Street Fighter Alpha 3/Guy

From SuperCombo Wiki

Introduction

Underpass, USA The modern-day ninja chose to investigate Shadaloo and its activities after Guy's master Zeku (and Karin, after an encounter) had stated that the forces of Bushinryu will rise from the shadows to protect the world, believing that they were referring to Shadaloo.

Pros Cons
  • Good mobility - Fast walk speed, and his bushin run/flip let you get around the screen quickly
  • Good reach and priority with grounded normals
  • Slide in general is incredibly safe and oppressive against many characters
  • Can combo into flip grab off counter-hit anti-airs, making it risky to jump at him
  • Fantastic air grab that does full damage on tech
  • Air elbow (air d. MP) lets him change his jump trajectory
  • Insane burst damage potential with bushin chain and juggles off level 3 kick super. Potentially round ending once it lands and can be confirmed into from a variety of ranges/situations
  • Bushin chain does a lot of damage and leaves the opponent in an untechable state
  • Gets huge mileage off walk cancelling from air elbow, depending on distance to the corner. Sometimes 50% damage or more, including stun afterwards
  • Shoulder is a strong anti-projectile option
  • Great corner escape with wall jump and flip
  • Is able to combo after his kick throw, mid screen and in the corner
  • One of the most damaging meterless tech roll punishes in the game with close LK into bushin chain
  • Unusually thin hurtbox makes him difficult to cross-up.
  • Reversal tatsu runs out of i-frames before the actual hit frames and loses to delayed normals
  • Needs 3 bars to really be scary on the ground
  • Awkward, floaty jump
  • Anti-airs are inconsistent in some match-ups
  • Bushin chain only hits on standing or very tall opponents
  • High execution requirement: Picky timing on Bushin chains/juggles, proximity cancels, etc
  • Shoulder only combos reliably off close normals unlike A2
  • Alpha counter is not the best and sometimes whiffs on moves with low hurtboxes
  • V-ISM options are jank and unreliable, making A-ISM a better option with his amazing supers



Color Options

X-Ism A-Ism V-Ism
Sfa3 Guy pxism.png Sfa3 Guy kxism.png Sfa3 Guy paism.png Sfa3 Guy kaism.png Sfa3 Guy pvism.png Sfa3 Guy kvism.png
Punch Kick Punch Kick Punch Kick
Guy
SFA3 Guy Art.png
Character Data

Moves List

Ground Normals

  • Close/Far Standing Jab:
Damage 4 Sfa3 Guy jab1.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/3/7
Block Stun +4
Hit Stun/Counter Hit +5/+10

Good priority and speed, leads into final fight chain and various other combos, though most characters can crouch it, so be careful. It's also one of your best anti airs, cancel it into lp flip>grab (works only if the lp is a counter hit), or hk tatsu/punch super.

  • Close Standing Strong:
Damage 10 Sfa3 Guy strong1.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
Block Stun -1
Hit Stun/Counter Hit +0/+4

Outside of cancelling to stand hp for combos this isn't particularly special, it can be cancelled to specials or supers on its own though.

  • Far Standing Strong:
Damage 8 Sfa3 Guy strong2.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
Block Stun +1
Hit Stun/Counter Hit +2/+6

Great poke/whiff punish. You can whiff punish and buffer into super (ideally level 3 kick super) for massive damage. The range is good, and priority is ok for a high poke. Try set up counter hit cr lp, then link into this, then cancel to super or stand hp. This will also cancel to stand hp for the mp>hp chain, usually you're far so you go straight to far hp. It also acts as the second hit in the final fight chain, you do st lp> st mp> special/super cancel.

  • Close Standing Fierce:
Damage 13 Sfa3 Guy fierce1.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
Block Stun -5
Hit Stun/Counter Hit -4/launch

Great for combos and run cancels for mixups/guard crush. Despite how it looks, this is not an anti air sadly.

  • Far Standing Fierce:
Damage 17 Sfa3 Guy fierce2.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
Block Stun +3
Hit Stun/Counter Hit +4/launch

Can be an effective counter in some matchups, such as beating Zangief crouch jab. Also works as a good frame trap after cr lp from a distance.

  • Close Standing Short:
Damage 4 Sfa3 Guy short1.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 6/4/10
Block Stun +0
Hit Stun/Counter Hit +1/+6

Great for punishing rolls, hits low, so you can go into final fight chain, or some combo into super.

  • Far Standing Short:
Damage 4 Sfa3 Guy short2.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/3/19
Block Stun -8
Hit Stun/Counter Hit -7/-2

Slow recovery for a light normal, but it is a good anti air, and beats a handful of moves on the ground. Use the same anti air follow ups as you would with an anti air stand/crouch jab.

  • Close Standing Forward:
Damage 11 Sfa3 Guy forward1.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
Block Stun -3
Hit Stun/Counter Hit -2/+2

Useful as a meaty for pressure, otherwise you should cancel it into something, as it's not good for much else.

  • Far Standing Forward:
Damage 11 Sfa3 Guy forward2.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
Block Stun -8
Hit Stun/Counter Hit -7/-3

Great range, vulnerable to some attacks however, and long recovery. Use this to punish attacks, and to poke at them from outside their reach.

  • Close Standing Roundhouse:
Damage 15 Sfa3 Guy roundhouse1.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
Block Stun -1
Hit Stun/Counter Hit +0/launch

Guy moves forward during startup, outside of a combo ender and custom combos this is not much use.

  • Far Standing Roundhouse:
Damage 17 Sfa3 Guy roundhouse2.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
Block Stun +0
Hit Stun/Counter Hit +1/launch

Can sometimes work as an anti air, but the slow startup, and 2 active frames, make this hard sometimes. And weaker normals cancelled to flip grab or tatsu give you similar, if not more damage anyway.

  • Crouching Jab:
Damage 4 Sfa3 Guy crjab.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/3/7
Block Stun +4
Hit Stun/Counter Hit +5/+10

Not mashable like standing jab, but still a great move. This is an important pressure tool, great for setting up counter hits into far mp> kick super, mp>hp chain, or close/far stand hp. Then when they are afraid to press buttons, you can knee bash them. Also another good anti air, use the same follow ups as anti air stand lp.

  • Crouching Strong:
Damage 10 Sfa3 Guy crstrong.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
Block Stun +1
Hit Stun/Counter Hit +2/+6

Nice priority, and decent reach/speed for a low strong. This beats a lot of attacks on the ground, so buffer it into lvl 3 kick super. It is also one of your better anti airs, cancel to hp flip>grab (counter hit), or hk tatsu/punch super. Against Ryu/Ken/Akuma it also punishes active tatsus.

  • Crouching Fierce:
Damage 14 Sfa3 Guy crfierce.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
Block Stun -1
Hit Stun/Counter Hit +0/launch

Looks like a good anti air, but this move is garbage, has 1 active frame, so timing it as an anti air or poke is stupidly hard. And you can't even cancel it, I would avoid this move.

  • Crouching Short:
Damage 4 Sfa3 Guy crshort.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/9
Block Stun +1
Hit Stun/Counter Hit +2/+7

Good range and priority, but a little slow. Can be linked to after cr lp.

  • Crouching Forward:
Damage 6+4 Sfa3 Guy crforward1.png Sfa3 Guy crforward2.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
Block Stun -4
Hit Stun/Counter Hit -3/+1

Two hit move, the second hit knocks down. This is good as a counter poke vs lows, as it will beat a lot of attacks clean. Especially useful in mirrors to beat slides.

  • Crouching Roundhouse:
Damage 15/8 Sfa3 Guy crroundhouse1.png Sfa3 Guy crroundhouse2.png Sfa3 Guy crroundhouse3.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
Block Stun -14
Hit Stun/Counter Hit N/A/launch

A slide, the earlier active frames cause a knockdown, the later parts do less damage, and do not knock down. If used sparingly this is a great move, use it like Claw's slide, spacing it as such that it cannot be punished.

Air Normals

  • Neutral Jump Jab:
Damage 6 Sfa3 Guy njjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/7

Ok priority, decent air protection when neutral jumping fireballs.

  • Diagonal Jump Jab:
Damage 5 Sfa3 Guy fjjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/7

A lot like the neutral jump version. Good air to air, and stays out for a while.

  • Neutral Jump Strong:
Damage 12 Sfa3 Guy njstrong.png
Stun 4
Meter on whiff/hit 1/3(A)/4(X,V)
Frame Count 4/8/7

A lot like neutral jump jab, might be favoured for better damage.

  • Diagonal Jump Strong:
Damage 11 Sfa3 Guy fjstrong.png
Stun 4
Meter on whiff/hit 1/3(A)/4(X,V)
Frame Count 4/8/7

Worse priority than other air normals, but is often used as a reactionary anti air to hit them early, then walk cancel into a combo.

  • Neutral Jump Fierce:
Damage 17 Sfa3 Guy njfierce.png
Stun 8
Meter on whiff/hit 1/4(A)/6(X,V)
Frame Count 7/6/11

Pretty similar to the diagonal version, but the hitbox/arm hurtbox are in a different place.

  • Diagonal Jump Fierce:
Damage 16 Sfa3 Guy fjfierce.png
Stun 8
Meter on whiff/hit 1/4(A)/6(X,V)
Frame Count 8/6/11

Pretty decent priority, this is a good answer to walldives, and headstomps.

  • Neutral Jump Short:
Damage 5 Sfa3 Guy njshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/3

Outside of custom combos and crouch cancels, this is not very useful.

  • Diagonal Jump Short:
Damage 4 Sfa3 Guy fjshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 7/8/7

Could be used for mixups if they have to block, since it looks the same as j mk. Otherwise this mostly goes unused.

  • Neutral Jump Forward:
Damage 11 Sfa3 Guy njforward.png
Stun 6
Meter on whiff/hit 1/3(A)/4(X,V)
Frame Count 7/6/7

Pretty good as a defensive tool, good reach, and beats a surprising amount of ground attacks.

  • Diagonal Jump Forward:
Damage 6/10 Sfa3 Guy fjforward1.png Sfa3 Guy fjforward2.png
Stun 2/4
Meter on whiff/hit 1/3(A)/4(X,V)
Frame Count 5/8/7

This is your crossup, but Guys long jump makes it awkward to set up. If you land the crossup, feel free to do a combo into level 3 kick super, or final fight chain.

  • Neutral Jump Roundhouse:
Damage 10+6 Sfa3 Guy njroundhouse1.png Sfa3 Guy njroundhouse2.png
Stun 4x2
Meter on whiff/hit 1/1x2(A)/3x2(X,V)
Frame Count 8/6/2/2/18

Nice air to air if you have time to get it. A two hit air normal with good reach, useful for keeping people in the corner if they try jump out, as it's easy to follow up after this, with or without walk cancelling.

  • Diagonal Jump Roundhouse:
Damage 16 Sfa3 Guy fjroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)/6(X,V)
Frame Count 10/4/2

Pretty good priority and angle. If you jump fireballs from full screen, this is usually the best move to come down with.

Command Normals

  • Kubi Kudaki/Overhead: f+MP
Damage 8+4 Sfa3 Guy overhead1.png Sfa3 Guy overhead2.png
Stun 4x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x2
Frame Count 1/3/4/23
Block Stun -8
Hit Stun/Counter Hit -7/?

A two hit overhead, pretty self explanatory. Just try not to land it up close, as it is quite unsafe on hit. Being far away should make you safe from most attacks.

  • Kamaitachi/Flip Kick: df+HK
Damage 9+7 Sfa3 Guy flipkick1.png Sfa3 Guy flipkick2.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

Overall this move is pretty bad, quite unsafe on block and whiff. You can combo into it easily off a juggle, but Guy has better options. The priority on the first hit will beat a lot of moves thanks to the high priority, but again, you're better off using other moves.

  • Hiji Otoshi/Elbow Drop: In air: d+MP
Damage 10 Sfa3 Guy elbowdrop.png
Stun 4
Meter on whiff/hit 1/3(A)/4(X,V)
Frame Count 6/24/3

An elbow drop only usable in the air. This can slow your descent, and stop horizontal air movement. Ok for staying in the air longer, and works as a fake crossup. Make it look like you're doing a crossup, then use this instead to stay in front. Like your air normals, it must be blocked standing, decent priority.

Throws

Seoi Nage

b/f+PP

Sfa3 Guy p throw.png
Damage 20
Meter Gain (A)1(XV)3
Frame Count 5/1/16

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

Sfa3 Guy k throw.png
Damage 4x (1~13)+4*5
Meter Gain (A)1(XV)3
Frame Count 5/1/16

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

Sfa3 Guy air throw.png
Damage 19
Meter Gain (A)1(XV)3
Frame Count 1/1/1(before landing)

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

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM
Damage 4 Sfa3 Guy acaism.png
Frame Count 21/8/19
Invincibility 0-21
  • V-ISM
Damage 4 Sfa3 Guy acvism.png
Frame Count 20/3/30
Invincibility 0-20

Be very weary of using the A-ism version as it will completely whiff on crouching opponents, leaving you open for a punish.

Special Moves

Bushin Izuna Otoshi fff: Qcf.png+P.png

  • Somersault:
Sfa3 Guy BIO 1.png Sfa3 Guy BIO 2a.png Sfa3 Guy BIO 3.png Sfa3 Guy BIO 4.png Sfa3 Guy BIO 5.png Sfa3 Guy BIO.gif Sfa3 Guy BIO 10.png Sfa3 Guy BIO 11.png Sfa3 Guy BIO 12.png
Frame Count(Jab) 70 (Additional input 27~50)
Frame Count(Strong) 64 (Additional input 24~44)
Frame Count(Fierce) 61 (Additional input 22~41)
  • Izuna Drop: P.png when close
Damage 20 Sfa3 Guy BIO.png
Stun 0
Meter on whiff/hit 3(A)4(XV)/4(A)7(XV)
Block Stun -
Hit Stun/Counter Hit -
Frame Count 1

If the opponent is below, you grab them. The damage is good, and is not affected by scaling. You can use this off counter hit anti airs to get big damage. Use the hp version to punish fireballs on reaction. The jab version goes high with the least horizontal distance, stronger versions go lower, but go further forwards. The grab can be avoided by all characters if they crouch.

  • Izuna no Hiji Otoshi: P.png when far
Damage 13 Sfa3 Guy BIO ed2.png Sfa3 Guy BIO ed.png Sfa3 Guy BIO 10.png Sfa3 Guy BIO 11.png Sfa3 Guy BIO 12.png
Stun 8
Meter on whiff/hit 0/3(A)4(XV)
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 10 Until Landing 11

You get the elbow drop if the grab cannot come out, or if punch is pressed out of range. It's a lot like the regular elbow drop, you don't seem to have time to combo afterwards.

Houzantou fff: Qcb.png+P.png

  • Startup:
  • Jab/Strong:
Sfa3 Guy HTZ 1.png Sfa3 Guy HTZ 2.png Sfa3 Guy HTZ 3.png Sfa3 Guy HTZ 4.png Sfa3 Guy HTZ 5.png Sfa3 Guy HTZ 6.png
Frame Count (Jab) 18
Frame Count (Strong) 23
  • Fierce:
Sfa3 Guy HTZ 1hp.png Sfa3 Guy HTZ 2hp.png Sfa3 Guy HTZ 3hp.png Sfa3 Guy HTZ 4hp.png Sfa3 Guy HTZ 5.png Sfa3 Guy HTZ 6.png
Frame Count 29

Active/Recovery:

Jab Strong Fierce Sfa3 Guy HTZ 7.png Sfa3 Guy HTZ 8.png Sfa3 Guy HTZ 9.png Sfa3 Guy HTZ 10.png Sfa3 Guy HTZ 11.png
Damage 8,7 12,8 13,8
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Block Stun -9 -5 -11
Hit Stun/Counter Hit -
Frame Count (Jab) 4 28
Frame Count (Strong) 4 24
Frame Count (Fierce) 4 30


The shoulder smash, sends them flying to the other end of the screen. Jab version stays in place, has no upper body invincibility, but comes out fast, and is safe on block. Combo into it off any medium normal, or close hp. Works in juggles as well. Medium goes further, and has brief upper body invul before it goes active. Hp goes the farthest, and has upper body invul instantly, so can go through meaty fireballs etc, and is good for punishing fireballs in general. The medium version is safe as long as it is not done from point blank range, the heavy one is pretty punishable on block, so use carefully. It is sometimes good to cancel far mp pokes into medium shoulder, to catch them pressing buttons or flinching, but they can activate or reversal inbetween, so use sparingly.

Hayagake fff: Qcf.png+K

Meter Gain 3(A)4(XV) Sfa3 Guy HK.gif Sfa3 Guy HK 7.png Sfa3 Guy HK 8.png Sfa3 Guy HK 9.png Sfa3 Guy HK 10.png Sfa3 Guy HK 11.png
Frame Count 54

Guy starts running towards the opponent, he stops when he hits a wall, or touches the opponent.

Hayagake: Kyuuteishi:

Qcf.png+LK,K

This stops the run, some recovery though. If you cancel it instantly off a close hp, you are pretty safe though, this is a great way to apply pressure and do mixups. Cancelling this off a medium normal is sometimes ok, but be careful since it is quite unsafe.

Hayagake: Kage Sukui: Qcf.png+MK,K

  • Startup:
Sfa3 Guy HKS 1.png Sfa3 Guy HKS 2.png Sfa3 Guy HKS 3.png Sfa3 Guy HKS 4.png Sfa3 Guy HKS 5.png
Frame Count 20
  • Active/Recovery:
Damage 11 Sfa3 Guy HKS 6.png Sfa3 Guy HKS 7.png Sfa3 Guy HKS 8.png Sfa3 Guy HKS 9.png Sfa3 Guy HKS 10.png Sfa3 Guy HKS 11.png
Stun 8
Meter on whiff/hit 3(A)4(XV)/3(A)4(XV)
Block Stun -19
Hit Stun/Counter Hit -
Frame Count 4 29

Guy does a slide kick. This hits low and causes a hard knockdown. You can combo this off close hp, but the timing is tough. Very unsafe on block, try not to use this move much.

Hayagake: Kubikari: Qcf.png+HK,K

  • Startup
Sfa3 Guy HKb 1.png Sfa3 Guy HKb 2.png Sfa3 Guy HKb 3.png Sfa3 Guy HKb 4.png
Frame Count 24
  • Active/Recovery:
Damage 10+5 Sfa3 Guy HKb 5.png Sfa3 Guy HKb 6.png Sfa3 Guy HKb 7.png Sfa3 Guy HKb 8.png Sfa3 Guy HKb 9.png Sfa3 Guy HKb 10.png Sfa3 Guy HKb 11.png Sfa3 Guy HKb 12.png
Stun 4x2
Meter on whiff/hit 3(A)4(XV)/3+1(A)4+3(XV)
Block Stun -11
Hit Stun/Counter Hit -1/?
Frame Count 4 2 8 17

Guy does a jumping kick. It is a two hit overhead. Fairly safe if it is blocked, or hits. Pretty good if they are conditioned to block, or like to press buttons after cancelling into run.

Bushin Senpuu Kyaku fff:

Qcb.png+K

  • Startup
Short Forward Roundhouse
Sfa3 Guy BSK 1.png Sfa3 Guy BSK 2.png Sfa3 Guy BSK lk1.png Sfa3 Guy BSK 1.png Sfa3 Guy BSK 2.png Sfa3 Guy BSK mk1.png Sfa3 Guy BSK 1hk.png Sfa3 Guy BSK 2hk.png Sfa3 Guy BSK hk1.png
Frame Count 13
  • Active:
  • Short Version:
Damage 5x3 Sfa3 Guy BSK lk2.png Sfa3 Guy BSK 3.png Sfa3 Guy BSK 4.png Sfa3 Guy BSK 5.png Sfa3 Guy BSK 6.png Sfa3 Guy BSK 3.png Sfa3 Guy BSK 4.png Sfa3 Guy BSK 5.png Sfa3 Guy BSK 6.png
Stun 2x3
Meter on whiff 6(A)9(XV)
Meter on hit 3+1x2(A)4+1x2(XV)
Block Stun ?
Hit Stun/Counter Hit -
Frame Count 2 6 2 6 1
  • Forward Version:
Damage 5x3 Sfa3 Guy BSK mk2.png Sfa3 Guy BSK 3.png Sfa3 Guy BSK 4.png Sfa3 Guy BSK 5.png Sfa3 Guy BSK 6.png Sfa3 Guy BSK 3.png Sfa3 Guy BSK 4.png Sfa3 Guy BSK 5.png Sfa3 Guy BSK 6.png
Stun 2x3
Meter on whiff 6(A)9(XV)
Meter on hit 3+1x2(A)4+1x2(XV)
Block Stun ?
Hit Stun/Counter Hit -
Frame Count 2 6 2 6 1
  • Roundhouse Version:
Damage 4x4 Sfa3 Guy BSK hk2.png Sfa3 Guy BSK 3.png Sfa3 Guy BSK 4.png Sfa3 Guy BSK 5.png Sfa3 Guy BSK 6.png Sfa3 Guy BSK 3.png Sfa3 Guy BSK 4.png Sfa3 Guy BSK 5.png Sfa3 Guy BSK 6.png
Stun 2x4
Meter on whiff 6(A)9(XV)
Meter on hit 3+1x3(A)4+1x3(XV)
Block Stun ?
Hit Stun/Counter Hit -
Frame Count 2 6 2 6 1
Sfa3 Guy BSK 3.png Sfa3 Guy BSK 4.png Sfa3 Guy BSK 5.png Sfa3 Guy BSK 6.png
Frame Count 6 1
  • Recovery:
Sfa3 Guy BSK 7.png Sfa3 Guy BSK 8.png Sfa3 Guy BSK 9.png Sfa3 Guy BIO 12.png
Frame Count(Short) 24
Frame Count(Forward) 27
Frame Count(Roundhouse) 26

All have brief startup invincibility, but still can be hit before coming out, not really a reliable reversal. Good for juggles and combos. The hk version will whiff vs most crouchers though, so hk is best saved for juggles.

Super Combos

Bushin Hassou Ken f: Qcf.pngQcf.png+P.png

  • Level 1:
Damage 11x4 Sfa3 Guy BHK 1.png Sfa3 Guy BHK 2.png Sfa3 Guy BHK 3.png Sfa3 Guy BHK LVL1.png Sfa3 Guy BHK 4.png Sfa3 Guy BHK 5.png Sfa3 Guy BHK 6.png Sfa3 Guy BHK 7.png Sfa3 Guy BHK 8.png Sfa3 Guy BHK 9.png Sfa3 Guy BHK 10.png Sfa3 Guy BHK 11.png
Invincibility 0~10
Block Stun ?
Frame Count 10 4 34
  • Level 2:
Damage 12x5 Sfa3 Guy BHK 1.png Sfa3 Guy BHK 2.png Sfa3 Guy BHK 3.png Sfa3 Guy BHK LVL2a.png Sfa3 Guy BHK LVL1.png Sfa3 Guy BHK 4.png Sfa3 Guy BHK 5.png Sfa3 Guy BHK 6.png Sfa3 Guy BHK 7.png Sfa3 Guy BHK 8.png Sfa3 Guy BHK 9.png Sfa3 Guy BHK 10.png Sfa3 Guy BHK 11.png
Invincibility 0~12
Block Stun ?
Frame Count 10 2 2 32
  • Level 3:
Damage 15+13x5 Sfa3 Guy BHK 1.png Sfa3 Guy BHK 2.png Sfa3 Guy BHK 3.png Sfa3 Guy BHK LVL2a.png Sfa3 Guy BHK 4.png Sfa3 Guy BHK 5.png Sfa3 Guy BHK 6.png Sfa3 Guy BHK 7.png Sfa3 Guy BHK 8.png Sfa3 Guy BHK 9.png Sfa3 Guy BHK 10.png Sfa3 Guy BHK 11.png
Invincibility 0~14
Block Stun ?
Frame Count 10 4 30

This is good for anti air, at least with mp and hp versions. You can also combo into them easily when juggling.

Bushin Gourai Kyaku f: Qcf.pngQcf.png+K

  • Level 1:
Damage 10x3+14 Sfa3 Guy BGK 1.png Sfa3 Guy BGK lvl1 1.png Sfa3 Guy BGK 2.png Sfa3 Guy BGK 3.png Sfa3 Guy BGK 4.png Sfa3 Guy BGK lvl1 2.png Sfa3 Guy BGK 2.png Sfa3 Guy BGK 3.png Sfa3 Guy BGK 7.png Sfa3 Guy BGK lvl1 3.png
Invincibility 0~9
Block Stun -10
Frame Count 9 4 7 4 7 4
Sfa3 Guy BGK 5.png Sfa3 Guy BGK 6.png Sfa3 Guy BGK 7.png Sfa3 Guy BGK 2.png Sfa3 Guy BGK 2a.png Sfa3 Guy HKb 1.png Sfa3 Guy BGK 7a.png Sfa3 Guy BGK 8.png Sfa3 Guy BGK 9.png Sfa3 Guy BGK 10.png
Frame Count 25
Sfa3 Guy BGK lvl1 4.png Sfa3 Guy BGK 11.png Sfa3 Guy BGK 12.png Sfa3 Guy BGK 13.png Sfa3 Guy BGK 14.png Sfa3 Guy BGK 15.png
Frame Count 8 25
  • Level 2:
Damage 10x5+19 Sfa3 Guy BGK 1.png Sfa3 Guy BGK lvl2 1.png Sfa3 Guy BGK 2.png Sfa3 Guy BGK 3.png Sfa3 Guy BGK 4.png Sfa3 Guy BGK lvl2 2.png Sfa3 Guy BGK lvl2 3.png Sfa3 Guy BGK lvl2 4.png Sfa3 Guy BGK lvl2 5.png Sfa3 Guy BGK lvl2 6.png
Invincibility 0~13
Block Stun -6
Frame Count 9 4 7 4 5 4 1
Sfa3 Guy BGK lvl2 7.png Sfa3 Guy BGK 3.png Sfa3 Guy BGK lvl2 8.png Sfa3 Guy BGK lvl2 9.png Sfa3 Guy BGK lvl2 10.png Sfa3 Guy BGK lvl2 11.png Sfa3 Guy BGK lvl2 12.png Sfa3 Guy BGK lvl2 13.png
Frame Count 10 2 2 4 1
Sfa3 Guy BGK lvl2 14.png Sfa3 Guy BGK lvl2 15.png Sfa3 Guy BGK lvl2 16.png Sfa3 Guy BGK lvl2 17.png Sfa3 Guy BGK lvl2 18.png Sfa3 Guy BGK lvl2 19.png Sfa3 Guy BGK lvl2 20.png Sfa3 Guy HKb 1.png Sfa3 Guy BGK 7a.png Sfa3 Guy BGK 8.png Sfa3 Guy BGK 9.png Sfa3 Guy BGK 10.png
Frame Count 26
Sfa3 Guy BGK lvl2 21.png Sfa3 Guy BGK 11.png Sfa3 Guy BGK 12.png Sfa3 Guy BGK 13.png Sfa3 Guy BGK 14.png Sfa3 Guy BGK 15.png
Frame Count 8 21
  • Level 3:
Damage 11x6+22 Sfa3 Guy BGK 1.png Sfa3 Guy BGK lvl3 1.png Sfa3 Guy BGK lvl3 2.png Sfa3 Guy BGK lvl3 3.png Sfa3 Guy BGK lvl3 4.png Sfa3 Guy BGK lvl3 5.png Sfa3 Guy BGK lvl3 6.png Sfa3 Guy BGK lvl2 3.png Sfa3 Guy BGK lvl2 4.png Sfa3 Guy BGK lvl3 7.png
Invincibility 0~20
Block Stun -2
Frame Count 9 4 7 4 5 8
Sfa3 Guy BGK lvl2 6.png Sfa3 Guy BGK lvl2 7.png Sfa3 Guy BGK 4.png Sfa3 Guy BGK lvl3 8.png Sfa3 Guy BGK lvl3 9.png Sfa3 Guy BGK lvl3 10.png Sfa3 Guy BGK 4.png Sfa3 Guy BGK 2.png Sfa3 Guy BGK 3.png
Frame Count 10 6 7
Sfa3 Guy BGK lvl3 11.png Sfa3 Guy BGK lvl2 11.png Sfa3 Guy BGK lvl3 12.png Sfa3 Guy BGK lvl2 13.png Sfa3 Guy BGK lvl2 14.png Sfa3 Guy BGK lvl2 15.png Sfa3 Guy BGK lvl2 16.png Sfa3 Guy BGK lvl2 17.png Sfa3 Guy BGK lvl2 18.png
Frame Count 4 2 4 8
Sfa3 Guy BGK lvl2 19.png Sfa3 Guy BGK lvl2 20.png Sfa3 Guy HKb 1.png Sfa3 Guy BGK 7a.png Sfa3 Guy BGK 8.png Sfa3 Guy BGK 9.png Sfa3 Guy BGK 10.png Sfa3 Guy BGK lvl2 21.png
Frame Count 19 8
Sfa3 Guy BGK 11.png Sfa3 Guy BGK 12.png Sfa3 Guy BGK 13.png Sfa3 Guy BGK 14.png Sfa3 Guy BGK 15.png
Frame Count 17

The best super in most cases. The level 3 version is incredible, great invincibility, comes out fast, safe on block, and can be comboed after. This makes Guy a very scary character to fight, and managing to land it can massively turn the tide in your favour. Medium version also have invul, but is unsafe on block. Light version trades at best with the first hit, and is very unsafe on block.


Bushin Musou Renge ff: Hcb.pngHcb.png+P

Damage 56 Sfa3 Guy BMR.png
Invincibility 0-6
Frame Count 10/1/16
  • Guy's X-ISM Super Combo.
  • In A-ISM, this can be used at Level 3 only.

Really bad range, but worst of all, it's not instant. They can hold up and jump out, or use a super/special to beat it out. Don't bother with this unless it will win you the game.

Miscellaneous

  • Wall Jump: Up forward away from the wall/corner in the air.
Sfa3 Guy walljump.png Sfa3 Guy jump1.png Sfa3 Guy jump2.png Sfa3 Guy jump3.png Sfa3 Guy jump4.png Sfa3 Guy jump5.png Sfa3 Guy jump1.png

Like Claw and Chun, you have a wall jump. This is better than it initially seems, very good for escaping the corner, especially after an air tech. Also good for baits vs cornered opponents. Jump at them as they get up/land, then jump off the wall to bait something like an srk, and punish as you land if possible.

  • Idle, Crouching, Airborne:
Sfa3 Guy idle.png Sfa3 Guy crouching.png Sfa3 Guy jump1.png

The Basics

Combos

Bushin Gokusa Ken (Bushin Chain)

LP,MP,HP,HK

Jab Strong Fierce Roundhouse
Sfa3 Guy jab1.png Sfa3 Guy strong2.png Sfa3 Guy BC 1.png Sfa3 Guy BC 2.png

A pretty interesting chain. You can start off doing other moves before the first jab, such as other jabs, or close lk (good for roll punishment). You can also cancel the mp into specials or super, then if the next thing you do (e.g; no jumping, or whiffing any normals or specials) is stand hp, you get the high elbow from the chain, and it will cancel to the last hk that launches them. You can also kara the hk into specials/supers. Hard to master, but can be very useful, usually kara cancelling into level 3 kick super on grounded opponents.

In combos this is best used after a juggle with level 3 kick super. You can follow up afterwards in most cases, even mid screen you can link most normals after the hk launches them, far mp > slide kick works on some characters for instance. This attacks puts them into a safe auto roll when they land, they cannot air tech if the hk hits them.

Bushin-ryuu Seoi Nage

LP,MP,HP,d+HK

Down + Roundhouse
Sfa3 Guy BC 3.png
  • X-ISM only

If the hp in the chain hits a grounded opponent, you can combo this throw. It's like his punch throw, and he throws them high, and behind him, you can combo after this.

MP,HP

MP,HP

A useful easy chain to go into an easy combo. Also good for pressure by run cancelling the hp. This is often a good combo starter when you get an opening, either cancelling the last hit into a super, or lp shoulder. Both close and far mp work for this chain, usually from far mp you get far hp due to the distance, but it still combos usually, just you can't cancel far hp into anything.

  • Basic Combos:
  • V-ISM Combos:

Misc

  • Close mp> close hp> lp shoulder/tatsu
  • Final fight chain> far mp> run > slide kick (character specific, mid screen)
  • Close mp> close hp> kick super
  • Counterhit crouch lp> far mp/mp>hp chain> kick super
  • Close lk> final fight chain> juggle combo of your choice (roll punishment)
  • Anti air stand/crouch lp/ far lk/ cr mp> hk tatsu/punch super
  • Anti air stand/crouch lp/far lk> lp flip> grab (counter hit only)
  • Final fight chain> punch super (juggle)
  • Level 3 kick super> close hp/mp>hp chain> hp flip> grab (mid screen)
  • Corner
  • Final fight chain> final fight chain
  • Final fight chain> mp>hp chain> hk tatsu/hp flip> elbow drop
  • Level 3 kick super> final fight chain> final fight chain
  • Level 3 kick super> mp>hp chain> hk tatsu/hp flip> elbow drop/run > overhead

Which Ism?

  • A-ISM:

Recommended

Access to Guy's amazing supers and his insane damage output. Air block helps his floaty air game.

  • V-ISM:

Not horrible, but his customs are generally not reliable unless point blank or off specific situations. Situational at best.

  • X-ISM:

The fact you are stuck with only the grab super is just awful, and the better damage is not worth giving up some of the best supers in the game. Not having air block with his floaty jump is also a problem. Avoid.

Advanced Strategy

Match-ups

Notable Players

Japan

Amamiya (A/X-Guy)

Bridge Dragon (A-Guy)

Catapult (A-Guy)

Daigo Umehara (A-Guy)

Dark (A-Guy)

Goto (A-Guy)

Igari (A-Guy)

Inbe (A/V-Guy)

Kamiiyu (A-Guy)

KIK (A-Guy)

Kiyo (A-Guy)

Ple (A/V-Guy)

Sano (A-Guy)

Sarada (V/A-Guy)

Seishou (V-Guy)

Shinya (A-Guy)

Teacher (A-Guy)

Totsuka (A-Guy)

North America

BushinStyle (A-Guy)

Funkybee (A-Guy)

John Choi (A-Guy)

Kinto Un (A-Guy)

Kyokuji (A/V-Guy)

Slide (A-Guy)

Europe

-Ace- (A-Guy)

Nonegiven (A-Guy)

Discussion

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