Guy's page


Name: Guy


Ocupation: Justice provider ^_^


Martial art: Ninjutsu ?



Character's techniques

Guy is really the most inovative character of all. He is neither played on contact nor from a long range; he is a mid-range character.
When playing Guy, you shouldn't try playing as something like Ryu or Fei Long or anything. This is probably why so many people don't play him well as quickly as other characters. To play him, you should stay just out of sweep range, mix special attacks and once you're in perform a big combo, then go back again.
Also, if your oppenent tries comming too close, use the huricane kick.


Comboable Move lists.

O means able, X means unable.

Chainables moves: the normal moves that can be interupted by another one with greater strength.

LP LK MP MK
Standing O X O X
Crouching X O X O

Interuptables moves: the normal moves that can be interupted by a special move.

LP MP HP LK MK HK
Standing O O O O O X
Crouching O O O O O X

Typical combos:

Stand LP, Stand HP, HK Bushido run.
Stand LP, Stand MP, Stand HP, Stand HK.
Corner re-dizzy combo (except against Ryu and Ken):
It is extremely dificult to pull off.
Jumping HK, Stand LP, Crouch MP, Crouch HP, HK bushido run.

Complex comand moves

Common moves

Zero counter B DB D + k A crouching forward.
Taunt Start Gyu turns his back on you and says *something* in japanese.

Simple moves

Slide D + HK !! Does not go under fireballs !!
Elbow smash F + MP Overhead hit.
Elbow drop (Jump) D + MP Guy stops in his jump and falls, elbow first.

Special moves

Bushin run D DF F + k, k 1st kick triggers run AND sets the action that the 2nd kick triggers:
- LK: Guy stops running,
- MK: Gyu slides (block low),
- HK: Guy makes a jump kick (block high).
Bushin leap D DF F + p, p Gyu jumps high forward.
Press 2nd punch when close to oponent to throw.
When far, 2nd punch will perform an albow drop.
Whirlwind kick D DB B + k Rising spining kick that hits multiple times in the air.
LK has very good priority

Super combos

Bushin rage (D DF F)*2 + k Rushing kicks. Goes through fireballs. 4, 6 or 7 hits.
Bushin jump (D DF F)*2 + p A jumping rush (!). Stops at 1st punch if it doesn't connect. 4, 5 or 6 hits.




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