Street Fighter X Tekken/Guy: Difference between revisions

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=== Bread and Butters ===
=== Bread and Butters ===
* N/A
* cr.LK, cr.LP, st.MP > HP xx qcf+K > MK (215)
(0bar, hitconfirm, medium)


=== Hit Confirm Combos ===
=== Hit Confirm Combos ===
* N/A
* 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 ===


<youtube>OrWZCcRD3Tw</youtube>
* LP > MP > HP > HK, jump cancel, j.HK, cl.mp x qcb+MK
 
(0bar, medium)
<youtube>Bq6YhMPEBFI</youtube>
NOTE: for large characters, cl.HP x qcb+MK will work as an ender


=== Combos Into Supers ===
=== Combos Into Supers ===

Revision as of 18:46, 25 September 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Guy

Sfxt Guy face.jpg

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
  • 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.
  • Can tag Cancel.png is overhead (f.mp) into a full combo.
  • Has a good presence in the air thanks to his High.png priority air command Throw.png (qcf+p), his elbow drop, and good air normals.
  • Low damage output, relies a lot on his partner to pick up the slack.
  • Lackluster pokes that either don't have remarkable range or don't lead to anything notable.
  • MP > HP target combo will whiff at max range.
  • St.lp, the starting move of his Bushin chain, doesn't hit crouching opponents.
  • His elbow drop doesn't hit overhead.

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png Rpdfire.png
Whiffs Crouching
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Standing (close) Light Punch
Lp.png
Speccancel.png Rpdfire.png
Whiffs Crouching
Standing (close) Medium Punch
Mp.png
Speccancel.png
Standing (close) Hard Punch
Hp.png
Speccancel.png
Forces Standing
Standing (close) Light Kick
Lk.png
Speccancel.png
Standing (close) Medium Kick
Mk.png
Speccancel.png
Standing (close) Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Rpdfire.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png Hardknockdown.png
Crouching Hard Kick
D.png + Hk.png
Low.png Hardknockdown.png
Later active frames don’t cause HKD
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png Knockdown on airborne
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png Speccancel.png
Angled Jump Hard Punch
Uf.png / Ub.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Unique Attacks

Name
Command
Notes
Elbow Drop
D.png + MP
during Forward Jump
Cannot hit airborne
Ninja Sickle
Df.png + HK
Neck Breaker
F.png + MP
High.png
On Whiff - Speccancel.png
Knockdown.png on airborne
Wall Jump
F.png or Uf.png
Bushin Gokusaken
Lp.png ---.png Mp.png ---.png Hp.png ---.png Hk.png
Bushin Gokusaken (throw)
Lp.png ---.png Mp.png ---.png Hp.png (jump) ---.png d+hk
Target Combo
Mp.png ---.png Hp.png
Speccancel.png

Throws

Name
Command
Notes
Grab Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Shoulder Throw i
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Bushin Sepnukyaku
Qcb.png + K.png
Lk.png crushes Low.png attacks, Throw.png invul.
Mk.png projectile invul
Hk.png whiffs crouching
Ex.png Full Body Invul. 1-11f
Bushin Izuna Otoshi
Qcf.png + P.png
Button strength determines distance
Ex.png Projectile Invul., Tracks
Bushin Izuna Otoshi Elbow
P.png during Bushin Izuna Otoshi
Hardknockdown.png
Bushin Izuna Otoshi Throw
P.png during Bushin Izuna Otoshi (close)
Throw.png
Hardknockdown.png
Bushin Izuna Otoshi EX
Ex.png P.png during Bushin Izuna Otoshi
Throw.png
Hardknockdown.png
Projectile Invul.
Tracks
Kaizen Izuna Otoshi
(air) Qcf.png + P.png
Throw.png
Hardknockdown.png
MP version considered as a Strike
Ex.png invu. to air attacks
Run
Qcf.png + K.png
Ex.png 2 hits of Armor
Sudden Stop
Lk.png during Run
Ex.png 1 hit of Armor
Shadow Kick
Mk.png during Run
Low.png
Hardknockdown.png
Neck Flip
Hk.png during Run
Hardknockdown.png
1st hit Whiffs crouching opponents
2nd hit is overhead
Ex.png Groundbounce.png
Hozanto
Qcf.png + P.png
Ex.png Chrg.png Projectile Invul.
Knockdown.png
Ex.png Wallbounce.png

Super Combo

Name
Command
Notes
Bushin Goraisenpujin
Qcb.png + 3p.png
Full Body Invul. 1-3f

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

Frame Data

zUkUu's Frame Data Guide for Guy

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