

Guy
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, 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, smaller reward 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 |
---|---|
|
|
Normal Attacks
Whiffs Crouching
Whiffs Crouching
Forces Standing
rpdfire
Later active frames don’t cause HKD
Unique Attacks
during Forward Jump
On Whiff - speccancel
knockdown on airborne
Throws
Special Moves
mk projectile invul
hk whiffs crouching
ex Full Body Invul. 1-11f
ex Projectile Invul., Tracks
hardknockdown
hardknockdown
Projectile Invul.
Tracks
hardknockdown
MP version considered as a Strike
ex invu. to air attacks
hardknockdown
1st hit Whiffs crouching opponents
2nd hit is overhead
ex groundbounce
knockdown
ex wallbounce
Super Combo
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
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
Combos Into Supers
- N/A