
Guy
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Guy
Detailed Frame Data with USF4 Comparisons - Guy
- Throw: slightly shorter range
- For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch)
- Movement Changes:
- Walk speed slightly decreased (Forward 0.0495 > 0.045, Back 0.0385 > 0.035) - USF4 buff reverted
- Forward Dash: 3f faster (18f > 15f), slightly longer distance
- Back Dash: Slightly shorter distance
- Jumps: 4f faster (40f > 36f), shorter distance
- Normal Move Changes:
- Command Normal Changes:
- Special Move Changes:
- Super/Ultra Changes:
- Moves with ending Frame Buffer:
Character Specific Data
Guy
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 950 | ||
WALKING | |||||
Forward Walk Speed: | 0.045 | Back Walk Speed: | 0.035 | ||
JUMPING | |||||
Jump Total Frames: | 4+36+4 | Jump Distance: | 1.75 Forward, 1.925 Back | ||
DASHING | |||||
Forward Dash Frames: | 15 | Forward Dash Distance: | 1.28 | ||
Back Dash Frames: | 26 | Back Dash Distance: | 1.17 | ||
FA + Forward Dash Frames: | 17 | FA + Back Dash Frames: | 19 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-16 | FA + Back Dash Airborne: | 4-10 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -2 | Lv1 FA + Back Dash (Block): | -4 | ||
Lv2 FA + Forward Dash (Block): | +4 | Lv2 FA + Back Dash (Block): | +2 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5MP (Close) | cl. ![]() |
5 | 2 | 16 | 1 | 5 | 60 | 100 | M | Sp Su | Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; can combo into HP Hozanto |
5HP (Close) | cl. ![]() |
5 | 3 | 18 | -3 | 2 | 100 | 200 | M | TC Sp Su | Forces stand |
5LK (Close) | cl. ![]() |
5 | 2 | 6 | 3 | 6 | 20 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
7 | 2 | 11 | 3 | 6 | 80 | 100 | M | Sp Su | - |
5HK (Close) | cl. ![]() |
7 | 3 | 13 | 2 | 8 | 85 | 150 | M | Su | Whiffs on all crouching characters |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP | st. ![]() |
4 | 2 | 6 | 3 | 6 | 20 | 50 | M | TC Ch Sp Su | Starts juggle state vs. airborne opponents; whiffs on all crouching characters; semi-reliable AA |
5MP (Far) | far. ![]() |
5 | 2 | 16 | -4 | -1 | 60 | 100 | M | TC Sp Su | Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; cannot combo into HP Hozanto |
5HP (Far) | far. ![]() |
7 | 2 | 13 | 3 | 7 | 100 | 200 | M | - | - |
5LK (Far) | far. ![]() |
6 | 2 | 9 | 0 | 3 | 40 | 50 | M | - | Whiffs on short crouching characters |
5MK (Far) | far. ![]() |
8 | 2 | 12 | -1 | 3 | 70 | 100 | M | - | - |
5HK (Far) | far. ![]() |
8 | 3 | 16 | -1 | 3 | 110 | 200 | M | - | Whiffs on crouching characters ~Shoto height or below |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 6 | 3 | 6 | 20 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
4 | 5 | 6 | 3 | 6 | 60 | 100 | M | Sp Su | Incredible neutral button and anti-air |
2HP | ![]() ![]() |
9 | 2 | 13 | 3 | 8 | 100 | 200 | M | - | Forces stand |
2LK | ![]() ![]() |
3 | 2 | 8 | 1 | 4 | 20 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
6 | 2(2)2 | 12 | 0(-4) | KD | 30*40 | 30*40 | L*L | Sp Su | 6-15f low profile; both hits cancellable (adv. if 1st hit whiffs); KD Adv: +28 |
2HK | ![]() ![]() |
7 | 4 | 18 | -6 | KD | 100 | 200 | L | - | New animation, no longer a slide; KD Adv: +20 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Neck Breaker (Overhead) |
![]() ![]() |
17 | 1*6 | 13 | -5 | 1 | 30*50 | 50*100 | H | kara | 2 hits; startup animation can kara cancel into specials |
Ninja Sickle (Flip Kick) |
![]() ![]() |
6 | 1(3)2 | 12+13 land | -9 | KD | 50*30 | 50x2 | M | TC | Either hit puts opponent into free juggle state, grounded or airborne; KD Adv: +41 |
+ Nodokiri | + ![]() |
13 | 2 | 15 | 1 | KD | *60 | *100 | KD | - | Whiffs on all crouching characters; will not juggle if 4HK was used vs. airborne opponent; if this hits without 4HK, puts opponent into free juggle state; KD Adv: +47 |
Mizukirigeri (Slide) |
![]() ![]() |
11 | 13 | 15 | -12(0) | KD | 100 | 200 | L | - | Guy's old 2HK animation; KD Adv: +14~26 |
Target Combo | ![]() ![]() |
7 | 3 | 23 | -6 | -3 | 60*40 | 100*60 | M | Sp Su | Both Close/Far 5MP work; can whiff on some characters at farther ranges; -2/+1 when cancelled into Run+Stop |
Bushin Gokusaken (start) |
![]() ![]() |
7 | 2 | 24 | -8 | -3 | 20*60 | 50*50 | M | TC | Entire Bushin Chain sequence juggles vs. airborne opponents (but not into Throw ender) |
+ Bushin Gokusaken (partial) |
+ ![]() |
6 | 2 | 18 | -9 | 3 | *80 | *50 | M | TC | Can chain into HK on hit/block or 2HK on hit |
+ Bushin Gokusaken (end chain) |
+ ![]() |
11 | 3 | 21 | -6 | KD | *100 | *130 | M | Su | Launches high for a juggle; KD Adv: +52 |
+ Bushin Gokusa (throw ender) |
+ ![]() ![]() |
3 | 2 | 20 | - | KD | *100 | - | M | - | Side switches; may whiff at max range (-3 on hit); cannot activate vs. block or armor; opponent is put into free juggle state; can followup midscreen with Super or 5MP; KD Adv: +45 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
5 | 7 | - | - | - | 50 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
5 | 3 | - | - | - | 80 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
4 | 5 | - | - | - | 100 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
5 | 8 | - | - | - | 40 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
6 | 6 | - | - | - | 70 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
8 | 3 | - | - | - | 100 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
5 | 7 | - | - | - | 50 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
5 | 4 | - | - | - | 80 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
6 | 4 | - | - | - | 100 | 200 | H | - | - |
j.LK (neutral) | ![]() ![]() |
5 | 8 | - | - | - | 40 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
6 | 3 | - | - | - | 80 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
5 | 3(9)1*1 | - | - | - | 100*50x2 | 150*75x2 | H*M*M | - | Puts airborne opponents into limited juggle state; 3 hits, but only 2 can connect on most characters |
Elbow Drop | Air ![]() ![]() |
8 | until land | - | -2(6) | 0(9) | 80 | 100 | M | - | Less effective at altering forward jump trajectory (back jump unchanged); better frame advantage vs. crouching |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 35 | -21 | KD | 90 | 150 | M | Dash | KD Adv: +11; +30 after Forward Dash, +28 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+11 | 2 | 35 | -15 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
65 | 2 | 35 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Grab Throw (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 80*[90] | 0*[200] | T | *Sp | Can cancel into back throw followup; KD Adv: +17 |
+ Bushinryu Shoulder Throw | + ![]() ![]() ![]() |
- | - | - | - | KD | [150] | [200] | T | - | Costs 1 bar during Forward Throw, replacing final hit of throw animation; KD Adv: +11 |
Shoulder Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +13 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Bushingoraikyaku | ![]() ![]() (After 5MP) |
7 | 3(11)1(3) 2(26)2 |
24 | -8 (-36) |
KD | 200 | 250 | M | - | Input during cl/far.5MP or Bushin Chain 5MP on hit/block; large gap between last 2 hits (may drop at max range); can juggle if used during Bushin Chain on airborne opponent; KD Adv: +29 |
LP Hozanto (Shoulder) |
![]() ![]() 214+LP |
7 | 6 | 21 | -6 | KD | 80 | 150 | M | Su | 5-15f upper body projectile invuln, 1-4f and 16-18f reduced upper body hurtbox; puts opponent into limited juggle state; very little horizontal range; KD Adv: +47 |
MP Hozanto (Shoulder) |
![]() ![]() 214+MP |
17 | 3 | 21 | -3 | KD | 120 | 200 | M | Su | 5-14f upper body projectile invuln; KD Adv: +26 |
HP Hozanto (Shoulder) |
![]() ![]() 214+HP |
19 | 3 | 22 | -7 | KD | 130 | 200 | M | Su | 5-15f upper body projectile invuln; puts grounded opponents into free juggle state; only combos from cl.5MP, cl.5HP, or 5MP>HP; KD Adv: +43 |
![]() (Shoulder) |
![]() ![]() 214+PP |
10 | 3(12)3 | 27 | -9 | KD | 60*120 | 0*200 | M | FA | 1-12f projectile invuln, 19-22f low profile; 2 hits; 1st hit causes crumple, 2nd knocks down; both hits FA cancellable; KD Adv: +23 |
LK Bushin Senpukyaku (Tatsu) |
![]() ![]() 214+LK |
10 | 2(6)1(7)1 | 11+19 land | -18 | KD | 35x2*40 | 50x3 | M | - | 1-9f throw invuln, 10-26f lower body strike invuln; projectile invuln 1-9f (mid body), 10-26f (lower body); 7-37f airborne; 3rd hit whiffs on grounded opponents; KD Adv: +31 |
MK Bushin Senpukyaku (Tatsu) |
![]() ![]() 214+MK |
9 | 2(6)2(6)2 | 16+19 land | -16 | KD | 40x3 | 50x3 | M | - | 1-26f lower body strike invuln; projectile invuln 1-10f (all), 11-42f (lower body); 7-42f airborne; KD Adv: +25 |
HK Bushin Senpukyaku (Tatsu) |
![]() ![]() 214+HK |
6 | 3(6)1(7) 1(6)1 |
16+19 land | - | KD | 50*20x2*70 | 50x4 | M | - | 1-30f lower body strike/projectile invuln, 5-46f airborne; whiffs on grounded opponents; first hit has increased juggle potential; KD Adv: +25~31 |
![]() (Tatsu) |
![]() ![]() 214+KK |
4 | 2(5)1(6) 1(5)2 |
16+19 land | -29 (-22) |
KD | 50*40x2*50 | 50x4 | M | - | 1-10f full invuln, 11-25f lower body strike/projectile invuln; 3-41f airborne; (block Adv. if 3 hits connect); KD Adv: +24 |
Kaiten Izuna Otoshi (Air Grab) |
Air ![]() ![]() Air 236+P |
3 | 2 | 13 land | - | KD | 180 | 180 | T | - | Only hits airborne opponents; KD Adv: +7 |
![]() (Air Grab) |
Air ![]() ![]() Air 236+PP |
3 | 3 | 13 land | - | KD | 200 | 200 | T | - | Only hits airborne opponents; KD Adv: +7 |
Kaiten Izuna Otoshi (Leaping Air Grab) |
![]() ![]() 623+P |
3+5 | 3 | 21+13 land | - | KD | 180 | 180 | T | - | 4f airborne; only hits airborne opponents; button strength determines trajectory; KD Adv: +7 |
![]() (Leaping Air Grab) |
![]() ![]() 623+PP |
3+4 | 4 | 21+13 land | - | KD | 200 | 200 | T | - | 4f airborne, 5-10f strike/projectile invuln; only hits airborne opponents; strike hitbox; has juggle potential; KD Adv: +7 |
Utsusemi (Counter) |
![]() ![]() 623+K |
1 | 16 | 37 | - | - | - | - | - | - | 1-16f armor; absorbs attack, then teleports behind opponent |
![]() (Teleport) |
![]() ![]() 623+KK |
- | - | 48 | - | - | - | - | - | - | 1-29f full invuln; teleports behind opponent on frame 27 (19f vulnerable recovery) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Yamagoe (Bushin Flip) |
![]() ![]() 236+LP |
- | - | 42+17 land | - | - | - | - | - | - | 7-42f airborne; short trajectory; earliest followup at 22f, can be input with negative edge |
MP Yamagoe (Bushin Flip) |
![]() ![]() 236+MP |
- | - | 41+15 land | - | - | - | - | - | - | 7-41f airborne; medium trajectory; earliest followup at 22f, can be input with negative edge |
HP Yamagoe (Bushin Flip) |
![]() ![]() 236+HP |
- | - | 44+17 land | - | - | - | - | - | - | 7-44f airborne; far trajectory; earliest followup at 22f, can be input with negative edge |
+ Ikazuchu (Elbow Drop) |
+ ![]() |
14 | until land | 8 land | 0(2) | 3(5) | 80 | 100 | M | - | Stops forward momentum |
+ Kabutowari (Falling Kick) |
+ ![]() |
14 | 2 | 7 land | -4(2) | 2(9) | 80 | 150 | M | - | If input too late, kick will whiff; can be used to reduce landing recovery for a mixup |
+ Bushin Izuna Otoshi (Throw) |
+ ![]() ![]() ![]() |
5 | 3 | 8 land | - | KD | 180 | 150 | T | - | Works on standing or airborne opponents; throw can hit behind Guy; KD Adv: +17 |
![]() (Bushin Flip) |
![]() ![]() 236+PP |
- | - | 44+14 land | - | - | - | - | - | - | 1-14f throw/projectile invuln, 7-44f airborne; tracks opponent's location; followups can be input with negative edge |
+ ![]() (Elbow Drop) |
+ ![]() |
9 | 6 | 8 land | -7(1) | KD | 50*150 | 0*200 | M | - | Automatically transitions to throw followup on hit; active frames don't reach very far downward, so must be delayed against short crouching characters; KD Adv: +17 |
+ ![]() (Falling Kick) |
+ ![]() |
14 | 1*1 | 7 land | 1(6) | 4(9) | 70*50 | 100x2 | M | - | 2 hits; causes air reset vs. airborne opponents that immediately drops opponent to the ground; if input too late, kick will whiff; can be used to reduce landing recovery for a mixup |
+ ![]() (Throw) |
![]() ![]() |
5 | 3 | 8 land | - | KD | 230 | 200 | T | - | Works on standing or airborne opponents; throw can hit behind Guy; 4P input will result in Elbow Drop; KD Adv: +17 |
Run | ![]() ![]() 236+K |
- | - | 69 | - | - | - | - | - | - | Followups can be input 5f onward; continues running for 69f until followup is input; does not stop upon reaching opponent |
+ Sudden Stop | + ![]() |
- | - | 17 | - | - | - | - | - | - | - |
+ Shadow Kick (Slide) |
+ ![]() |
9 | 6 | 22 | -10(-5) | KD | 120 | 150 | L | Su | 8-24f low profile; juggles into super before the knockdown occurs; KD Adv: +14~19 |
+ Neck Flip (Overhead) |
+ ![]() |
22 | 2*3 | 20 | -6 | 2(3) | 100*70 | 100x2 | H | - | 15-28f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters |
![]() |
![]() ![]() 236+KK |
- | - | 79 | - | - | - | - | - | - | 2 hits armor 1f~end; followups can be input 5f onward; continues running for 79f until followup is input; does not stop upon reaching opponent |
+ ![]() |
+ ![]() |
- | - | 17 | - | - | - | - | - | - | 1 additional hit of armor during recovery |
+ ![]() (Slide) |
+ ![]() |
9 | 2*2*9 | 14 | -5(3) | KD | 40x2*100 | 25x2*150 | L*L*L | FA | 1-21f projectile invuln, 8-24f low profile; 3 hits, only 3rd knocks down (all are FA cancellable, can combo into Lv. 2 Focus); KD Adv: +19~27 |
+ ![]() (Overhead) |
+ ![]() |
16 | 2*3 | 19 | -5 | 3(4) | 70*50 | 100*50 | H | - | 10-21f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters |
+ ![]() |
+ ![]() |
7 | 6 | 21 | -6 | KD | 80 | 100 | M | FA | Puts opponent into limited juggle state; can juggle 214HK or 214PP anywhere on screen; KD Adv: +49 |
+ ![]() (Elbow Drop) |
+ ![]() |
50 | 2 | 8 | 4(5) | 9(10) | 80 | 100 | H | - | 24-33f full invuln; teleports upward before doing overhead elbow |
+ ![]() (Shoulder Crumple) |
+ ![]() |
23 | 5 | 17 | -3 | KD | 80 | 150 | M | FA | 1-27f armor; crumples opponent on hit, then side switches; KD Adv: +56 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Bushin Hasoken (Super) |
![]() ![]() ![]() 236236+P |
1+2 | 2(7)2(8)2 | 21 | -2 | KD | 430 | - | M | - | 1-13f full invuln; high juggle potential; KD Adv: +60; Dmg Distribution: 40x2*80*20x5*40*130 |
Bushin Goraisenpujin (Ultra 1) |
![]() ![]() ![]() 236236+KKK |
0+12 | 2(5)2(16) 2(17)1 |
40 | -20 | KD | 29*27x3*350 | - | M | - | 1-12f full invuln; In juggles, must connect the 2nd hit of U1; KD Adv: +50 |
Bushin Muso Renge (Ultra 2) |
![]() ![]() ![]() 214214+PPP |
0+1 | 2 | 38 | - | KD | 500 | - | T | - | 1-2f full invuln; escapable post-freeze; KD Adv: +21; Dmg Distribution: 15x12*18*45*18x2*45*18*158 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
- Dmg/St --
Punishes:
- Dmg/St --
Counterhit Confirms:
Ultra Setups:
Useful Info
Reversals:
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous:
- Uncrouchable setup: 2MK (2nd hit KD) xx LP or EX Flip, Bushin Flip Throw right as they wake up
- Can mix up with MP Flip into Elbow Drop, could punish someone mashing wakeup crouch normals to escape the throw