Street Fighter Alpha 3/Guy

From SuperCombo Wiki
Street Fighter Alpha 3SFA3Logo.png


Introduction

SFA3 guy face.jpg

Moves List

Throws

Seoi Nage

b/f+PP

A shoulder throw, leaves the opponent full screen if they don't tech. You usually prefer knee bash instead of this.

Tsukami Nage

b/f+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

Any direction but u/d+PP

Good for chasing opponents that like to air tech. You can usually do some kind of follow up if they don't tech.

Normals

Cancelable Attacks

LP MP HP LK MK HK
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 Guy st lp.PNG
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 Guy cr lp.PNG
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 Guy close mp.PNG
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 Guy far mp.PNG
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 Guy cr mp.PNG
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 Guy close hp.PNG
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 Guy far hp.PNG
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 Guy cr hp.PNG
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 Guy close lk.PNG
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 Guy far lk.PNG
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 Guy cr lk.PNG
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 Guy close mk.PNG
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 Guy far mk.PNG
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 Guy cr mk.png
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 Guy close hk.PNG
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 Guy far hk.PNG
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 Guy cr hk.PNG
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 Guy nj lp.PNG
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 Guy j lp.PNG
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 Guy nj mp.PNG
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 Guy j mp.PNG
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 Guy nj hp.PNG
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 Guy j hp.PNG
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 Guy nj lk.PNG
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 Guy j lk.PNG
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 Guy nj mk.PNG
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 Guy j mk.png
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 Guy nj hk.png
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 Guy j hk.PNG
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

  • Kubi Kudaki/Overhead: f+MP
Damage 8+4 Guy overhead.png
Stun 4x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x2
Frame Count 1/3/4/23


  • Hiji Otoshi/Elbow Drop: In air: d+MP
Damage 10 Guy elbow drop.PNG
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


  • Kamaitachi/Flip Kick: df+HK
Damage 9+7 Guy kamatachi.png
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)

LP,MP,HP,HK


Bushin-ryuu Seoi Nage

LP,MP,HP,d+HK

  • X-ISM only


MP,HP

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

QCF+P,P when close


Izuna no Hiji Otoshi

QCF+P,P when far


Houzantou

QCB+P


Hayagake

QCF+K


Hayagake: Kyuuteishi

QCF+LK,K


Hayagake: Kage Sukui

QCF+MK,K


Hayagake: Kubikari

QCF+HK,K


Bushin Senpuu Kyaku

QCB+K

  • MK version hits crouchers


Super Combos

Bushin Hassou Ken

QCF,D,DF+P


Bushin Gourai Kyaku

QCF,D,DF+K


Bushin Musou Renge

HCB,HCB+P

  • 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

Street Fighter Alpha 3
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