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Guy is a very tricky character. Not only can he be tricky to fight against, dealing with his "cross-up or not" mix-ups using Jumping Medium Kick and the Elbow Drop or dealing with his Run pressure up close or getting grabbed by surprise Bushin Throws, he's also a very tricky character to learn. Most of his attack plans and mix-ups are very unorthodox when compared to the majority of the cast, but that's one of his big advantages: opponents may not be used to this type of offense and defense. And that only makes Guy's mix-up game and odd style that much more effective.}} | Guy is a very tricky character. Not only can he be tricky to fight against, dealing with his "cross-up or not" mix-ups using Jumping Medium Kick and the Elbow Drop or dealing with his Run pressure up close or getting grabbed by surprise Bushin Throws, he's also a very tricky character to learn. Most of his attack plans and mix-ups are very unorthodox when compared to the majority of the cast, but that's one of his big advantages: opponents may not be used to this type of offense and defense. And that only makes Guy's mix-up game and odd style that much more effective.}} | ||
=== Players to Watch === | |||
Marq Teddy, Nox2 | |||
== Moves == | == Moves == | ||
Line 11: | Line 15: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Elbow Drop | (during jump) d + mp | }} | {{SSFIVMoveListRow | Elbow Drop | (during jump) {{d}} + {{mp}} | }} | ||
{{SSFIVMoveListRow | Ninja Sickle | df + hk | }} | {{SSFIVMoveListRow | Ninja Sickle | {{df}} + {{hk}} | }} | ||
{{SSFIVMoveListRow | Neck Breaker | f + mp | high }} | {{SSFIVMoveListRow | Neck Breaker | {{f}} + {{mp}} | {{high}} }} | ||
{{SSFIVMoveListRow | Bushin Gokusaken | lp --- mp --- hp --- hk | Switch hk to d + hk for throw ender }} | {{SSFIVMoveListRow | Bushin Gokusaken | {{lp}} {{---}} {{mp}} {{---}} {{hp}} {{---}} {{hk}} | Switch {{hk}} to {{d}} + {{hk}} for {{throw}} ender }} | ||
{{SSFIVMoveListRow | Wall Jump | (in air, near wall) uf | }} | {{SSFIVMoveListRow | Wall Jump | (in air, near wall) {{uf}} | }} | ||
{{SSFIVMoveListRow | Target Combo | mp --- hp | }} | {{SSFIVMoveListRow | Target Combo | {{mp}} {{---}} {{hp}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 22: | Line 26: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Grab Throw | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Grab Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Shoulder Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Shoulder Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 29: | Line 33: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hozanto | qcb + p | ex armorbreak }} | {{SSFIVMoveListRow | Hozanto | {{qcb}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Bushin Senpukyaku | qcb + k | ex }} | {{SSFIVMoveListRow | Bushin Senpukyaku | {{qcb}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Bushin Izuna Otoshi | qcf + p --- p | When opponent is far, Bushin Izuna Otoshi is replaced with Elbow Drop; throw airthrow ex }} | {{SSFIVMoveListRow | Bushin Izuna Otoshi | {{qcf}} + {{p}} {{---}} {{p}} | When opponent is far, Bushin Izuna Otoshi is replaced with Elbow Drop; {{throw}} {{airthrow}} {{ex}} }} | ||
{{SSFIVMoveListRow | Run | qcf + k | ex version gains armor (2 hits); ex }} | {{SSFIVMoveListRow | Run | {{qcf}} + {{k}} | {{ex}} version gains armor (2 hits); {{ex}} }} | ||
{{SSFIVMoveListRow | Sudden Stop | lk | Perform after Run }} | {{SSFIVMoveListRow | Sudden Stop | {{lk}} | Perform after Run }} | ||
{{SSFIVMoveListRow | Shadow Kick | mk | Perform after Run; low }} | {{SSFIVMoveListRow | Shadow Kick | {{mk}} | Perform after Run; {{low}} }} | ||
{{SSFIVMoveListRow | Neck Flip | hk | Perform after Run; high }} | {{SSFIVMoveListRow | Neck Flip | {{hk}} | Perform after Run; {{high}} }} | ||
{{SSFIVMoveListRow | Kaiten Izuna Otoshi | (in air) qcf + p | airthrow ex }} | {{SSFIVMoveListRow | Kaiten Izuna Otoshi | (in air) {{qcf}} + {{p}} | {{airthrow}} {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Bushin Hasoken | qcf qcf + p | }} | {{SSFIVMoveListRow | Bushin Hasoken | {{qcf}} qcf + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Bushin Goraisenpujin | qcf qcf + 3k | armorbreak }} | {{SSFIVMoveListRow | Bushin Goraisenpujin | {{qcf}} qcf + {{3k}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Bushin Muso Renge | hcb hcb + 3p | throw }} | {{SSFIVMoveListRow | Bushin Muso Renge | {{hcb}} hcb + {{3p}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Retreat'' | |||
Increased speed of retreat. | |||
''EX Bushin Senpukyaku'' | |||
Expanded first hit’s hitbox and increased active period from 1F to 2F to make the move easier to land. | |||
''Elbow Drop'' | |||
Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch. | |||
''Bushin Izuna Otoshi'' | |||
Reduced landing stun for all versions when additional button input was missed. | |||
''Grab Throw / Shoulder Throw'' | |||
Expanded hitbox forward slightly. | |||
''Vertical Jump Heavy Punch'' | |||
Expanded hitbox up and down. | |||
''Angled Jump Heavy Kick'' | |||
Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly. | |||
''Angled Jump Medium Punch'' | |||
Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly. | |||
''Bushin Goraisenpujin'' | |||
Slightly increased movement amount prior to first hit. | |||
Expanded hitbox to the front. | |||
Made easy command mode input the same as SSF4. | |||
''Neck Flip'' | |||
Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching. | |||
''Wall Jump'' | |||
Sped up timing of follow-up input after kicking the wall. | |||
''Bushin Hasoken'' | |||
Expanded the final hit’s hitbox, making it easier to fully hit. | |||
== AE Changes == | |||
* Close Standing Medium Kick into Far Standing Medium Punch combos. | |||
* Close Standing Medium Punch into Medium Punch Shoulder doesn't combo. | |||
* Target Combo seems to connect easier on crouching opponents. | |||
* Feels like Jumping Hard Kick into Close Standing Hard Kick might be easier to connect. | |||
* Far version Standing MK has faster start-up and less recovery | |||
* Far version Standing MP hit box is buffed a bit | |||
* Guy's Standing Light Punch improved. The hitbox was extended upward, and the hittable box is significantly reduced, making it good. | |||
* Improved 3 frame Crouching Light Kick, damage decreased. | |||
* His EX run follow-up timing is now same with his non-EX versions. Also, his EX run slide will have projectile invincibility, while his EX run stop has armor. | |||
* Super Combo damage increased, and fixed some issues of it whiffing on some characters if done after a combo. | |||
* F+MP overhead now does 2 hits, and is even on hit. Previously it left you at frame disadvantage on hit. | |||
==The Basics== | |||
==Combos== | |||
==Strategy== | |||
==Matchups== | |||
Line 91: | Line 183: | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" | | | align="center" |Cannot hit crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 119: | Line 211: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 145: | Line 237: | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |+ | | align="center" |+3 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" | | | align="center" | | ||
Line 175: | Line 267: | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" | | | align="center" |cannot hit crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 287: | Line 379: | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" |+8 | | align="center" |+8 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 315: | Line 407: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2nd hit hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 329: | Line 421: | ||
| align="center" |-10[-5] | | align="center" |-10[-5] | ||
| align="center" |-[-3] | | align="center" |-[-3] | ||
| align="center" | | | align="center" |Hard knockdown (first 5f), [] refers to after 5th active frame | ||
| | | | | | ||
|- | |- | ||
Line 413: | Line 505: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[air hit] limited juggle knockdown, 2nd hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 508: | Line 600: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |2(3)2 | | align="center" |2(3)2 | ||
| align="center" |12+13 | | align="center" |12 + After landing 13 | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |14f~ airborne, 2nd hit floats opponent | ||
| | | | | | ||
|- | |- | ||
Line 536: | Line 628: | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" | | | align="center" |After landing 4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 585: | Line 677: | ||
|- | |- | ||
| |Bushin Chain (4th hit) [[File:Down.gif]]+[[File:Roundhouse.gif]] | | |Bushin Chain (4th hit) [[File:Down.gif]]+[[File:Roundhouse.gif]] | ||
| align="center" | | | align="center" |- | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |0 | | align="center" |0 | ||
Line 595: | Line 687: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |floats opponent | ||
| | | | | | ||
|- | |- | ||
Line 609: | Line 701: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 632: | Line 724: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 646: | Line 738: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 679: | Line 771: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 693: | Line 785: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 707: | Line 799: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |5~15f upper body projectile invincible, armor break | ||
| | | | | | ||
|- | |- | ||
Line 721: | Line 813: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |5~19f upper body projectile invincible, armor break | ||
| | | | | | ||
|- | |- | ||
Line 735: | Line 827: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |5~26f upper body projectile invincible, armor break | ||
| | | | | | ||
|- | |- | ||
Line 749: | Line 841: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 760: | Line 852: | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |2(6)1(7)1 | | align="center" |2(6)1(7)1 | ||
| align="center" |11+19 | | align="center" |11 + After landing 19 | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f mid body projectile invincible, 10~28f lower body strike and projectile invincible, 1~9f unthrowable, 7f~ airborne, 2nd-3rd hit pursuit property, 3rd hit cannot hit crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 774: | Line 866: | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |2(6)2(6)2 | | align="center" |2(6)2(6)2 | ||
| align="center" |16+19 | | align="center" |16 + After landing 19 | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~26f lower body strike invincible, 1~42f projectile invincible (total body until 10f, lower body after), 7f~ airborne, 2nd-3rd hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 787: | Line 879: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |3(6)1(7)1(6) | | align="center" |3(6)1(7)1(6)1 | ||
| align="center" |16+19 | | align="center" |16 + After landing 19 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~30f lowerbody strike and projectile invincible, 5f~ airborne, pursuit property, cannot hit crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 801: | Line 893: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" | | | align="center" |2(5)1(6)1(5)2 | ||
| align="center" |16+19 | | align="center" |16 + After landing 19 | ||
| align="center" |-20 | | align="center" |-20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, 11~25f lower body strike and projectile invincible, 3f~ airborne, pursuit property, frame advantage is based off 3rd hit | ||
| | | |||
|- | |||
| |Bushin Flip [[File:Jab.gif]] | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |20/- | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |Total 68 | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup | |||
| | | |||
|- | |||
| |Bushin Flip [[File:strong.gif]] | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |20/- | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |Total 70 | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup | |||
| | | | | | ||
|- | |- | ||
| |Bushin Flip | | |Bushin Flip [[File:fierce.gif]] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 816: | Line 936: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |70 | | align="center" |Total 70 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7f~ airborne, 26 grounded recovery frames, 22f~ can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 830: | Line 950: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |65 | | align="center" |Total 65 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~14f projectile and throw invincible, passes through opponent, 7f~ airborne, 20 grounded recovery frames, tracks opponent, 22f~ can cancel into followup | ||
| | | | | | ||
|- | |- | ||
| |Bushin Izuna Otoshi | | |Bushin Izuna Otoshi (throw) | ||
| align="center" |0.80 | | align="center" |0.80 | ||
| align="center" |180 | | align="center" |180 | ||
Line 844: | Line 964: | ||
| align="center" |1 | | align="center" |1 | ||
| align="center" |1 | | align="center" |1 | ||
| align="center" |8 | | align="center" |After landing 8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, only hits standing and airborne opponents | ||
| | | | | | ||
|- | |- | ||
Line 858: | Line 978: | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" |8 | | align="center" |After landing 8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 872: | Line 992: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |See followup | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |5f~ can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 886: | Line 1,006: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |17 | | align="center" |Total 17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fastest stop is 21f | ||
| | | | | | ||
|- | |- | ||
Line 903: | Line 1,023: | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 917: | Line 1,037: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |1~14f lower body strike and projectile invincible, 15~28f airborne, 1st hit floats airborne opponents | ||
| | | | | | ||
|- | |- | ||
Line 928: | Line 1,048: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |See followup | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ 2-hit armor, 5f~ can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 942: | Line 1,062: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |17 | | align="center" |Total 17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fastest stop is 21f | ||
| | | | | | ||
|- | |- | ||
Line 959: | Line 1,079: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, 1~28f projectile invincible | ||
| | | | | | ||
|- | |- | ||
Line 973: | Line 1,093: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |1~22f projectile invincible, 1~14f lower body strike invincible, 15~29f airborne | ||
| | | | | | ||
|- | |- | ||
Line 987: | Line 1,107: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, connects on airborne opponents only | ||
| | | | | | ||
|- | |- | ||
Line 1,001: | Line 1,121: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~2f Invincible, hard knockdown, connects on airborne opponents only | ||
| | | | | | ||
|- | |- | ||
Line 1,012: | Line 1,132: | ||
| align="center" |1+7 | | align="center" |1+7 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |10+18 | | align="center" |10 + After landing 18 | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, 1f~ airborne, untechable limited juggle knockdown, pursuit property, animation continues on hit or block | ||
| | | | | | ||
|- | |- | ||
Line 1,029: | Line 1,149: | ||
| align="center" |-20 | | align="center" |-20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~12f Invincible, hard knockdown, armor break, pursuit property, 4th hit goes into animation | ||
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[[Category:Super Street Fighter IV AE]] | |||
[[Category:Guy]] |
Latest revision as of 22:21, 16 January 2021


Guy
Known for teaming up with Cody and Metro City Mayor Mike Haggar in ending the Mad Gear Gang's reign of terror in Metro City, Guy took what he learned from his battle to rescue Haggar's daughter to heart and was determined to fine-tune his skills in the Bushin style of martial arts, a responsibility he took seriously being named the 39th master of Bushin-ryu. He took to the world of Street Fighting and it was there he learned of M. Bison and gained a new purpose in life: to rid the world of the evils of Shadaloo and M. Bison himself.
In a nutshell
Guy is a very tricky character. Not only can he be tricky to fight against, dealing with his "cross-up or not" mix-ups using Jumping Medium Kick and the Elbow Drop or dealing with his Run pressure up close or getting grabbed by surprise Bushin Throws, he's also a very tricky character to learn. Most of his attack plans and mix-ups are very unorthodox when compared to the majority of the cast, but that's one of his big advantages: opponents may not be used to this type of offense and defense. And that only makes Guy's mix-up game and odd style that much more effective.
Players to Watch
Marq Teddy, Nox2
Moves
Unique Attacks






















Throws









Special Moves



























Super Combo


Ultra Combos






AE ver. 2012 Changes
Retreat
Increased speed of retreat.
EX Bushin Senpukyaku
Expanded first hit’s hitbox and increased active period from 1F to 2F to make the move easier to land.
Elbow Drop
Made attack activate not only from stick down + medium punch, but also from stick down-forward + medium punch or stick down-back + medium punch.
Bushin Izuna Otoshi
Reduced landing stun for all versions when additional button input was missed.
Grab Throw / Shoulder Throw
Expanded hitbox forward slightly.
Vertical Jump Heavy Punch
Expanded hitbox up and down.
Angled Jump Heavy Kick
Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
Angled Jump Medium Punch
Expanded hitbox up, down, and to the front, and expanded hurtbox accordingly.
Bushin Goraisenpujin
Slightly increased movement amount prior to first hit. Expanded hitbox to the front. Made easy command mode input the same as SSF4.
Neck Flip
Prevented cross up over E. Honda, Chun-Li, Vega, Rufus, Cammy, Sakura, Adon, and Juri when executed close up and opponent is crouching.
Wall Jump
Sped up timing of follow-up input after kicking the wall.
Bushin Hasoken
Expanded the final hit’s hitbox, making it easier to fully hit.
AE Changes
- Close Standing Medium Kick into Far Standing Medium Punch combos.
- Close Standing Medium Punch into Medium Punch Shoulder doesn't combo.
- Target Combo seems to connect easier on crouching opponents.
- Feels like Jumping Hard Kick into Close Standing Hard Kick might be easier to connect.
- Far version Standing MK has faster start-up and less recovery
- Far version Standing MP hit box is buffed a bit
- Guy's Standing Light Punch improved. The hitbox was extended upward, and the hittable box is significantly reduced, making it good.
- Improved 3 frame Crouching Light Kick, damage decreased.
- His EX run follow-up timing is now same with his non-EX versions. Also, his EX run slide will have projectile invincibility, while his EX run stop has armor.
- Super Combo damage increased, and fixed some issues of it whiffing on some characters if done after a combo.
- F+MP overhead now does 2 hits, and is even on hit. Previously it left you at frame disadvantage on hit.
The Basics
Combos
Strategy
Matchups
Frame Data