Street Fighter IV Remix/Guy: Difference between revisions

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(Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...")
 
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{{Infobox Character SFIVR
{{Infobox Character SFIVR
|name=X
|name=Guy
|image=
|image=
|health=XYZ
|health=1000
|chains=XYZ
|chains=L>M>H
|forwarddash=X
|forwarddash=X
|backdash=X
|backdash=X
|movement=XYZ
|movement=Run, Airdash, Walljump
|content=
|content=
== Introduction ==
== Introduction ==
<div style="width:800; margin-top:5px; padding:25px;">
<div style="width:800; margin-top:5px; padding:25px;">
''Insert character description here.''
''Guy's back is really itchy so he keeps trying to scratch it on people, animals and objects by slamming his back into them.''
-----
-----
Insert character introduction here.
A student of the fighting style known as Bushinryu, and one of the Final Fight reps added to Super Street Fighter IV, '''Guy''' is a close-range rushdown fighter with intense speed, strong mixups and plenty of plus frames to lock the opponent down with. His defining feature amongst his movement tools is his command dash, the '''Bushin Dash,''' a short-range movement option that's projectile invulnerable at startup and leads into a low, overhead, a combo extender, or his other core feature, his '''Bushin Flip,''' which retains all of its mixup potential that it's known for. In general, Guy isn't too dramatically overhauled from what you might expect of him, with the exception of his tatsus freely cancelling into his '''air throw,''' which in combination with his '''full chains,''' gives Guy extremely simple confirms into a hard knockdown.
 
From that hard knockdown, Guy can run his offense with great efficiency, abusing the safety and plus frames of his command run tools and air '''Bushin Senpukyaku,''' bullying the opponent into respecting his advantage. Just when you're used to dealing with his strike options and blocking the high/low, he sprinkles in another offensive tool in '''Bushin Muso Renge,''' a frame-0 command grab that crumples for full extensions on hit. Using his walljumps, run and airdash, Guy is one of the most mobile characters in the entire game, and he abuses that mobility to run laps around the opponent in neutral, before opening them up for good reward on each interaction.  
{{ProConTable
{{ProConTable
| pros =
| pros =
* '''Pro 1:'''  
* '''Great Mobility:''' Guy is one of the most expressive characters in the game when it comes to sheer movement, with plenty of options to evade fireballs or hyper-aggressive play. Many times, if Guy is forced to play the long-range game, he'll be able to find a way to clear clean over a fireball, if not go straight through it one way or another, and he's very hard to pin down in the corner due to his solid walljump.
* '''Pro 2:'''  
* '''Sustained Pressure:''' Guy has a surplus of plus frames and ways to stay in the opponent's face, making it hard for the opponent to force their turn back. The entire time Guy is locking someone down, they're simultaneously forced to guess multiple times in a row to escape successfully, and trying to reversal your way out may put you in an even worse situation.
* '''Pro 3:'''  
| cons =
| cons =
* '''Con 1:'''  
* '''Bad Meter Dump Options:''' Guy's selection of EX moves are strange, with most of them being reserved for reversals or movement tools, and the EX moves he ''does'' use offensively don't give you much of an additional reward compared to using the meterless versions. Additionally, Guy's supers aren't much better for this purpose, with Bushin Hasouken and Bushin Goraisenpujin scaling badly at the end of combos.
* '''Con 2:'''  
* '''Simplistic Gameplan:''' Guy's game is effective, but it's inevitably quite basic in its structure - he lacks a lot of powerful neutral skips or options that force a response out of your opponent, instead opting for a much more honest path to opening the opponent up. While Guy is generally not a weak character in most situations, it can be argued that his gameplan of rushing the opponent down and opening them up is done in a more efficient, and less honest way, by several other characters.
* '''Con 3:'''  
 
}}
}}
</div>
</div>

Latest revision as of 21:56, 12 August 2024

Introduction

Guy's back is really itchy so he keeps trying to scratch it on people, animals and objects by slamming his back into them.


A student of the fighting style known as Bushinryu, and one of the Final Fight reps added to Super Street Fighter IV, Guy is a close-range rushdown fighter with intense speed, strong mixups and plenty of plus frames to lock the opponent down with. His defining feature amongst his movement tools is his command dash, the Bushin Dash, a short-range movement option that's projectile invulnerable at startup and leads into a low, overhead, a combo extender, or his other core feature, his Bushin Flip, which retains all of its mixup potential that it's known for. In general, Guy isn't too dramatically overhauled from what you might expect of him, with the exception of his tatsus freely cancelling into his air throw, which in combination with his full chains, gives Guy extremely simple confirms into a hard knockdown.

From that hard knockdown, Guy can run his offense with great efficiency, abusing the safety and plus frames of his command run tools and air Bushin Senpukyaku, bullying the opponent into respecting his advantage. Just when you're used to dealing with his strike options and blocking the high/low, he sprinkles in another offensive tool in Bushin Muso Renge, a frame-0 command grab that crumples for full extensions on hit. Using his walljumps, run and airdash, Guy is one of the most mobile characters in the entire game, and he abuses that mobility to run laps around the opponent in neutral, before opening them up for good reward on each interaction.

Strengths Weaknesses
  • Great Mobility: Guy is one of the most expressive characters in the game when it comes to sheer movement, with plenty of options to evade fireballs or hyper-aggressive play. Many times, if Guy is forced to play the long-range game, he'll be able to find a way to clear clean over a fireball, if not go straight through it one way or another, and he's very hard to pin down in the corner due to his solid walljump.
  • Sustained Pressure: Guy has a surplus of plus frames and ways to stay in the opponent's face, making it hard for the opponent to force their turn back. The entire time Guy is locking someone down, they're simultaneously forced to guess multiple times in a row to escape successfully, and trying to reversal your way out may put you in an even worse situation.
  • Bad Meter Dump Options: Guy's selection of EX moves are strange, with most of them being reserved for reversals or movement tools, and the EX moves he does use offensively don't give you much of an additional reward compared to using the meterless versions. Additionally, Guy's supers aren't much better for this purpose, with Bushin Hasouken and Bushin Goraisenpujin scaling badly at the end of combos.
  • Simplistic Gameplan: Guy's game is effective, but it's inevitably quite basic in its structure - he lacks a lot of powerful neutral skips or options that force a response out of your opponent, instead opting for a much more honest path to opening the opponent up. While Guy is generally not a weak character in most situations, it can be argued that his gameplan of rushing the opponent down and opening them up is done in a more efficient, and less honest way, by several other characters.
Guy
[[File:|center|300px]]
Character Data
Health 1000
Chains L>M>H
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement Run, Airdash, Walljump

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
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Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Guy is a video game character who debuted in the beat-em-up series Final Fight before appearing as a playable character in the Street Fighter series, starting with Street Fighter Alpha. He is a red-clad ninpō master of Japanese descent who has been taught the special Bushin form of Ninjutsu.

Streetfighter wiki Guy