Street Fighter X Tekken/Guy

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Guy

Sfxt Guy face.jpg

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
  • Great walk and dash speed, as well as his run (qcf+k) and Bushin flip (qcf+p) to help him close the gap with a variety of options.
  • His elbow drop (d+mp while in the air) helps alter his jump arc, as well as being greatly advantageous on block and leading to a full combo on hit.
  • Can tag cancel is overhead (f.mp) into a full combo.
  • Has a good presence in the air thanks to his high priority air command throw (qcf+p), his elbow drop, and good air normals.
  • Low damage output, relies a lot on his partner to pick up the slack.
  • Lackluster pokes that either don't have remarkable range or don't lead to anything notable.
  • MP > HP target combo will whiff at max range.
  • St.lp, the starting move of his Bushin chain, doesn't hit crouching opponents.
  • His elbow drop doesn't hit overhead.

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel rpdfire
Whiffs Crouching
Standing Medium Punch
mp
speccancel
Standing Hard Punch
hp
Standing Light Kick
lk
Standing Medium Kick
mk
Standing Hard Kick
hk
Standing (close) Light Punch
lp
speccancel rpdfire
Whiffs Crouching
Standing (close) Medium Punch
mp
speccancel
Standing (close) Hard Punch
hp
speccancel
Forces Standing
Standing (close) Light Kick
lk
speccancel
Standing (close) Medium Kick
mk
speccancel
Standing (close) Hard Kick
hk
Crouching Light Punch
d + lp
speccancel
rpdfire
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
low speccancel
Crouching Medium Kick
d + mk
low hardknockdown
Crouching Hard Kick
d + hk
low hardknockdown
Later active frames don’t cause HKD
Neutral Jump Light Punch
u + lp
high
Neutral Jump Medium Punch
u + mp
high
Neutral Jump Hard Punch
uf / u / ub + hp
high
Neutral Jump Light Kick
u + lk
high
Neutral Jump Medium Kick
u + mk
high
Neutral Jump Hard Kick
u + hk
high Knockdown on airborne
Angled Jump Light Punch
ub / uf + lp
high
Angled Jump Medium Punch
ub / uf + mp
high speccancel
Angled Jump Hard Punch
uf / ub + hp
high
Angled Jump Light Kick
ub / uf + lk
high
Angled Jump Medium Kick
ub / uf + mk
high
Angled Jump Hard Kick
ub / uf + hk
high

Unique Attacks

Name
Command
Notes
Elbow Drop
d + MP
during Forward Jump
Cannot hit airborne
Ninja Sickle
df + HK
Neck Breaker
f + MP
high
On Whiff - speccancel
knockdown on airborne
Wall Jump
f or uf
Bushin Gokusaken
lp --- mp --- hp --- hk
Bushin Gokusaken (throw)
lp --- mp --- hp (jump) --- d+hk
Target Combo
mp --- hp
speccancel

Throws

Name
Command
Notes
Grab Throw
f or n + lp + lk
throw
Shoulder Throw i
b + lp + lk
throw

Special Moves

Name
Command
Notes
Bushin Sepnukyaku
qcb + k
lk crushes low attacks, throw invul.
mk projectile invul
hk whiffs crouching
ex Full Body Invul. 1-11f
Bushin Izuna Otoshi
qcf + p
Button strength determines distance
ex Projectile Invul., Tracks
Bushin Izuna Otoshi Elbow
p during Bushin Izuna Otoshi
hardknockdown
Bushin Izuna Otoshi Throw
p during Bushin Izuna Otoshi (close)
throw
hardknockdown
Bushin Izuna Otoshi EX
ex p during Bushin Izuna Otoshi
throw
hardknockdown
Projectile Invul.
Tracks
Kaizen Izuna Otoshi
(air) qcf + p
throw
hardknockdown
MP version considered as a Strike
ex invu. to air attacks
Run
qcf + k
ex 2 hits of Armor
Sudden Stop
lk during Run
ex 1 hit of Armor
Shadow Kick
mk during Run
low
hardknockdown
Neck Flip
hk during Run
hardknockdown
1st hit Whiffs crouching opponents
2nd hit is overhead
ex groundbounce
Hozanto
qcf + p
ex chrg Projectile Invul.
knockdown
ex wallbounce

Super Combo

Name
Command
Notes
Bushin Goraisenpujin
qcb + 3p
Full Body Invul. 1-3f

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

Frame Data

zUkUu's Frame Data Guide for Guy