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[[image:left.gif|b]]/[[image:right.gif|f]]+[[image:2pp.gif|PP]] | [[image:left.gif|b]]/[[image:right.gif|f]]+[[image:2pp.gif|PP]] | ||
A shoulder throw, leaves the opponent full screen if they don't tech. You usually prefer knee bash instead of this. | |||
'''Tsukami Nage''' | '''Tsukami Nage''' | ||
[[image:left.gif|b]]/[[image:right.gif|f]]+[[image:2kk.gif|KK]] | [[image:left.gif|b]]/[[image:right.gif|f]]+[[image:2kk.gif|KK]] | ||
Guy's hold, a knee bash that is good for setting up juggles. You can follow up either mid screen or in the corner with punch super, or various normals into tatsu or flip/super. | |||
'''Izuna Otoshi''' | '''Izuna Otoshi''' | ||
Line 21: | Line 21: | ||
Any direction but [[image:up1.gif|u]]/[[image:down.gif|d]]+[[image:2pp.gif|PP]] | Any direction but [[image:up1.gif|u]]/[[image:down.gif|d]]+[[image:2pp.gif|PP]] | ||
*[[Glossary A-H#Air_Throw|Air Throw]] | *[[Glossary A-H#Air_Throw|Air Throw]] | ||
Good fore chasing opponents that like to air tech. You can usually do some kind of follow up if they don't tech. | |||
=== Normals === | === Normals === |
Revision as of 15:21, 9 April 2019

Introduction
Moves List
Throws
Seoi Nage
/
+
A shoulder throw, leaves the opponent full screen if they don't tech. You usually prefer knee bash instead of this.
Tsukami Nage
/
+
Guy's hold, a knee bash that is good for setting up juggles. You can follow up either mid screen or in the corner with punch super, or various normals into tatsu or flip/super.
Izuna Otoshi
Good fore chasing opponents that like to air tech. You can usually do some kind of follow up if they don't tech.
Normals
Cancelable Attacks
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---|---|---|---|---|---|---|
standing close | n/a | yes | yes | yes | yes | no |
standing (far) | yes | yes | no | yes | no | no |
crouching | yes | yes | no | yes | no | no |
Ground Normals
- Close/Far Standing Jab:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/3/7 |
- Crouching Jab:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/3/7 |
- Close Standing Strong:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 5/4/16 |
- Far Standing Strong:
Damage | 8 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 6/4/14 |
- Crouching Strong:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 6/4/14 |
- Close Standing Fierce:
Damage | 13 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 7/3/25 |
- Far Standing Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 7/4/16 |
- Crouching Fierce:
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 9/1/23 |
- Close Standing Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 6/4/10 |
- Far Standing Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/3/19 |
- Crouching Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/9 |
- Close Standing Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 7/5/17 |
- Far Standing Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 10/4/23 |
- Crouching Forward:
Damage | 6+4 | ![]() |
Stun | 2x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 5/6/1/6/17 |
- Close Standing Roundhouse:
Damage | 15 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 12/4/20 |
- Far Standing Roundhouse:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 10/2/21 |
- Crouching Roundhouse:
Damage | 15/8 | |
Stun | 4/2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1(A)/3(X,V) | |
Frame Count | 7/19/18 |
Air Normals
- Neutral Jump Jab:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/7 |
- Diagonal Jump Jab:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/7 |
- Neutral Jump Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 4/8/7 |
- Diagonal Jump Strong:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 4/8/7 |
- Neutral Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 7/6/11 |
- Diagonal Jump Fierce:
Damage | 16 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 8/6/11 |
- Neutral Jump Short:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/3 |
- Diagonal Jump Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 7/8/7 |
- Neutral Jump Forward:
Damage | 11 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 7/6/7 |
- Diagonal Jump Forward:
Damage | 6/10 | ![]() |
Stun | 2/4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 5/8/7 |
- Neutral Jump Roundhouse:
Damage | 10+6 | ![]() |
Stun | 4x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2(A)/3x2(X,V) | |
Frame Count | 8/6/2/2/18 |
- Diagonal Jump Roundhouse:
Damage | 16 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)/6(X,V) | |
Frame Count | 10/4/2 |
Command Normals
Damage | 8+4 | ![]() |
Stun | 4x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 1/3/4/23 |
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)/4(X,V) | |
Frame Count | 6/24/3 |
Damage | 9+7 | ![]() |
Stun | 6+2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2(A)/3+1(X,V) | |
Frame Count | 9/1/6/1/50 |
Chain Combos
Bushin Gokusa Ken (Bushin Chain)
Bushin-ryuu Seoi Nage
- X-ISM only
MP,HP
These chains compared to the others games, you must Tap LP and MP then press deeply HP and HK
Special Moves
Bushin Izuna Otoshi
Izuna no Hiji Otoshi
Houzantou
Hayagake
Hayagake: Kyuuteishi
Hayagake: Kage Sukui
Hayagake: Kubikari
Bushin Senpuu Kyaku
Super Combos
Bushin Hassou Ken
Bushin Gourai Kyaku
Bushin Musou Renge
- Guy's X-ISM Super Combo.
- In A-ISM, this can be used at Level 3 only.
The Basics
Which Ism?
A-Ism
Recommended
Your Lv3 Only Super Combo had bad throw range but nice damage
Also your Level 3 Rush down Super Combo its perfect for Corner Traps.
V-Ism
X-Ism
Advanced Strategy
Match-ups
Discussion
Characters |
---|
Adon - Akuma - Balrog - Birdie - Blanka - Cammy - Charlie - Chun-Li - Dee-Jay - Cody - Dan - Dhalsim - Eagle - E.Honda - Evil Ryu - Fei-Long - Gen - Guile - Guy - Ingrid - Juli - Juni - Karin - Ken - Maki - M.Bison - R.Mika - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - T. Hawk - Vega - Yun - Zangief |