations
* Bushin chain does a lot of damage and leaves the opponent in an untechable state
* Bushin chain does a lot of damage and leaves the opponent in an untechable state
* Gets huge mileage off walk cancelling from air elbow, depending on distance to the corner.  Sometimes 50% damage or more, including stun afterwards
* Gets huge mileage off walk cancelling from air elbow, depending on distance to the corner.  Sometimes 50% damage or more, including stun afterwards
* Turn elbow is a strong anti-projectile option
* Shoulder is a strong anti-projectile option
* Great corner escape with wall jump and flip elbow
* Great corner escape with wall jump and flip
* Is able to combo after his kick throw, mid screen and in the corner
* Is able to combo after his kick throw, mid screen and in the corner
* One of the most damaging meterless tech roll punishes in the game with close LK into bushin chain
* Unusually thin hurtbox makes him difficult to cross-up.
| cons =
| cons =
* Reversal tatsu runs out of i-frames before the actual hit frames and loses to delayed normals
* Reversal tatsu runs out of i-frames before the actual hit frames and loses to delayed normals
* Needs 3 bars to really be scary on the ground
* Needs 3 bars to really be scary on the ground
* Awkward, floaty jump
* Awkward, floaty jump
* Bushin combos only hit on standing or very tall opponents
* Anti-airs are inconsistent in some match-ups
* Elbow only combos reliably off close normals unlike A2
* Bushin chain only hits on standing or very tall opponents
* V ism options with CC are jank and unreliable, making A-ISM a better option with his amazing supers
* High execution requirement: Picky timing on Bushin chains/juggles, proximity cancels, etc
* Shoulder only combos reliably off close normals unlike A2
* Alpha counter is not the best and sometimes whiffs on moves with low hurtboxes
* V-ISM options are jank and unreliable, making A-ISM a better option with his amazing supers
}}
}}
====Color Options====
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" colspan="2" bgcolor="#ff0808" | X-Ism|| align="center" colspan="2" bgcolor="#309900" | A-Ism || align="center" colspan="2" bgcolor="#0822ff" | V-Ism
|-
| align="center" | [[File:sfa3_Guy_pxism.png]] || align="center" | [[File:sfa3_Guy_kxism.png]] || align="center" | [[File:sfa3_Guy_paism.png]] || align="center" | [[File:sfa3_Guy_kaism.png]] || align="center" | [[File:sfa3_Guy_pvism.png]] || align="center" | [[File:sfa3_Guy_kvism.png]]
|-
| align="center" | Punch || align="center" | Kick || align="center" | Punch || align="center" | Kick || align="center" | Punch || align="center" | Kick
|}

Latest revision as of 15:05, 16 August 2023

Introduction

Underpass, USA The modern-day ninja chose to investigate Shadaloo and its activities after Guy's master Zeku (and Karin, after an encounter) had stated that the forces of Bushinryu will rise from the shadows to protect the world, believing that they were referring to Shadaloo.

Pros Cons
  • Good mobility - Fast walk speed, and his bushin run/flip let you get around the screen quickly
  • Good reach and priority with grounded normals
  • Slide in general is incredibly safe and oppressive against many characters
  • Can combo into flip grab off counter-hit anti-airs, making it risky to jump at him
  • Fantastic air grab that does full damage on tech
  • Air elbow (air d. MP) lets him change his jump trajectory
  • Insane burst damage potential with bushin chain and juggles off level 3 kick super. Potentially round ending once it lands and can be confirmed into from a variety of ranges/situations
  • Bushin chain does a lot of damage and leaves the opponent in an untechable state
  • Gets huge mileage off walk cancelling from air elbow, depending on distance to the corner. Sometimes 50% damage or more, including stun afterwards
  • Shoulder is a strong anti-projectile option
  • Great corner escape with wall jump and flip
  • Is able to combo after his kick throw, mid screen and in the corner
  • One of the most damaging meterless tech roll punishes in the game with close LK into bushin chain
  • Unusually thin hurtbox makes him difficult to cross-up.
  • Reversal tatsu runs out of i-frames before the actual hit frames and loses to delayed normals
  • Needs 3 bars to really be scary on the ground
  • Awkward, floaty jump
  • Anti-airs are inconsistent in some match-ups
  • Bushin chain only hits on standing or very tall opponents
  • High execution requirement: Picky timing on Bushin chains/juggles, proximity cancels, etc
  • Shoulder only combos reliably off close normals unlike A2
  • Alpha counter is not the best and sometimes whiffs on moves with low hurtboxes
  • V-ISM options are jank and unreliable, making A-ISM a better option with his amazing supers



Color Options

X-Ism A-Ism V-Ism
Sfa3 Guy pxism.png Sfa3 Guy kxism.png Sfa3 Guy paism.png Sfa3 Guy kaism.png Sfa3 Guy pvism.png Sfa3 Guy kvism.png
Punch Kick Punch Kick Punch Kick