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*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}} | ||
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[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:03, 9 December 2020


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


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
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
Combos Into Supers
- N/A